material-maker/addons/material_maker/nodes/warp/warp.gd
RodZill4 ee0bc96f30 Added a generic node type
Updated all nodes so parameters are located in a "parameters" variable.
Started writing a generic node model whose behavior is defined in a json file. Should be able to replace all generators so far.
Wrote json files for bricks and noise nodes.
Started preparing a custom node.
2018-10-02 07:46:20 +02:00

33 lines
1.4 KiB
GDScript

tool
extends "res://addons/material_maker/node_base.gd"
func _ready():
initialize_properties([ $amount ])
func _get_shader_code(uv):
var epsilon = 0.01
var rv = { defs="", code="" }
var src0 = get_source(0)
var src1 = get_source(1)
if src0 == null || src1 == null:
return rv
var variant_index = generated_variants.find(uv)
if variant_index == -1:
variant_index = generated_variants.size()
generated_variants.append(uv)
var src1_code0 = src1.get_shader_code("fract(%s+vec2(%.9f, 0.0))" % [ uv, epsilon ])
var src1_code1 = src1.get_shader_code("fract(%s-vec2(%.9f, 0.0))" % [ uv, epsilon ])
var src1_code2 = src1.get_shader_code("fract(%s+vec2(0.0, %.9f))" % [ uv, epsilon ])
var src1_code3 = src1.get_shader_code("fract(%s-vec2(0.0, %.9f))" % [ uv, epsilon ])
rv.defs = src1_code0.defs
rv.code = src1_code0.code+src1_code1.code+src1_code2.code+src1_code3.code
rv.code += "vec2 %s_%d_uv = %s+%.9f*vec2((%s)-(%s), (%s)-(%s));\n" % [ name, variant_index, uv, parameters.amount, src1_code0.f, src1_code1.f, src1_code2.f, src1_code3.f ]
var src0_code = src0.get_shader_code("%s_%d_uv" % [ name, variant_index ])
rv.defs += src0_code.defs
rv.code += src0_code.code
rv.code += "vec3 %s_%d_rgb = %s;\n" % [ name, variant_index, src0_code.rgb ]
rv.code += "float %s_%d_f = %s;\n" % [ name, variant_index, src0_code.f ]
rv.rgb = "%s_%d_rgb" % [ name, variant_index ]
rv.f = "%s_%d_f" % [ name, variant_index ]
return rv