material-maker/addons/procedural_material/nodes/blend.gd
RodZill4 d04a319944 Prepared all nodes for caching and added Image node
Added Image node that can be used to import textures
Renamed all get_shader_code methods to _get_shader code so a caching system can be integrated in node_base (and we can get rid of get_source_rgb and get_source_f functions)
2018-07-26 08:31:28 +02:00

42 lines
1.4 KiB
GDScript

tool
extends "res://addons/procedural_material/node_base.gd"
var amount = 0.0
func _ready():
set_slot(0, true, 0, Color(0.5, 0.5, 1), true, 0, Color(0.5, 0.5, 1))
set_slot(1, true, 0, Color(0.5, 0.5, 1), false, 0, Color(0.5, 0.5, 1))
set_slot(2, true, 0, Color(0.5, 0.5, 1), false, 0, Color(0.5, 0.5, 1))
initialize_properties([ $amount ])
func color_to_string(c):
return "vec3("+str(c.r)+","+str(c.g)+","+str(c.b)+")"
func _get_shader_code(uv):
var rv = { defs="", code="" }
var src0 = get_source(0)
var src1 = get_source(1)
var src2 = get_source(2)
if src0 == null or src1 == null:
return rv
var src0_code = src0.get_shader_code(uv)
var src1_code = src1.get_shader_code(uv)
var src2_code = { defs="", code="" }
var amount_str = str(amount)
if src2 != null:
src2_code = src2.get_shader_code(uv)
amount_str = str(src2_code.f)
if generated_variants.empty():
rv.defs = src0_code.defs+src1_code.defs+src2_code.defs
var variant_index = generated_variants.find(uv)
if variant_index == -1:
variant_index = generated_variants.size()
generated_variants.append(uv)
rv.code = src0_code.code+src1_code.code+src2_code.code
rv.code += "vec3 "+name+"_"+str(variant_index)+"_rgb = mix("+get_source_rgb(src0_code)+", "+get_source_rgb(src1_code)+", "+amount_str+");\n"
rv.rgb = name+"_"+str(variant_index)+"_rgb"
return rv
func _get_state_variables():
return [ "amount" ]