pandemonium_engine/modules/material_maker/nodes/transform/tiler.h

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#ifndef MM_TILER_H
#define MM_TILER_H
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/*************************************************************************/
/* tiler.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#include "../mm_node.h"
#include "../mm_node_universal_property.h"
class MMTiler : public MMNode {
GDCLASS(MMTiler, MMNode);
public:
Ref<MMNodeUniversalProperty> get_input();
void set_input(const Ref<MMNodeUniversalProperty> &val);
Ref<MMNodeUniversalProperty> get_in_mask();
void set_in_mask(const Ref<MMNodeUniversalProperty> &val);
Ref<MMNodeUniversalProperty> get_output();
void set_output(const Ref<MMNodeUniversalProperty> &val);
Ref<MMNodeUniversalProperty> get_instance_map();
void set_instance_map(const Ref<MMNodeUniversalProperty> &val);
Vector2 get_tile();
void set_tile(const Vector2 &val);
float get_overlap() const;
void set_overlap(const float val);
int get_select_inputs() const;
void set_select_inputs(const int val);
Vector2 get_scale();
void set_scale(const Vector2 &val);
float get_fixed_offset() const;
void set_fixed_offset(const float val);
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float get_rnd_offset() const;
void set_rnd_offset(const float val);
float get_rnd_rotate() const;
void set_rnd_rotate(const float val);
float get_rnd_scale() const;
void set_rnd_scale(const float val);
float get_rnd_value() const;
void set_rnd_value(const float val);
bool get_variations() const;
void set_variations(const bool val);
void _init_properties();
void _register_methods(MMGraphNode *mm_graph_node);
void _render(const Ref<MMMaterial> &material);
Color _get_value_for(const Vector2 &uv, const int pseed);
Color tiler_calc(const Vector2 &uv, const Vector2 &tile, const int overlap, const Vector2 &_seed);
MMTiler();
~MMTiler();
protected:
static void _bind_methods();
Ref<MMNodeUniversalProperty> input;
Ref<MMNodeUniversalProperty> in_mask;
Ref<MMNodeUniversalProperty> output;
Ref<MMNodeUniversalProperty> instance_map;
Vector2 tile = Vector2(4, 4);
float overlap = 1;
int select_inputs = 0;
Vector2 scale = Vector2(0.5, 0.5);
float fixed_offset = 0;
float rnd_offset = 0.25;
float rnd_rotate = 45;
float rnd_scale = 0.2;
float rnd_value = 2;
bool variations = false;
};
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#endif