extends Viewport export(String) var shader_prefix = "paint" onready var rect = $Rect onready var init_material = preload("res://material_maker/tools/painter/shaders/init.tres").duplicate(true) onready var init_channels_material = preload("res://material_maker/tools/painter/shaders/init_channels.tres").duplicate(true) onready var paint_material var param_tex2view : Texture var param_seams : Texture var param_brush_size : Vector2 var param_brush_strength : float var param_pattern_scale : float var param_texture_angle : float var param_stamp_mode : bool func _ready() -> void: paint_material = ShaderMaterial.new() paint_material.shader = Shader.new() func get_paint_material() -> ShaderMaterial: set_paint_shader_params() return paint_material func set_intermediate_textures(tex2view, seams): param_tex2view = tex2view param_seams = seams set_paint_shader_params() func set_paint_shader_params(): paint_material.set_shader_param("tex2view_tex", param_tex2view) paint_material.set_shader_param("seams", param_seams) paint_material.set_shader_param("brush_size", param_brush_size) paint_material.set_shader_param("brush_strength", param_brush_strength) paint_material.set_shader_param("pattern_scale", param_pattern_scale) paint_material.set_shader_param("texture_angle", param_texture_angle) paint_material.set_shader_param("stamp_mode", param_stamp_mode) func set_texture_size(s : float): size = Vector2(s, s) rect.rect_size = size func set_brush(brush_size, brush_strength, viewport_size): param_brush_size = Vector2(brush_size, brush_size)/viewport_size param_brush_strength = brush_strength set_paint_shader_params() func get_paint_shader(mode : String) -> String: var file = File.new() file.open("res://material_maker/tools/painter/shaders/%s_%s.shader" % [ shader_prefix, mode ], File.READ) return file.get_as_text() func set_material(_mode, pattern_scale, texture_angle, stamp_mode): param_pattern_scale = pattern_scale param_texture_angle = texture_angle param_stamp_mode = _mode == "stamp" set_paint_shader_params() func init(color : Color = Color(0.0, 0.0, 0.0, 0.0), texture : Texture = null): rect.material = init_material init_material.set_shader_param("col", color) init_material.set_shader_param("tex", texture) render_target_update_mode = Viewport.UPDATE_ONCE render_target_clear_mode = Viewport.CLEAR_MODE_ONLY_NEXT_FRAME update_worlds() func init_channels(r_texture, r_mask, g_texture, g_mask, b_texture, b_mask, a_texture, a_mask): rect.material = init_channels_material init_channels_material.set_shader_param("r_tex", r_texture) init_channels_material.set_shader_param("r_mask", r_mask) init_channels_material.set_shader_param("g_tex", g_texture) init_channels_material.set_shader_param("g_mask", g_mask) init_channels_material.set_shader_param("b_tex", b_texture) init_channels_material.set_shader_param("b_mask", b_mask) init_channels_material.set_shader_param("a_tex", a_texture) init_channels_material.set_shader_param("a_mask", a_mask) render_target_update_mode = Viewport.UPDATE_ONCE render_target_clear_mode = Viewport.CLEAR_MODE_ONLY_NEXT_FRAME update_worlds() func do_paint(position, prev_position, erase): rect.material = paint_material paint_material.set_shader_param("brush_pos", position) paint_material.set_shader_param("brush_ppos", prev_position) paint_material.set_shader_param("erase", erase) render_target_update_mode = Viewport.UPDATE_ONCE update_worlds()