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mirror of https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git synced 2025-01-07 01:43:35 +08:00

Polygon node added

This commit is contained in:
Digvijaysinh Gohil 2023-10-13 21:18:42 +05:30
parent 170ea8536f
commit 2e71a484e0
2 changed files with 81 additions and 0 deletions

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@tool
class_name VisualShaderNodeProceduralPolygon extends VisualShaderNodeCustom
func _init() -> void:
_set_input_port_default_value(1, 3)
_set_input_port_default_value(2, 0.5)
_set_input_port_default_value(3, 0.5)
output_port_for_preview = 0
func _get_name() -> String:
return "Polygon"
func _get_category() -> String:
return "Procedural/Shapes"
func _get_description() -> String:
return "Generates a regular polygon shape based on input UV at the size specified by inputs width and height. The polygon's amount of sides is determined by input sides."
func _get_return_icon_type() -> VisualShaderNode.PortType:
return PORT_TYPE_SCALAR
func _get_input_port_count() -> int:
return 4
func _get_input_port_name(port: int) -> String:
match port:
0:
return "uv"
1:
return "sides"
2:
return "width"
3:
return "height"
return ""
func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
match port:
0:
return PORT_TYPE_VECTOR_2D
1:
return PORT_TYPE_SCALAR_INT
2, 3:
return PORT_TYPE_SCALAR
return PORT_TYPE_SCALAR
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "output"
func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("Polygon.gdshaderinc").code
return code
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV"
if input_vars[0]:
uv = input_vars[0]
var sides: String = input_vars[1]
var width: String = input_vars[2]
var height: String = input_vars[3]
return output_vars[0] + " = polygon_shape(%s, %s, %s, %s);" % [uv, sides, width, height]

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float polygon_shape(vec2 uv, int sides, float width, float height){
float _a_width = width * cos(PI / float(sides));
float _a_height = height * cos(PI / float(sides));
uv = (uv * 2.0 - 1.0) / vec2(_a_width, _a_height);
uv.y *= -1.0;
float _polar_coords = atan(uv.x, uv.y);
float _radius = 2.0 * PI / float(sides);
float _distance = cos(floor(0.5 + _polar_coords / _radius) * _radius - _polar_coords) * length(uv);
return clamp((1.0 - _distance) / fwidth(_distance), 0.0, 1.0);
}