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

FlipbookUV node added

This commit is contained in:
Digvijaysinh Gohil 2023-10-12 00:17:14 +05:30
parent bda73aad08
commit 3eba6281c8
3 changed files with 101 additions and 0 deletions

1
.gitignore vendored
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# Godot 4+ specific ignores
.godot/
tests/

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@tool
class_name VisualShaderNodeUVFlipbook extends VisualShaderNodeCustom
func _init() -> void:
set_input_port_default_value(1, 1)
set_input_port_default_value(2, 1)
set_input_port_default_value(3, 0)
set_input_port_default_value(4, 0)
set_input_port_default_value(5, 0.1)
func _get_name() -> String:
return "Flipbook"
func _get_category() -> String:
return "UV"
func _get_description() -> String:
return "Creates a flipbook, or texture sheet animation, of the UVs supplied to input UV."
func _get_return_icon_type() -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D
func _get_input_port_count() -> int:
return 6
func _get_input_port_name(port: int) -> String:
match port:
0:
return "uv"
1:
return "rows"
2:
return "columns"
3:
return "start_frame"
4:
return "end_frame"
5:
return "anim_speed"
return ""
func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
match port:
0:
return PORT_TYPE_VECTOR_2D
1, 2, 3, 4:
return PORT_TYPE_SCALAR_INT
5:
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 "uv"
func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("FlipbooxUV.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 rows: String = input_vars[1]
var columns: String = input_vars[2]
var start_frame: String = input_vars[3]
var end_frame: String = input_vars[4]
var anim_speed: String = input_vars[5]
return output_vars[0] + " = flipbook_uv(%s, %s, %s, %s, %s, %s);" % [uv, rows, columns, start_frame, end_frame, anim_speed]

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vec2 flipbook_uv(vec2 uv, int rows, int columns, int start_frame, int end_frame, float anim_speed){
start_frame += int(fract(TIME * anim_speed) * float(end_frame));
float _frame = float(clamp(start_frame, 0, end_frame));
vec2 _off_per_frame = vec2((1.0 / float(columns)), (1.0 / float(rows)));
vec2 _sprite_size = vec2(uv.x / float(columns), uv.y / float(rows));
vec2 _current_sprite = vec2(0.0, 1.0 - _off_per_frame.y);
_current_sprite.x += _frame * _off_per_frame.x;
float _row_index;
float _mod = modf(_frame / float(columns), _row_index);
_current_sprite.y -= _row_index * _off_per_frame.y;
_current_sprite.x -= _row_index * float(columns) * _off_per_frame.x;
vec2 _sprite_uv = (_sprite_size + _current_sprite);
return _sprite_uv;
}