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Painting.gd
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extends Spatial
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
var state = RubicsCube.default_cube setget set_state
var portal = Portal.Desc.new() setget set_portal
export(int) var side = 0
func set_portal(data):
portal = data
_reload()
# var p1 = Plane(portal.portal1.x, portal.portal1.y, portal.portal1.width, portal.portal1.rot)
# var p2 = Plane(portal.portal2.x, portal.portal2.y, portal.portal2.width, portal.portal2.rot)
# var mesh = $MeshInstance
# var material = ShaderMaterial.new() if mesh.material_override == null else mesh.material_override
# material.shader = preload("res://new_shader.shader")
# material.set_shader_param("invert1", data.invert1)
# material.set_shader_param("invert2", data.invert2)
# material.set_shader_param("portal1", p1)
# material.set_shader_param("portal2", p2)
# var plaque_mesh = $Plaque
# var plaque = ShaderMaterial.new() if plaque_mesh.material_override == null else plaque_mesh.material_override
# plaque.shader = preload("res://new_shader.shader")
# plaque.set_shader_param("invert1", portal.invert1)
# plaque.set_shader_param("invert2", portal.invert2)
# plaque.set_shader_param("portal1", p1)
# plaque.set_shader_param("portal2", p2)
# plaque.set_shader_param("texture_albedo", $Plaque/Viewport.get_texture())
# plaque.set_shader_param("albedo", Color.white)
# plaque.set_shader_param("uv1_scale", Vector3(1,1,1))
# #seed(state.hash())
# var piece = ArtInfo.art_pieces[randi() % len(ArtInfo.art_pieces)]
# mesh.scale.x = piece.size.x
# mesh.scale.z = piece.size.y
# plaque_mesh.translation.x = piece.size.x / 2 + 0.1
# material.set_shader_param("texture_albedo", piece.image)
# material.set_shader_param("albedo", Color.white)
# material.set_shader_param("uv1_scale", Vector3(1,1,1))
# material.render_priority = 1
# if mesh.material_override == null:
# mesh.material_override = material
#
# if plaque_mesh.material_override == null:
# plaque_mesh.material_override = plaque
func set_state(value):
state = value
_reload()
# var p1 = Plane(portal.portal1.x, portal.portal1.y, portal.portal1.width, portal.portal1.rot)
# var p2 = Plane(portal.portal2.x, portal.portal2.y, portal.portal2.width, portal.portal2.rot)
# var mesh = $MeshInstance
# var material = ShaderMaterial.new() if mesh.material_override == null else mesh.material_override
# var plaque_mesh = $Plaque
# var plaque = ShaderMaterial.new() if plaque_mesh.material_override == null else plaque_mesh.material_override
# material.shader = preload("res://new_shader.shader")
# material.set_shader_param("invert1", portal.invert1)
# material.set_shader_param("invert2", portal.invert2)
# material.set_shader_param("portal1", p1)
# material.set_shader_param("portal2", p2)
# plaque.shader = preload("res://new_shader.shader")
# plaque.set_shader_param("invert1", portal.invert1)
# plaque.set_shader_param("invert2", portal.invert2)
# plaque.set_shader_param("portal1", p1)
# plaque.set_shader_param("portal2", p2)
# #seed(state.hash())
# var piece = ArtInfo.art_pieces[randi() % len(ArtInfo.art_pieces)]
# mesh.scale.x = piece.size.x
# mesh.scale.z = piece.size.y
# plaque_mesh.translation.x = piece.size.x / 2 + 0.1
# $Plaque/Viewport/VBoxContainer/Title.text = piece.title
# $Plaque/Viewport/VBoxContainer/Description.text = piece.description
# material.set_shader_param("texture_albedo", piece.image)
# material.set_shader_param("albedo", Color.white)
# material.set_shader_param("uv1_scale", Vector3(1,1,1))
# material.render_priority = 1
# if mesh.material_override == null:
# mesh.material_override = material
#
# if plaque_mesh.material_override == null:
# plaque_mesh.material_override = plaque
func _reload():
var p1 = Plane(portal.portal1.x, portal.portal1.y, portal.portal1.width, portal.portal1.rot)
var p2 = Plane(portal.portal2.x, portal.portal2.y, portal.portal2.width, portal.portal2.rot)
var mesh = $MeshInstance
var material = mesh.material_override
var piece = WorldData.get_painting(state, side)
if material == null:
material = ShaderMaterial.new()
material.shader = preload("res://new_shader.shader")
mesh.material_override = material
material.set_shader_param("albedo", Color.white)
material.set_shader_param("uv1_scale", Vector3(1,1,1))
material.set_shader_param("invert1", portal.invert1)
material.set_shader_param("invert2", portal.invert2)
material.set_shader_param("portal1", p1)
material.set_shader_param("portal2", p2)
material.set_shader_param("texture_albedo", piece.image)
mesh.scale.x = piece.size.x
mesh.scale.z = piece.size.y
var plaque_mesh = $Plaque
var plaque_material = plaque_mesh.material_override
if plaque_material == null:
plaque_material = ShaderMaterial.new() if plaque_mesh.material_override == null else plaque_mesh.material_override
plaque_material.shader = preload("res://new_shader.shader")
plaque_material.set_shader_param("texture_albedo", $Plaque/Viewport.get_texture())
plaque_material.set_shader_param("albedo", Color.white)
plaque_material.set_shader_param("uv1_scale", Vector3(1,1,1))
plaque_mesh.material_override = plaque_material
plaque_material.set_shader_param("invert1", portal.invert1)
plaque_material.set_shader_param("invert2", portal.invert2)
plaque_material.set_shader_param("portal1", p1)
plaque_material.set_shader_param("portal2", p2)
plaque_mesh.translation.x = piece.size.x / 2 + 0.15
$Plaque/Viewport/VBoxContainer/Artist.text = piece.artist
$Plaque/Viewport/VBoxContainer/Title.text = piece.title
$Plaque/Viewport/VBoxContainer/Description.text = piece.description
material.render_priority = 1
func _ready():
self.state = RubicsCube.default_cube