From 01fd37434448626ac7f927ef7255fe0ec51ad409 Mon Sep 17 00:00:00 2001 From: Relintai Date: Sat, 2 Oct 2021 10:39:30 +0200 Subject: [PATCH] Moved a lot more things to Commons.gd. --- .../mat_maker_gd/nodes/common/commons.gd | 1061 +++++++++++++++++ .../mat_maker_gd/nodes/filter/filter.gd | 101 +- .../mat_maker_gd/nodes/filter/grayscale.gd | 72 +- .../mat_maker_gd/nodes/filter/sharpen.gd | 52 +- game/addons/mat_maker_gd/nodes/noise/noise.gd | 1 - .../mat_maker_gd/nodes/noise/noise_FBM.gd | 195 +-- .../mat_maker_gd/nodes/noise/noise_color.gd | 25 +- .../mat_maker_gd/nodes/noise/noise_voronoi.gd | 52 +- .../addons/mat_maker_gd/nodes/noise/perlin.gd | 27 +- .../mat_maker_gd/nodes/noise/perlin_color.gd | 27 +- .../mat_maker_gd/nodes/noise/perlin_warp1.gd | 44 +- .../mat_maker_gd/nodes/noise/perlin_warp2.gd | 49 +- .../nodes/pattern/TextureRectBricks.gd | 293 +---- .../nodes/pattern/pattern_beehive.gd | 34 +- .../nodes/pattern/pattern_generic.gd | 110 +- .../nodes/pattern/pattern_rune.gd | 60 +- .../nodes/pattern/pattern_scratches.gd | 32 +- .../nodes/pattern/pattern_truchet.gd | 15 +- .../nodes/pattern/pattern_weave.gd | 10 +- game/addons/mat_maker_gd/nodes/sdf2d/sdf.gd | 90 +- .../nodes/simple/TextureRectCurve.gd | 70 +- .../nodes/simple/TextureRectShape.gd | 71 +- 22 files changed, 1105 insertions(+), 1386 deletions(-) diff --git a/game/addons/mat_maker_gd/nodes/common/commons.gd b/game/addons/mat_maker_gd/nodes/common/commons.gd index 8891b34a..02f7e349 100644 --- a/game/addons/mat_maker_gd/nodes/common/commons.gd +++ b/game/addons/mat_maker_gd/nodes/common/commons.gd @@ -1,5 +1,24 @@ extends Reference +enum CombinerAxisType { + SINE, + TRIANGLE, + SQUARE, + SAWTOOTH, + CONSTANT, + BOUNCE +} + +enum CombinerType { + MULTIPLY, + ADD, + MAX, + MIN, + XOR, + POW +} + + static func clampv3(v : Vector3, mi : Vector3, ma : Vector3) -> Vector3: v.x = clamp(v.x, mi.x, ma.x) v.y = clamp(v.y, mi.y, ma.y) @@ -138,3 +157,1045 @@ static func step(edge : float, x : float) -> float: else: return 1.0 + +static func rgb_to_hsv(c : Vector3) -> Vector3: + var K : Color = Color(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + + var p : Color + + if c.y < c.z: + p = Color(c.z, c.y, K.a, K.b) + else: + p = Color(c.y, c.z, K.r, K.g); + + var q : Color + + if c.x < p.r: + q = Color(p.r, p.g, p.a, c.x) + else: + q = Color(c.x, p.g, p.b, p.r); + + var d : float = q.r - min(q.a, q.g); + var e : float = 1.0e-10; + + return Vector3(abs(q.b + (q.a - q.g) / (6.0 * d + e)), d / (q.r + e), q.r); + +static func hsv_to_rgb(c : Vector3) -> Vector3: + var K : Color = Color(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); + + var p : Vector3 = absv3(fractv3(Vector3(c.x, c.x, c.x) + Vector3(K.r, K.g, K.b)) * 6.0 - Vector3(K.a, K.a, K.a)); + + return c.z * lerp(Vector3(K.r, K.r, K.r), clampv3(p - Vector3(K.r, K.r, K.r), Vector3(), Vector3(1, 1, 1)), c.y); + +static func transform(uv : Vector2, translate : Vector2, rotate : float, scale : Vector2, repeat : bool) -> Vector2: + var rv : Vector2 = Vector2(); + uv -= translate; + uv -= Vector2(0.5, 0.5); + rv.x = cos(rotate)*uv.x + sin(rotate)*uv.y; + rv.y = -sin(rotate)*uv.x + cos(rotate)*uv.y; + rv /= scale; + rv += Vector2(0.5, 0.5); + + if (repeat): + return fractv2(rv); + else: + return clampv2(rv, Vector2(0, 0), Vector2(1, 1)); + + +static func color_dots(uv : Vector2, size : float, pseed : int) -> Vector3: + var seed2 : Vector2 = rand2(Vector2(float(pseed), 1.0 - float(pseed))); + uv /= size; + var point_pos : Vector2 = floorv2(uv) + Vector2(0.5, 0.5); + return rand3(seed2 + point_pos); + + +static func voronoi(uv : Vector2, size : Vector2, stretch : Vector2, intensity : float, randomness : float, pseed : int) -> Color: + var seed2 : Vector2 = rand2(Vector2(float(pseed), 1.0-float(pseed))); + uv *= size; + var best_distance0 : float = 1.0; + var best_distance1 : float = 1.0; + var point0 : Vector2; + var point1 : Vector2; + var p0 : Vector2 = floorv2(uv); + + for dx in range(-1, 2):# (int dx = -1; dx < 2; ++dx) { + for dy in range(-1, 2):# (int dy = -1; dy < 2; ++dy) { + var d : Vector2 = Vector2(float(dx), float(dy)); + var p : Vector2 = p0+d; + + p += randomness * rand2(seed2 + modv2(p, size)); + var distance : float = (stretch * (uv - p) / size).length(); + + if (best_distance0 > distance): + best_distance1 = best_distance0; + best_distance0 = distance; + point1 = point0; + point0 = p; + elif (best_distance1 > distance): + best_distance1 = distance; + point1 = p; + + var edge_distance : float = (uv - 0.5*(point0+point1)).dot((point0-point1).normalized()); + + return Color(point0.x, point0.y, best_distance0 * (size).length() * intensity, edge_distance); + + +static func perlin(uv : Vector2, size : Vector2, iterations : int, persistence : float, pseed : int) -> float: + var seed2 : Vector2 = rand2(Vector2(float(pseed), 1.0-float(pseed))); + var rv : float = 0.0; + var coef : float = 1.0; + var acc : float = 0.0; + + for i in range(iterations): + var step : Vector2 = Vector2(1, 1) / size; + var xy : Vector2 = floorv2(uv * size); + var f0 : float = rand(seed2 + modv2(xy, size)); + var f1 : float = rand(seed2 + modv2(xy + Vector2(1.0, 0.0), size)); + var f2 : float = rand(seed2 + modv2(xy + Vector2(0.0, 1.0), size)); + var f3 : float = rand(seed2 + modv2(xy + Vector2(1.0, 1.0), size)); + + var mixval : Vector2 = smoothstepv2(0.0, 1.0, fractv2(uv * size)); + + rv += coef * lerp(lerp(f0, f1, mixval.x), lerp(f2, f3, mixval.x), mixval.y); + acc += coef; + size *= 2.0; + coef *= persistence; + + + return rv / acc; + + +static func fbm_value(coord : Vector2, size : Vector2, pseed : float) -> float: + var o : Vector2 = floorv2(coord) + rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size; + var f : Vector2 = fractv2(coord); + var p00 : float = rand(modv2(o, size)); + var p01 : float = rand(modv2(o + Vector2(0.0, 1.0), size)); + var p10 : float = rand(modv2(o + Vector2(1.0, 0.0), size)); + var p11 : float = rand(modv2(o + Vector2(1.0, 1.0), size)); + + var t : Vector2 = f * f * (Vector2(3, 3) - 2.0 * f); + return lerp(lerp(p00, p10, t.x), lerp(p01, p11, t.x), t.y); + +static func fbm_perlin(coord : Vector2, size : Vector2, pseed : float) -> float: + var o : Vector2 = floorv2(coord) + rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size; + var f : Vector2 = fractv2(coord); + var a00 : float = rand(modv2(o, size)) * 6.28318530718; + var a01 : float = rand(modv2(o + Vector2(0.0, 1.0), size)) * 6.28318530718; + var a10 : float = rand(modv2(o + Vector2(1.0, 0.0), size)) * 6.28318530718; + var a11 : float = rand(modv2(o + Vector2(1.0, 1.0), size)) * 6.28318530718; + var v00 : Vector2 = Vector2(cos(a00), sin(a00)); + var v01 : Vector2 = Vector2(cos(a01), sin(a01)); + var v10 : Vector2 = Vector2(cos(a10), sin(a10)); + var v11 : Vector2 = Vector2(cos(a11), sin(a11)); + var p00 : float = v00.dot(f); + var p01 : float = v01.dot(f - Vector2(0.0, 1.0)); + var p10 : float = v10.dot(f - Vector2(1.0, 0.0)); + var p11 : float = v11.dot(f - Vector2(1.0, 1.0)); + + var t : Vector2 = f * f * (Vector2(3, 3) - 2.0 * f); + + return 0.5 + lerp(lerp(p00, p10, t.x), lerp(p01, p11, t.x), t.y); + + +static func fbm_cellular(coord : Vector2, size : Vector2, pseed : float) -> float: + var o : Vector2 = floorv2(coord) + rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size; + var f : Vector2 = fractv2(coord); + var min_dist : float = 2.0; + + for xx in range(-1, 2): #(float x = -1.0; x <= 1.0; x++) { + var x : float = xx + + for yy in range(-1, 2):#(float y = -1.0; y <= 1.0; y++) { + var y : float = yy + + var node : Vector2 = rand2(modv2(o + Vector2(x, y), size)) + Vector2(x, y); + var dist : float = sqrt((f - node).x * (f - node).x + (f - node).y * (f - node).y); + min_dist = min(min_dist, dist); + + return min_dist; + +static func fbm_cellular2(coord : Vector2, size : Vector2, pseed : float) -> float: + var o : Vector2 = floorv2(coord) + rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size; + var f : Vector2 = fractv2(coord); + + var min_dist1 : float = 2.0; + var min_dist2 : float = 2.0; + + for xx in range(-1, 2): #(float x = -1.0; x <= 1.0; x++) { + var x : float = xx + + for yy in range(-1, 2):#(float y = -1.0; y <= 1.0; y++) { + var y : float = yy + + var node : Vector2 = rand2(modv2(o + Vector2(x, y), size)) + Vector2(x, y); + + var dist : float = sqrt((f - node).x * (f - node).x + (f - node).y * (f - node).y); + + if (min_dist1 > dist): + min_dist2 = min_dist1; + min_dist1 = dist; + elif (min_dist2 > dist): + min_dist2 = dist; + + return min_dist2-min_dist1; + +static func fbm_cellular3(coord : Vector2, size : Vector2, pseed : float) -> float: + var o : Vector2 = floorv2(coord) + rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size; + var f : Vector2 = fractv2(coord); + + var min_dist : float = 2.0; + + for xx in range(-1, 2): #(float x = -1.0; x <= 1.0; x++) { + var x : float = xx + + for yy in range(-1, 2):#(float y = -1.0; y <= 1.0; y++) { + var y : float = yy + + var node : Vector2 = rand2(modv2(o + Vector2(x, y), size))*0.5 + Vector2(x, y); + + var dist : float = abs((f - node).x) + abs((f - node).y); + + min_dist = min(min_dist, dist); + + return min_dist; + +static func fbm_cellular4(coord : Vector2, size : Vector2, pseed : float) -> float: + var o : Vector2 = floorv2(coord) + rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size; + var f : Vector2 = fractv2(coord); + + var min_dist1 : float = 2.0; + var min_dist2 : float = 2.0; + + for xx in range(-1, 2): #(float x = -1.0; x <= 1.0; x++) { + var x : float = xx + + for yy in range(-1, 2):#(float y = -1.0; y <= 1.0; y++) { + var y : float = yy + + var node : Vector2 = rand2(modv2(o + Vector2(x, y), size))*0.5 + Vector2(x, y); + + var dist : float = abs((f - node).x) + abs((f - node).y); + + if (min_dist1 > dist): + min_dist2 = min_dist1; + min_dist1 = dist; + elif (min_dist2 > dist): + min_dist2 = dist; + + return min_dist2 - min_dist1; + +static func fbm_cellular5(coord : Vector2, size : Vector2, pseed : float) -> float: + var o : Vector2 = floorv2(coord) + rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size; + var f : Vector2 = fractv2(coord); + + var min_dist : float = 2.0; + + for xx in range(-1, 2): #(float x = -1.0; x <= 1.0; x++) { + var x : float = xx + + for yy in range(-1, 2):#(float y = -1.0; y <= 1.0; y++) { + var y : float = yy + + var node : Vector2 = rand2(modv2(o + Vector2(x, y), size)) + Vector2(x, y); + var dist : float = max(abs((f - node).x), abs((f - node).y)); + min_dist = min(min_dist, dist); + + return min_dist; + + + +static func fbm_cellular6(coord : Vector2, size : Vector2, pseed : float) -> float: + var o : Vector2 = floorv2(coord) + rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size; + var f : Vector2 = fractv2(coord); + + var min_dist1 : float = 2.0; + var min_dist2 : float = 2.0; + + for xx in range(-1, 2): #(float x = -1.0; x <= 1.0; x++) { + var x : float = xx + + for yy in range(-1, 2):#(float y = -1.0; y <= 1.0; y++) { + var y : float = yy + + var node : Vector2 = rand2(modv2(o + Vector2(x, y), size)) + Vector2(x, y); + var dist : float = max(abs((f - node).x), abs((f - node).y)); + + if (min_dist1 > dist): + min_dist2 = min_dist1; + min_dist1 = dist; + elif (min_dist2 > dist): + min_dist2 = dist; + + return min_dist2 - min_dist1; + + +static func perlin_color(uv : Vector2, size : Vector2, iterations : int, persistence : float, pseed : int) -> Vector3: + var seed2 : Vector2 = rand2(Vector2(float(pseed), 1.0 - float(pseed))); + var rv : Vector3 = Vector3(); + var coef : float = 1.0; + var acc : float = 0.0; + + for i in range(iterations): + var step : Vector2 = Vector2(1, 1) / size; + var xy : Vector2 = floorv2(uv * size); + + var f0 : Vector3 = rand3(seed2 + modv2(xy, size)); + var f1 : Vector3 = rand3(seed2 + modv2(xy + Vector2(1.0, 0.0), size)); + var f2 : Vector3 = rand3(seed2 + modv2(xy + Vector2(0.0, 1.0), size)); + var f3 : Vector3 = rand3(seed2 + modv2(xy + Vector2(1.0, 1.0), size)); + + var mixval : Vector2 = smoothstepv2(0.0, 1.0, fractv2(uv * size)); + + rv += coef * lerp(lerp(f0, f1, mixval.x), lerp(f2, f3, mixval.x), mixval.y); + + acc += coef; + size *= 2.0; + coef *= persistence; + + return rv / acc; + + +static func beehive_dist(p : Vector2) -> float: + var s : Vector2 = Vector2(1.0, 1.73205080757); + + p = absv2(p); + + return max(p.dot(s*.5), p.x); + +static func beehive_center(p : Vector2) -> Color: + var s : Vector2 = Vector2(1.0, 1.73205080757); + + var hC : Color = Color(p.x, p.y, p.x - 0.5, p.y - 1) / Color(s.x, s.y, s.x, s.y); + + hC = floorc(Color(p.x, p.y, p.x - 0.5, p.y - 1) / Color(s.x, s.y, s.x, s.y)) + Color(0.5, 0.5, 0.5, 0.5); + + var v1 : Vector2 = Vector2(p.x - hC.r * s.x, p.y - hC.g * s.y) + var v2 : Vector2 = Vector2(p.x - (hC.b + 0.5) * s.x, p.y - (hC.a + 0.5) * s.y) + + var h : Color = Color(v1.x, v1.y, v2.x, v2.y); + + if Vector2(h.r, h.g).dot(Vector2(h.r, h.g)) < Vector2(h.b, h.a).dot(Vector2(h.b, h.a)): + return Color(h.r, h.g, hC.r, hC.g) + else: + return Color(h.b, h.a, hC.b + 9.73, hC.a + 9.73) + + #return dot(h.xy, h.xy) < dot(h.zw, h.zw) ? Color(h.xy, hC.xy) : Color(h.zw, hC.zw + 9.73); + + + +static func pattern(uv : Vector2, x_scale : float, y_scale : float, ct : int, catx : int, caty : int) -> float: + var x : float = 0 + var y : float = 0 + + #in c++ these ifs should be function pointers or macros in the caller + if catx == CombinerAxisType.SINE: + x = wave_sine(x_scale * uv.x) + elif catx == CombinerAxisType.TRIANGLE: + x = wave_triangle(x_scale * uv.x) + elif catx == CombinerAxisType.SQUARE: + x = wave_square(x_scale * uv.x) + elif catx == CombinerAxisType.SAWTOOTH: + x = wave_sawtooth(x_scale * uv.x) + elif catx == CombinerAxisType.CONSTANT: + x = wave_constant(x_scale * uv.x) + elif catx == CombinerAxisType.BOUNCE: + x = wave_bounce(x_scale * uv.x) + + if caty == CombinerAxisType.SINE: + y = wave_sine(y_scale * uv.y) + elif caty == CombinerAxisType.TRIANGLE: + y = wave_triangle(y_scale * uv.y) + elif caty == CombinerAxisType.SQUARE: + y = wave_square(y_scale * uv.y) + elif caty == CombinerAxisType.SAWTOOTH: + y = wave_sawtooth(y_scale * uv.y) + elif caty == CombinerAxisType.CONSTANT: + y = wave_constant(y_scale * uv.y) + elif caty == CombinerAxisType.BOUNCE: + y = wave_bounce(y_scale * uv.y) + + if ct == CombinerType.MULTIPLY: + return mix_mul(x, y) + elif ct == CombinerType.ADD: + return mix_add(x, y); + elif ct == CombinerType.MAX: + return mix_max(x, y); + elif ct == CombinerType.MIN: + return mix_min(x, y); + elif ct == CombinerType.XOR: + return mix_xor(x, y); + elif ct == CombinerType.POW: + return mix_pow(x, y); + + return 0.0 + +static func wave_constant(x : float) -> float: + return 1.0; + +static func wave_sine(x : float) -> float: + return 0.5-0.5*cos(3.14159265359*2.0*x); + +static func wave_triangle(x : float) -> float: + x = fractf(x); + return min(2.0*x, 2.0-2.0*x); + +static func wave_sawtooth(x : float) -> float: + return fractf(x); + +static func wave_square(x : float) -> float: + if (fractf(x) < 0.5): + return 0.0 + else: + return 1.0 + +static func wave_bounce(x : float) -> float: + x = 2.0*(fractf(x)-0.5); + return sqrt(1.0-x*x); + +static func mix_mul(x : float, y : float) -> float: + return x*y; + +static func mix_add(x : float, y : float) -> float: + return min(x+y, 1.0); + +static func mix_max(x : float, y : float) -> float: + return max(x, y); + +static func mix_min(x : float, y : float) -> float: + return min(x, y); + +static func mix_xor(x : float, y : float) -> float: + return min(x+y, 2.0-x-y); + +static func mix_pow(x : float, y : float) -> float: + return pow(x, y); + +static func fractf(x : float) -> float: + return x - floor(x) + +static func invert(color : Color) -> Color: + return Color(1.0 - color.r, 1.0 - color.g, 1.0 - color.b, color.a); + +static func ThickLine(uv : Vector2, posA : Vector2, posB : Vector2, radiusInv : float) -> float: + var dir : Vector2 = posA - posB; + var dirLen : float = dir.length() + var dirN : Vector2 = dir.normalized() + var dotTemp : float = clamp((uv - posB).dot(dirN), 0.0, dirLen); + var proj : Vector2 = dotTemp * dirN + posB; + var d1 : float = (uv - proj).length() + var finalGray : float = clamp(1.0 - d1 * radiusInv, 0.0, 1.0); + + return finalGray; + +# makes a rune in the 0..1 uv space. Seed is which rune to draw. +# passes back gray in x and derivates for lighting in yz +static func Rune(uv : Vector2) -> float: + var finalLine : float = 0.0; + var pseed : Vector2 = floorv2(uv) - Vector2(0.41, 0.41); + + uv = fractv2(uv); + + for i in range(4):# (int i = 0; i < 4; i++): # // number of strokes + var posA : Vector2 = rand2(floorv2(pseed + Vector2(0.5, 0.5))); + var posB : Vector2 = rand2(floorv2(pseed + Vector2(1.5, 1.5))); + pseed.x += 2.0; + pseed.y += 2.0; + + # expand the range and mod it to get a nicely distributed random number - hopefully. :) + + posA = fractv2(posA * 128.0); + posB = fractv2(posB * 128.0); + + # each rune touches the edge of its box on all 4 sides + if (i == 0): + posA.y = 0.0; + + if (i == 1): + posA.x = 0.999; + + if (i == 2): + posA.x = 0.0; + + if (i == 3): + posA.y = 0.999; + + # snap the random line endpoints to a grid 2x3 + + var snaps : Vector2 = Vector2(2.0, 3.0); + + posA = (floorv2(posA * snaps) + Vector2(0.5, 0.5)) / snaps; # + 0.5 to center it in a grid cell + posB = (floorv2(posB * snaps) + Vector2(0.5, 0.5)) / snaps; + + #if (distance(posA, posB) < 0.0001) continue; // eliminate dots. + # Dots (degenerate lines) are not cross-GPU safe without adding 0.001 - divide by 0 error. + + finalLine = max(finalLine, ThickLine(uv, posA, posB + Vector2(0.001, 0.001), 20.0)); + + return finalLine; + + +static func scratch(uv : Vector2, size : Vector2, waviness : float, angle : float, randomness : float, pseed : Vector2) -> float: + var subdivide : float = floor(1.0/size.x); + var cut : float = size.x*subdivide; + uv *= subdivide; + var r1 : Vector2 = rand2(floorv2(uv) + pseed); + var r2 : Vector2 = rand2(r1); + uv = fractv2(uv); + uv = 2.0 * uv - Vector2(1, 1); + + var a : float = 6.28*(angle+(r1.x-0.5)*randomness); + var c : float = cos(a); + var s : float = sin(a); + + uv = Vector2(c*uv.x+s*uv.y, s*uv.x-c*uv.y); + uv.y += 2.0*r1.y-1.0; + uv.y += 0.5*waviness*cos(2.0*uv.x+6.28*r2.y); + uv.x /= cut; + uv.y /= subdivide*size.y; + + return (1.0-uv.x*uv.x)*max(0.0, 1.0-1000.0*uv.y*uv.y); + +static func scratches(uv : Vector2, layers : int, size : Vector2, waviness : float, angle : float, randomness : float, pseed : Vector2) -> float: + var v : float = 0.0; + + for i in range(layers):# (int i = 0; i < layers; ++i) { + v = max(v, scratch(fractv2(uv + pseed), size, waviness, angle/360.0, randomness, pseed)); + pseed = rand2(pseed); + + return v; + + +static func truchet1(uv : Vector2, pseed : Vector2) -> float: + var i : Vector2 = floorv2(uv); + var f : Vector2 = fractv2(uv) - Vector2(0.5, 0.5); + return 1.0 - abs(abs((2.0*step(rand(i+pseed), 0.5)-1.0)*f.x+f.y)-0.5); + +static func truchet2(uv : Vector2, pseed : Vector2) -> float: + var i : Vector2 = floorv2(uv); + var f : Vector2 = fractv2(uv); + var random : float = step(rand(i+pseed), 0.5); + f.x *= 2.0 * random-1.0; + f.x += 1.0 - random; + return 1.0 - min(abs(f.length() - 0.5), abs((Vector2(1, 1) - f).length() - 0.5)); + +static func weave(uv : Vector2, count : Vector2, width : float) -> float: + uv *= count; + var c : float = (sin(3.1415926* (uv.x + floor(uv.y)))*0.5+0.5)*step(abs(fract(uv.y)-0.5), width*0.5); + c = max(c, (sin(3.1415926*(1.0+uv.y+floor(uv.x)))*0.5+0.5)*step(abs(fract(uv.x)-0.5), width*0.5)); + return c; + + +static func brick_corner_uv(uv : Vector2, bmin : Vector2, bmax : Vector2, mortar : float, corner : float, pseed : float) -> Vector3: + var center : Vector2 = 0.5 * (bmin + bmax) + var size : Vector2 = bmax - bmin + var max_size : float = max(size.x, size.y) + var min_size : float = min(size.x, size.y) + mortar *= min_size + corner *= min_size + + var r : Vector3 = Vector3() + + r.x = clamp(((0.5 * size.x - mortar) - abs(uv.x - center.x)) / corner, 0, 1) + r.y = clamp(((0.5 * size.y - mortar) - abs(uv.y - center.y)) / corner, 0, 1) + r.z = rand(fractv2(center) + Vector2(pseed, pseed)) + + return r + +# return vec3(clamp((0.5*size-vec2(mortar)-abs(uv-center))/corner, vec2(0.0), vec2(1.0)), rand(fract(center)+vec2(seed))); + + +static func brick(uv : Vector2, bmin : Vector2, bmax : Vector2, mortar : float, pround : float, bevel : float) -> Color: + var color : float + var size : Vector2 = bmax - bmin + + var min_size : float = min(size.x, size.y) + mortar *= min_size + bevel *= min_size + pround *= min_size + + var center : Vector2 = 0.5 * (bmin + bmax) + var d : Vector2 = Vector2() + + d.x = abs(uv.x - center.x) - 0.5 * (size.x) + (pround + mortar) + d.y = abs(uv.y - center.y) - 0.5 * (size.y) + (pround + mortar) + + color = Vector2(max(d.x, 0), max(d.y, 0)).length() + min(max(d.x, d.y), 0.0) - pround + + color = clamp(-color / bevel, 0.0, 1.0) + +# var tiled_brick_pos : Vector2 = Vector2(bmin.x - 1.0 * floor(bmin.x / 1.0), bmin.y - 1.0 * floor(bmin.y / 1.0)) + + var tiled_brick_pos_x : float = bmin.x - 1.0 * floor(bmin.x / 1.0) + var tiled_brick_pos_y : float = bmin.y - 1.0 * floor(bmin.y / 1.0) + + #vec2 tiled_brick_pos = mod(bmin, vec2(1.0, 1.0)); + + return Color(color, center.x, center.y, tiled_brick_pos_x + 7.0 * tiled_brick_pos_y) + +static func brick_uv(uv : Vector2, bmin : Vector2, bmax : Vector2, pseed : float) -> Vector3: + var center : Vector2 = 0.5 * (bmin + bmax) + var size : Vector2 = bmax - bmin + var max_size : float = max(size.x, size.y) + + var x : float = 0.5+ (uv.x - center.x) / max_size + var y : float = 0.5+ (uv.y - center.y) /max_size + + return Vector3(x, y, rand(fractv2(center) + Vector2(pseed, pseed))) + +static func bricks_rb(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: + count *= repeat + + var x_offset : float = offset * step(0.5, fractf(uv.y * count.y * 0.5)) + + var bmin : Vector2 + bmin.x = floor(uv.x * count.x - x_offset) + bmin.y = floor(uv.y * count.y) + + bmin.x += x_offset; + bmin /= count + var bmc : Vector2 = bmin + Vector2(1.0, 1.0) / count + + return Color(bmin.x, bmin.y, bmc.x, bmc.y) + +static func bricks_rb2(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: + count *= repeat + + var x_offset : float = offset * step(0.5, fractf(uv.y * count.y * 0.5)) + count.x = count.x * (1.0+step(0.5, fractf(uv.y * count.y * 0.5))) + var bmin : Vector2 = Vector2() + + bmin.x = floor(uv.x * count.x - x_offset) + bmin.y = floor(uv.y * count.y) + + bmin.x += x_offset + bmin /= count + + var b : Vector2 = bmin + Vector2(1, 1) / count + + return Color(bmin.x, bmin.y, b.x, b.y) + +static func bricks_hb(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: + var pc : float = count.x + count.y + var c : float = pc * repeat + + var corner : Vector2 = Vector2(floor(uv.x * c), floor(uv.y * c)) + var cdiff : float = modf(corner.x - corner.y, pc) + + if (cdiff < count.x): + var col : Color = Color() + + col.r = (corner.x - cdiff) / c + col.g = corner.y / c + + col.b = (corner.x - cdiff + count.x) / c + col.a = (corner.y + 1.0) / c + + return col + else: + var col : Color = Color() + + col.r = corner.x / c + col.g = (corner.y - (pc - cdiff - 1.0)) / c + + col.b = (corner.x + 1.0) / c + col.a = (corner.y - (pc - cdiff - 1.0) + count.y) / c + + return col + +static func bricks_bw(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: + var c : Vector2 = 2.0 * count * repeat + var mc : float = max(c.x, c.y) + var corner1 : Vector2 = Vector2(floor(uv.x * c.x), floor(uv.y * c.y)) + var corner2 : Vector2 = Vector2(count.x * floor(repeat* 2.0 * uv.x), count.y * floor(repeat * 2.0 * uv.y)) + + var tmp : Vector2 = Vector2(floor(repeat * 2.0 * uv.x), floor(repeat * 2.0 * uv.y)) + var cdiff : float = modf(tmp.dot(Vector2(1, 1)), 2.0) + + var corner : Vector2 + var size : Vector2 + + if cdiff == 0: + corner = Vector2(corner1.x, corner2.y) + size = Vector2(1.0, count.y) + else: + corner = Vector2(corner2.x, corner1.y) + size = Vector2(count.x, 1.0) + + return Color(corner.x / c.x, corner.y / c.y, (corner.x + size.x) / c.x, (corner.y + size.y) / c.y) + +static func bricks_sb(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: + var c : Vector2 = (count + Vector2(1, 1)) * repeat + var mc : float = max(c.x, c.y) + var corner1 : Vector2 = Vector2(floor(uv.x * c.x), floor(uv.y * c.y)) + var corner2 : Vector2 = (count + Vector2(1, 1)) * Vector2(floor(repeat * uv.x), floor(repeat * uv.y)) + var rcorner : Vector2 = corner1 - corner2 + + var corner : Vector2 + var size : Vector2 + + if (rcorner.x == 0.0 && rcorner.y < count.y): + corner = corner2 + size = Vector2(1.0, count.y) + elif (rcorner.y == 0.0): + corner = corner2 + Vector2(1.0, 0.0) + size = Vector2(count.x, 1.0) + elif (rcorner.x == count.x): + corner = corner2 + Vector2(count.x, 1.0) + size = Vector2(1.0, count.y) + elif (rcorner.y == count.y): + corner = corner2 + Vector2(0.0, count.y) + size = Vector2(count.x, 1.0) + else: + corner = corner2 + Vector2(1, 1) + size = Vector2(count.x-1.0, count.y-1.0) + + return Color(corner.x / c.x, corner.y / c.y, (corner.x + size.x) / c.x, (corner.y + size.y) / c.y) + +# +#vec4 $(name_uv)_rect = bricks_$pattern($uv, vec2($columns, $rows), $repeat, $row_offset); +#vec4 $(name_uv) = brick($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $round*$round_map($uv), max(0.001, $bevel*$bevel_map($uv))); +# +#vec4 brick(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float round, float bevel) { +# float color; +# vec2 size = bmax - bmin; +# float min_size = min(size.x, size.y); +# mortar *= min_size; +# bevel *= min_size; +# round *= min_size; +# vec2 center = 0.5*(bmin+bmax); +# +# vec2 d = abs(uv-center)-0.5*(size)+vec2(round+mortar); +# color = length(max(d,vec2(0))) + min(max(d.x,d.y),0.0)-round; +# color = clamp(-color/bevel, 0.0, 1.0); +# vec2 tiled_brick_pos = mod(bmin, vec2(1.0, 1.0)); +# +# return vec4(color, center, tiled_brick_pos.x+7.0*tiled_brick_pos.y); +#} +# +#vec3 brick_uv(vec2 uv, vec2 bmin, vec2 bmax, float seed) { +# vec2 center = 0.5*(bmin + bmax); +# vec2 size = bmax - bmin; +# float max_size = max(size.x, size.y); +# +# return vec3(0.5+(uv-center)/max_size, rand(fract(center)+vec2(seed))); +#} +# +#vec3 brick_corner_uv(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float corner, float seed) { +# vec2 center = 0.5*(bmin + bmax); +# vec2 size = bmax - bmin; +# float max_size = max(size.x, size.y); +# float min_size = min(size.x, size.y); +# mortar *= min_size;\n\tcorner *= min_size; +# +# return vec3(clamp((0.5*size-vec2(mortar)-abs(uv-center))/corner, vec2(0.0), vec2(1.0)), rand(fract(center)+vec2(seed))); +#} +# +#vec4 bricks_rb(vec2 uv, vec2 count, float repeat, float offset) { +# count *= repeat; +# float x_offset = offset*step(0.5, fract(uv.y*count.y*0.5)); +# vec2 bmin = floor(vec2(uv.x*count.x-x_offset, uv.y*count.y)); +# bmin.x += x_offset;\n\tbmin /= count; +# +# return vec4(bmin, bmin+vec2(1.0)/count); +#} +# +#vec4 bricks_rb2(vec2 uv, vec2 count, float repeat, float offset) { +# count *= repeat; +# +# float x_offset = offset*step(0.5, fract(uv.y*count.y*0.5)); +# count.x = count.x*(1.0+step(0.5, fract(uv.y*count.y*0.5))); +# vec2 bmin = floor(vec2(uv.x*count.x-x_offset, uv.y*count.y)); +# +# bmin.x += x_offset; +# bmin /= count; +# return vec4(bmin, bmin+vec2(1.0)/count); +#} +# +#vec4 bricks_hb(vec2 uv, vec2 count, float repeat, float offset) { +# float pc = count.x+count.y; +# float c = pc*repeat; +# vec2 corner = floor(uv*c); +# float cdiff = mod(corner.x-corner.y, pc); +# +# if (cdiff < count.x) { +# return vec4((corner-vec2(cdiff, 0.0))/c, (corner-vec2(cdiff, 0.0)+vec2(count.x, 1.0))/c); +# } else { +# return vec4((corner-vec2(0.0, pc-cdiff-1.0))/c, (corner-vec2(0.0, pc-cdiff-1.0)+vec2(1.0, count.y))/c); +# } +#} +# +#vec4 bricks_bw(vec2 uv, vec2 count, float repeat, float offset) { +# vec2 c = 2.0*count*repeat; +# float mc = max(c.x, c.y); +# vec2 corner1 = floor(uv*c); +# vec2 corner2 = count*floor(repeat*2.0*uv); +# float cdiff = mod(dot(floor(repeat*2.0*uv), vec2(1.0)), 2.0); +# vec2 corner; +# vec2 size; +# +# if (cdiff == 0.0) { +# corner = vec2(corner1.x, corner2.y); +# size = vec2(1.0, count.y); +# } else { +# corner = vec2(corner2.x, corner1.y); +# size = vec2(count.x, 1.0); +# } +# +# return vec4(corner/c, (corner+size)/c); +#} +# +#vec4 bricks_sb(vec2 uv, vec2 count, float repeat, float offset) { +# vec2 c = (count+vec2(1.0))*repeat; +# float mc = max(c.x, c.y); +# vec2 corner1 = floor(uv*c); +# vec2 corner2 = (count+vec2(1.0))*floor(repeat*uv); +# vec2 rcorner = corner1 - corner2; +# +# vec2 corner; +# vec2 size; +# +# if (rcorner.x == 0.0 && rcorner.y < count.y) { +# corner = corner2; +# size = vec2(1.0, count.y); +# } else if (rcorner.y == 0.0) { +# corner = corner2+vec2(1.0, 0.0); +# size = vec2(count.x, 1.0); +# } else if (rcorner.x == count.x) { +# corner = corner2+vec2(count.x, 1.0); +# size = vec2(1.0, count.y); +# } else if (rcorner.y == count.y) { +# corner = corner2+vec2(0.0, count.y); +# size = vec2(count.x, 1.0); +# } else { +# corner = corner2+vec2(1.0); +# size = vec2(count.x-1.0, count.y-1.0); +# } +# +# return vec4(corner/c, (corner+size)/c); +#} + + +static func sdr_ndot(a : Vector2, b : Vector2) -> float: + return a.x * b.x - a.y * b.y; + +static func sdRhombus(p : Vector2, b : Vector2) -> float: + var q : Vector2 = absv2(p); + var h : float = clamp((-2.0 * sdr_ndot(q,b) + sdr_ndot(b,b)) / b.dot(b), -1.0, 1.0); + var d : float = ( q - 0.5*b * Vector2(1.0-h, 1.0+h)).length() + return d * sign(q.x*b.y + q.y*b.x - b.x*b.y) + +static func sdArc(p : Vector2, a1 : float, a2 : float, ra : float, rb : float) -> float: + var amid : float = 0.5*(a1+a2)+1.6+3.14 * step(a1, a2); + var alength : float = 0.5*(a1-a2)-1.6+3.14 * step(a1, a2); + var sca : Vector2 = Vector2(cos(amid), sin(amid)); + var scb : Vector2 = Vector2(cos(alength), sin(alength)); + + #p *= Matrix(Vector2(sca.x , sca.y), Vector2(-sca.y, sca.x)); + + var pt : Vector2 = p + + p.x = pt.x * sca.x + pt.y * sca.y + p.y = pt.x * -sca.y + pt.y * sca.x + + p.x = abs(p.x); + + var k : float + + if (scb.y * p.x > scb.x * p.y): + k = p.dot(scb) + else: + k = p.length(); + + return sqrt( p.dot(p) + ra * ra - 2.0 * ra * k ) - rb; + + +static func sdf_boolean_union(a : float, b : float) -> float: + return min(a, b) + +static func sdf_boolean_substraction(a : float, b : float) -> float: + return max(-a, b) + +static func sdf_boolean_intersection(a : float, b : float) -> float: + return max(a, b) + +static func sdf_smooth_boolean_union(d1 : float, d2 : float, k : float) -> float: + var h : float = clamp( 0.5 + 0.5 * (d2 - d1) / k, 0.0, 1.0) + return lerp(d2, d1, h) - k * h * (1.0 - h) + +static func sdf_smooth_boolean_substraction(d1 : float, d2 : float, k : float) -> float: + var h : float = clamp( 0.5 - 0.5 * (d2 + d1) / k, 0.0, 1.0) + return lerp(d2, -d1, h) + k * h * (1.0 - h) + +static func sdf_smooth_boolean_intersection(d1 : float, d2 : float, k : float) -> float: + var h : float = clamp( 0.5 - 0.5 * (d2 - d1) / k, 0.0, 1.0) + return lerp(d2, d1, h) + k * h * (1.0 - h) + +static func sdf_rounded_shape(a : float, r : float) -> float: + return a - r + +static func sdf_annular_shape(a : float, r : float) -> float: + return abs(a) - r + +static func sdf_morph(a : float, b : float, amount : float) -> float: + return lerp(a, b, amount) + +static func sdLine(p : Vector2, a : Vector2, b : Vector2) -> float: + var pa : Vector2 = p - a + var ba : Vector2 = b - a + + var h : float = clamp(pa.dot(ba) / ba.dot(ba), 0.0, 1.0); + + return (pa - (ba * h)).length() + + +#Needs thought +#func sdf_translate(a : float, x : float, y : float) -> float: +# return lerp(a, b, amount) + +static func sdf2d_rotate(uv : Vector2, a : float) -> Vector2: + var rv : Vector2; + var c : float = cos(a); + var s : float = sin(a); + uv -= Vector2(0.5, 0.5); + rv.x = uv.x*c+uv.y*s; + rv.y = -uv.x*s+uv.y*c; + return rv+Vector2(0.5, 0.5); + +# signed distance to a quadratic bezier +static func sdBezier(pos : Vector2, A : Vector2, B : Vector2, C : Vector2) -> Vector2: + var a : Vector2 = B - A; + var b : Vector2 = A - 2.0*B + C; + var c : Vector2 = a * 2.0; + var d : Vector2 = A - pos; + + var kk : float = 1.0 / b.dot(b); + var kx : float = kk * a.dot(b); + var ky : float = kk * (2.0* a.dot(a) + d.dot(b)) / 3.0; + var kz : float = kk * d.dot(a); + + var res : float = 0.0; + var sgn : float = 0.0; + + var p : float = ky - kx * kx; + var p3 : float = p*p*p; + var q : float = kx*(2.0*kx*kx - 3.0*ky) + kz; + var h : float = q*q + 4.0*p3; + var rvx : float; + + if(h >= 0.0):# // 1 root + h = sqrt(h); + + var x : Vector2 = Vector2(h,-h); + x.x -= q + x.y -= q + x.x /= 2.0 + x.y /= 2.0 + + var uv : Vector2 = Vector2() + + uv.x = sign(x.x) * pow(abs(x.x), 1); + uv.x = sign(x.y) * pow(abs(x.y), 3); + + rvx = uv.x+uv.y-kx; + var t : float = clamp(rvx, 0.0, 1.0); + var q2 : Vector2 = d+(c+b*t)*t; + res = q2.dot(q2); + + var tmp2 : Vector2 = c + tmp2.x += 2 + tmp2.y += 2 + + tmp2 *= b*t + + sgn = tmp2.cross(q2) + else: # // 3 roots + var z : float = sqrt(-p); + var v : float = acos(q/(p*z*2.0))/3.0; + var m : float = cos(v); + var n : float = sin(v)*1.732050808; + +# var t : Vector3 = clamp(Vector3(m+m,-n-m,n-m)*z-kx, 0.0, 1.0); +# +# +# var qx : Vector2 = d+(c+b*t.x)*t.x; +# var dx : float = dot(qx, qx) +# sx = cross2(c+2.0*b*t.x,qx); +# var qy : Vector2 = d+(c+b*t.y)*t.y; +# var dy : float = dot(qy, qy) +# sy = cross2(c+2.0*b*t.y,qy); +# if dx float: + uv.x = 2.0 * uv.x - 1.0 + uv.y = 2.0 * uv.y - 1.0 + + edge = max(edge, 1.0e-8) + + var distance : float = uv.length() + + return clamp((1.0 - distance / size) / edge, 0.0, 1.0) + +static func shape_polygon(uv : Vector2, sides : float, size : float, edge : float) -> float: + uv.x = 2.0 * uv.x - 1.0 + uv.y = 2.0 * uv.y - 1.0 + + edge = max(edge, 1.0e-8) + + #simple no branch for division by zero + uv.x += 0.0000001 + + var angle : float = atan(uv.y / uv.x) + 3.14159265359 + var slice : float = 6.28318530718 / sides + + return clamp((size - cos(floor(0.5 + angle / slice) * slice - angle) * uv.length()) / (edge * size), 0.0, 1.0) + +static func shape_star(uv : Vector2, sides : float, size : float, edge : float) -> float: + uv.x = 2.0 * uv.x - 1.0 + uv.y = 2.0 * uv.y - 1.0 + + edge = max(edge, 1.0e-8); + + #simple no branch for division by zero + uv.x += 0.0000001 + + var angle : float = atan(uv.y / uv.x) + var slice : float = 6.28318530718 / sides + + return clamp((size - cos(floor(1.5 + angle / slice - 2.0 * step(0.5 * slice, modf(angle, slice))) * slice - angle) * uv.length()) / (edge * size), 0.0, 1.0); + +static func shape_curved_star(uv : Vector2, sides : float, size : float, edge : float) -> float: + uv.x = 2.0 * uv.x - 1.0 + uv.y = 2.0 * uv.y - 1.0 + + edge = max(edge, 1.0e-8); + + #simple no branch for division by zero + uv.x += 0.0000001 + + var angle : float = 2.0*(atan(uv.y / uv.x) + 3.14159265359) + var slice : float = 6.28318530718 / sides + + return clamp((size - cos(floor(0.5 + 0.5 * angle / slice) * 2.0 * slice - angle) * uv.length())/(edge * size), 0.0, 1.0); + + +static func shape_rays(uv : Vector2, sides : float, size : float, edge : float) -> float: + + uv.x = 2.0 * uv.x - 1.0 + uv.y = 2.0 * uv.y - 1.0 + + edge = 0.5 * max(edge, 1.0e-8) * size + + #simple no branch for division by zero + uv.x += 0.0000001 + + var slice : float = 6.28318530718 / sides + var angle : float = modf(atan(uv.y / uv.x) + 3.14159265359, slice) / slice + + return clamp(min((size - angle) / edge, angle / edge), 0.0, 1.0); diff --git a/game/addons/mat_maker_gd/nodes/filter/filter.gd b/game/addons/mat_maker_gd/nodes/filter/filter.gd index d7b7d7c5..a9c8c9b6 100644 --- a/game/addons/mat_maker_gd/nodes/filter/filter.gd +++ b/game/addons/mat_maker_gd/nodes/filter/filter.gd @@ -38,7 +38,7 @@ func gen() -> void: for y in range(image.get_height()): var v : Vector2 = Vector2(x / w, y / h) - var f : float = shape_circle(v, 3, 1.0 * 1.0, 1.0) + var f : float = Commons.shape_circle(v, 3, 1.0 * 1.0, 1.0) var c : Color = Color(f, f, f, 1) # c = invert(c) @@ -55,9 +55,6 @@ func gen() -> void: tex.create_from_image(image) texture = tex -func invert(color : Color) -> Color: - return Color(1.0 - color.r, 1.0 - color.g, 1.0 - color.b, color.a); - var p_o91644_brightness = 0.000000000; var p_o91644_contrast = 1.000000000; @@ -76,108 +73,16 @@ var p_o102649_saturation = 1.000000000; var p_o102649_value = 1.000000000; func adjust_hsv(color : Color) -> Color: - var hsv : Vector3 = rgb_to_hsv(Vector3(color.r, color.g, color.b)); + var hsv : Vector3 = Commons.rgb_to_hsv(Vector3(color.r, color.g, color.b)); var x : float = Commons.fract(hsv.x + p_o102649_hue) var y : float = clamp(hsv.y * p_o102649_saturation, 0.0, 1.0) var z : float = clamp(hsv.z * p_o102649_value, 0.0, 1.0) - var h : Vector3 = hsv_to_rgb(Vector3(x, y, z)) + var h : Vector3 = Commons.hsv_to_rgb(Vector3(x, y, z)) return Color(h.x, h.y, h.z, color.a); -func rgb_to_hsv(c : Vector3) -> Vector3: - var K : Color = Color(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - - var p : Color - - if c.y < c.z: - p = Color(c.z, c.y, K.a, K.b) - else: - p = Color(c.y, c.z, K.r, K.g); - - var q : Color - - if c.x < p.r: - q = Color(p.r, p.g, p.a, c.x) - else: - q = Color(c.x, p.g, p.b, p.r); - - var d : float = q.r - min(q.a, q.g); - var e : float = 1.0e-10; - - return Vector3(abs(q.b + (q.a - q.g) / (6.0 * d + e)), d / (q.r + e), q.r); - -func hsv_to_rgb(c : Vector3) -> Vector3: - var K : Color = Color(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - - var p : Vector3 = Commons.absv3(Commons.fractv3(Vector3(c.x, c.x, c.x) + Vector3(K.r, K.g, K.b)) * 6.0 - Vector3(K.a, K.a, K.a)); - - return c.z * lerp(Vector3(K.r, K.r, K.r), Commons.clampv3(p - Vector3(K.r, K.r, K.r), Vector3(), Vector3(1, 1, 1)), c.y); - -func shape_circle(uv : Vector2, sides : float, size : float, edge : float) -> float: - uv.x = 2.0 * uv.x - 1.0 - uv.y = 2.0 * uv.y - 1.0 - - edge = max(edge, 1.0e-8) - - var distance : float = uv.length() - - return clamp((1.0 - distance / size) / edge, 0.0, 1.0) - - -func transform(uv : Vector2, translate : Vector2, rotate : float, scale : Vector2, repeat : bool) -> Vector2: - var rv : Vector2 = Vector2(); - uv -= translate; - uv -= Vector2(0.5, 0.5); - rv.x = cos(rotate)*uv.x + sin(rotate)*uv.y; - rv.y = -sin(rotate)*uv.x + cos(rotate)*uv.y; - rv /= scale; - rv += Vector2(0.5, 0.5); - - if (repeat): - return Commons.fractv2(rv); - else: - return Commons.clampv2(rv, Vector2(0, 0), Vector2(1, 1)); - - -#common ----- - -#float rand(vec2 x) { -# return fract(cos(dot(x, vec2(13.9898, 8.141))) * 43758.5453); -#} -# -#vec2 rand2(vec2 x) { -# return fract(cos(vec2(dot(x, vec2(13.9898, 8.141)), -# dot(x, vec2(3.4562, 17.398)))) * 43758.5453); -#} -# -#vec3 rand3(vec2 x) { -# return fract(cos(vec3(dot(x, vec2(13.9898, 8.141)), -# dot(x, vec2(3.4562, 17.398)), -# dot(x, vec2(13.254, 5.867)))) * 43758.5453); -#} -# -#vec3 rgb2hsv(vec3 c) { -# vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); -# vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy); -# vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx); -# -# float d = q.x - min(q.w, q.y); -# float e = 1.0e-10; -# return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); -#} -# -#vec3 hsv2rgb(vec3 c) { -# vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); -# vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); -# return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); -#} - - -#end common - - func reffg(): return false diff --git a/game/addons/mat_maker_gd/nodes/filter/grayscale.gd b/game/addons/mat_maker_gd/nodes/filter/grayscale.gd index 90164d08..cc672125 100644 --- a/game/addons/mat_maker_gd/nodes/filter/grayscale.gd +++ b/game/addons/mat_maker_gd/nodes/filter/grayscale.gd @@ -38,7 +38,7 @@ func gen() -> void: for y in range(image.get_height()): var v : Vector2 = Vector2(x / w, y / h) - var f : float = shape_circle(v, 3, 1.0 * 1.0, 1.0) + var f : float = Commons.shape_circle(v, 3, 1.0 * 1.0, 1.0) f = gs_luminosity(Vector3(f, f, f)); @@ -57,10 +57,6 @@ func gen() -> void: tex.create_from_image(image) texture = tex -func invert(color : Color) -> Color: - return Color(1.0 - color.r, 1.0 - color.g, 1.0 - color.b, color.a); - - func gs_min(c : Vector3) -> float: return min(c.x, min(c.y, c.z)); @@ -76,72 +72,6 @@ func gs_average(c : Vector3) -> float: func gs_luminosity(c : Vector3) -> float: return 0.21 * c.x + 0.72 * c.y + 0.07 * c.z; - -func shape_circle(uv : Vector2, sides : float, size : float, edge : float) -> float: - uv.x = 2.0 * uv.x - 1.0 - uv.y = 2.0 * uv.y - 1.0 - - edge = max(edge, 1.0e-8) - - var distance : float = uv.length() - - return clamp((1.0 - distance / size) / edge, 0.0, 1.0) - - -func transform(uv : Vector2, translate : Vector2, rotate : float, scale : Vector2, repeat : bool) -> Vector2: - var rv : Vector2 = Vector2(); - uv -= translate; - uv -= Vector2(0.5, 0.5); - rv.x = cos(rotate)*uv.x + sin(rotate)*uv.y; - rv.y = -sin(rotate)*uv.x + cos(rotate)*uv.y; - rv /= scale; - rv += Vector2(0.5, 0.5); - - if (repeat): - return Commons.fractv2(rv); - else: - return Commons.clampv2(rv, Vector2(0, 0), Vector2(1, 1)); - - - - -#common ----- - -#float rand(vec2 x) { -# return fract(cos(dot(x, vec2(13.9898, 8.141))) * 43758.5453); -#} -# -#vec2 rand2(vec2 x) { -# return fract(cos(vec2(dot(x, vec2(13.9898, 8.141)), -# dot(x, vec2(3.4562, 17.398)))) * 43758.5453); -#} -# -#vec3 rand3(vec2 x) { -# return fract(cos(vec3(dot(x, vec2(13.9898, 8.141)), -# dot(x, vec2(3.4562, 17.398)), -# dot(x, vec2(13.254, 5.867)))) * 43758.5453); -#} -# -#vec3 rgb2hsv(vec3 c) { -# vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); -# vec4 p = c.y < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy); -# vec4 q = c.x < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx); -# -# float d = q.x - min(q.w, q.y); -# float e = 1.0e-10; -# return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); -#} -# -#vec3 hsv2rgb(vec3 c) { -# vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); -# vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); -# return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); -#} - - -#end common - - func reffg(): return false diff --git a/game/addons/mat_maker_gd/nodes/filter/sharpen.gd b/game/addons/mat_maker_gd/nodes/filter/sharpen.gd index 7a2b8500..ad54eb47 100644 --- a/game/addons/mat_maker_gd/nodes/filter/sharpen.gd +++ b/game/addons/mat_maker_gd/nodes/filter/sharpen.gd @@ -1,6 +1,8 @@ tool extends TextureRect +var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") + var image : Image var tex : ImageTexture @@ -54,7 +56,7 @@ func gen() -> void: texture = tex func o11853_input_in(uv : Vector2) -> Vector3: - var f : float = shape_circle(uv, 3, 1.0 * 1.0, 1.0) + var f : float = Commons.shape_circle(uv, 3, 1.0 * 1.0, 1.0) return Vector3(f, f, f); @@ -69,54 +71,6 @@ func sharpen(uv : Vector2) -> Vector3: return rv -func shape_circle(uv : Vector2, sides : float, size : float, edge : float) -> float: - uv.x = 2.0 * uv.x - 1.0 - uv.y = 2.0 * uv.y - 1.0 - - edge = max(edge, 1.0e-8) - - var distance : float = uv.length() - - return clamp((1.0 - distance / size) / edge, 0.0, 1.0) - - -#common ----- - -#float rand(vec2 x) { -# return fract(cos(dot(x, vec2(13.9898, 8.141))) * 43758.5453); -#} -# -#vec2 rand2(vec2 x) { -# return fract(cos(vec2(dot(x, vec2(13.9898, 8.141)), -# dot(x, vec2(3.4562, 17.398)))) * 43758.5453); -#} -# -#vec3 rand3(vec2 x) { -# return fract(cos(vec3(dot(x, vec2(13.9898, 8.141)), -# dot(x, vec2(3.4562, 17.398)), -# dot(x, vec2(13.254, 5.867)))) * 43758.5453); -#} -# -#vec3 rgb2hsv(vec3 c) { -# vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); -# vec4 p = c.y < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy); -# vec4 q = c.x < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx); -# -# float d = q.x - min(q.w, q.y); -# float e = 1.0e-10; -# return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); -#} -# -#vec3 hsv2rgb(vec3 c) { -# vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); -# vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); -# return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); -#} - - -#end common - - func reffg(): return false diff --git a/game/addons/mat_maker_gd/nodes/noise/noise.gd b/game/addons/mat_maker_gd/nodes/noise/noise.gd index 613dba66..7d6dc8c5 100644 --- a/game/addons/mat_maker_gd/nodes/noise/noise.gd +++ b/game/addons/mat_maker_gd/nodes/noise/noise.gd @@ -57,7 +57,6 @@ var p_o7136_frequency = 2.000000000; var p_o7136_phase = 0.000000000; func sinewave(uv : Vector2) -> Color: - var f : float = 1.0- abs(2.0 * (uv.y-0.5) - p_o7136_amplitude * sin((p_o7136_frequency* uv.x + p_o7136_phase) * 6.28318530718)); return Color(f, f, f, 1) diff --git a/game/addons/mat_maker_gd/nodes/noise/noise_FBM.gd b/game/addons/mat_maker_gd/nodes/noise/noise_FBM.gd index f33bf18e..2eddfd2b 100644 --- a/game/addons/mat_maker_gd/nodes/noise/noise_FBM.gd +++ b/game/addons/mat_maker_gd/nodes/noise/noise_FBM.gd @@ -109,7 +109,7 @@ func o33355_fbm(coord : Vector2, size : Vector2, octaves : int, persistence : fl var scale : float = 1.0; for i in range(octaves):# (int i = 0; i < octaves; i++) { - value += fbm_value(coord*size, size, pseed) * scale; + value += Commons.fbm_value(coord*size, size, pseed) * scale; normalize_factor += scale; size *= 2.0; scale *= persistence; @@ -122,7 +122,7 @@ func o33355_perlin(coord : Vector2, size : Vector2, octaves : int, persistence : var scale : float = 1.0; for i in range(octaves):# (int i = 0; i < octaves; i++) { - value += fbm_perlin(coord*size, size, pseed) * scale; + value += Commons.fbm_perlin(coord*size, size, pseed) * scale; normalize_factor += scale; size *= 2.0; scale *= persistence; @@ -135,7 +135,7 @@ func o33355_cellular(coord : Vector2, size : Vector2, octaves : int, persistence var scale : float = 1.0; for i in range(octaves):# (int i = 0; i < octaves; i++) { - value += fbm_cellular(coord*size, size, pseed) * scale; + value += Commons.fbm_cellular(coord*size, size, pseed) * scale; normalize_factor += scale; size *= 2.0; scale *= persistence; @@ -148,7 +148,7 @@ func o33355_cellular2(coord : Vector2, size : Vector2, octaves : int, persistenc var scale : float = 1.0; for i in range(octaves):# (int i = 0; i < octaves; i++) { - value += fbm_cellular2(coord*size, size, pseed) * scale; + value += Commons.fbm_cellular2(coord*size, size, pseed) * scale; normalize_factor += scale; size *= 2.0; scale *= persistence; @@ -161,7 +161,7 @@ func o33355_cellular3(coord : Vector2, size : Vector2, octaves : int, persistenc var scale : float = 1.0; for i in range(octaves):# (int i = 0; i < octaves; i++) { - value += fbm_cellular3(coord*size, size, pseed) * scale; + value += Commons.fbm_cellular3(coord*size, size, pseed) * scale; normalize_factor += scale; size *= 2.0; scale *= persistence; @@ -174,7 +174,7 @@ func o33355_cellular4(coord : Vector2, size : Vector2, octaves : int, persistenc var scale : float = 1.0; for i in range(octaves):# (int i = 0; i < octaves; i++) { - value += fbm_cellular4(coord*size, size, pseed) * scale; + value += Commons.fbm_cellular4(coord*size, size, pseed) * scale; normalize_factor += scale; size *= 2.0; scale *= persistence; @@ -187,7 +187,7 @@ func o33355_cellular5(coord : Vector2, size : Vector2, octaves : int, persistenc var scale : float = 1.0; for i in range(octaves):# (int i = 0; i < octaves; i++) { - value += fbm_cellular5(coord*size, size, pseed) * scale; + value += Commons.fbm_cellular5(coord*size, size, pseed) * scale; normalize_factor += scale; size *= 2.0; scale *= persistence; @@ -200,192 +200,13 @@ func o33355_cellular6(coord : Vector2, size : Vector2, octaves : int, persistenc var scale : float = 1.0; for i in range(octaves):# (int i = 0; i < octaves; i++) { - value += fbm_cellular6(coord*size, size, pseed) * scale; + value += Commons.fbm_cellular6(coord*size, size, pseed) * scale; normalize_factor += scale; size *= 2.0; scale *= persistence; return value / normalize_factor; -func fbm_value(coord : Vector2, size : Vector2, pseed : float) -> float: - var o : Vector2 = Commons.floorv2(coord) + Commons.rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size; - var f : Vector2 = Commons.fractv2(coord); - var p00 : float = Commons.rand(Commons.modv2(o, size)); - var p01 : float = Commons.rand(Commons.modv2(o + Vector2(0.0, 1.0), size)); - var p10 : float = Commons.rand(Commons.modv2(o + Vector2(1.0, 0.0), size)); - var p11 : float = Commons.rand(Commons.modv2(o + Vector2(1.0, 1.0), size)); - - var t : Vector2 = f * f * (Vector2(3, 3) - 2.0 * f); - return lerp(lerp(p00, p10, t.x), lerp(p01, p11, t.x), t.y); - -func fbm_perlin(coord : Vector2, size : Vector2, pseed : float) -> float: - var o : Vector2 = Commons.floorv2(coord) + Commons.rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size; - var f : Vector2 = Commons.fractv2(coord); - var a00 : float = Commons.rand(Commons.modv2(o, size)) * 6.28318530718; - var a01 : float = Commons.rand(Commons.modv2(o + Vector2(0.0, 1.0), size)) * 6.28318530718; - var a10 : float = Commons.rand(Commons.modv2(o + Vector2(1.0, 0.0), size)) * 6.28318530718; - var a11 : float = Commons.rand(Commons.modv2(o + Vector2(1.0, 1.0), size)) * 6.28318530718; - var v00 : Vector2 = Vector2(cos(a00), sin(a00)); - var v01 : Vector2 = Vector2(cos(a01), sin(a01)); - var v10 : Vector2 = Vector2(cos(a10), sin(a10)); - var v11 : Vector2 = Vector2(cos(a11), sin(a11)); - var p00 : float = v00.dot(f); - var p01 : float = v01.dot(f - Vector2(0.0, 1.0)); - var p10 : float = v10.dot(f - Vector2(1.0, 0.0)); - var p11 : float = v11.dot(f - Vector2(1.0, 1.0)); - - var t : Vector2 = f * f * (Vector2(3, 3) - 2.0 * f); - - return 0.5 + lerp(lerp(p00, p10, t.x), lerp(p01, p11, t.x), t.y); - - -func fbm_cellular(coord : Vector2, size : Vector2, pseed : float) -> float: - var o : Vector2 = Commons.floorv2(coord) + Commons.rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size; - var f : Vector2 = Commons.fractv2(coord); - var min_dist : float = 2.0; - - for xx in range(-1, 2): #(float x = -1.0; x <= 1.0; x++) { - var x : float = xx - - for yy in range(-1, 2):#(float y = -1.0; y <= 1.0; y++) { - var y : float = yy - - var node : Vector2 = Commons.rand2(Commons.modv2(o + Vector2(x, y), size)) + Vector2(x, y); - var dist : float = sqrt((f - node).x * (f - node).x + (f - node).y * (f - node).y); - min_dist = min(min_dist, dist); - - return min_dist; - -func fbm_cellular2(coord : Vector2, size : Vector2, pseed : float) -> float: - var o : Vector2 = Commons.floorv2(coord) + Commons.rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size; - var f : Vector2 = Commons.fractv2(coord); - - var min_dist1 : float = 2.0; - var min_dist2 : float = 2.0; - - for xx in range(-1, 2): #(float x = -1.0; x <= 1.0; x++) { - var x : float = xx - - for yy in range(-1, 2):#(float y = -1.0; y <= 1.0; y++) { - var y : float = yy - - var node : Vector2 = Commons.rand2(Commons.modv2(o + Vector2(x, y), size)) + Vector2(x, y); - - var dist : float = sqrt((f - node).x * (f - node).x + (f - node).y * (f - node).y); - - if (min_dist1 > dist): - min_dist2 = min_dist1; - min_dist1 = dist; - elif (min_dist2 > dist): - min_dist2 = dist; - - return min_dist2-min_dist1; - -func fbm_cellular3(coord : Vector2, size : Vector2, pseed : float) -> float: - var o : Vector2 = Commons.floorv2(coord) + Commons.rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size; - var f : Vector2 = Commons.fractv2(coord); - - var min_dist : float = 2.0; - - for xx in range(-1, 2): #(float x = -1.0; x <= 1.0; x++) { - var x : float = xx - - for yy in range(-1, 2):#(float y = -1.0; y <= 1.0; y++) { - var y : float = yy - - var node : Vector2 = Commons.rand2(Commons.modv2(o + Vector2(x, y), size))*0.5 + Vector2(x, y); - - var dist : float = abs((f - node).x) + abs((f - node).y); - - min_dist = min(min_dist, dist); - - return min_dist; - -func fbm_cellular4(coord : Vector2, size : Vector2, pseed : float) -> float: - var o : Vector2 = Commons.floorv2(coord) + Commons.rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size; - var f : Vector2 = Commons.fractv2(coord); - - var min_dist1 : float = 2.0; - var min_dist2 : float = 2.0; - - for xx in range(-1, 2): #(float x = -1.0; x <= 1.0; x++) { - var x : float = xx - - for yy in range(-1, 2):#(float y = -1.0; y <= 1.0; y++) { - var y : float = yy - - var node : Vector2 = Commons.rand2(Commons.modv2(o + Vector2(x, y), size))*0.5 + Vector2(x, y); - - var dist : float = abs((f - node).x) + abs((f - node).y); - - if (min_dist1 > dist): - min_dist2 = min_dist1; - min_dist1 = dist; - elif (min_dist2 > dist): - min_dist2 = dist; - - return min_dist2 - min_dist1; - -func fbm_cellular5(coord : Vector2, size : Vector2, pseed : float) -> float: - var o : Vector2 = Commons.floorv2(coord) + Commons.rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size; - var f : Vector2 = Commons.fractv2(coord); - - var min_dist : float = 2.0; - - for xx in range(-1, 2): #(float x = -1.0; x <= 1.0; x++) { - var x : float = xx - - for yy in range(-1, 2):#(float y = -1.0; y <= 1.0; y++) { - var y : float = yy - - var node : Vector2 = Commons.rand2(Commons.modv2(o + Vector2(x, y), size)) + Vector2(x, y); - var dist : float = max(abs((f - node).x), abs((f - node).y)); - min_dist = min(min_dist, dist); - - return min_dist; - - - -func fbm_cellular6(coord : Vector2, size : Vector2, pseed : float) -> float: - var o : Vector2 = Commons.floorv2(coord) + Commons.rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size; - var f : Vector2 = Commons.fractv2(coord); - - var min_dist1 : float = 2.0; - var min_dist2 : float = 2.0; - - for xx in range(-1, 2): #(float x = -1.0; x <= 1.0; x++) { - var x : float = xx - - for yy in range(-1, 2):#(float y = -1.0; y <= 1.0; y++) { - var y : float = yy - - var node : Vector2 = Commons.rand2(Commons.modv2(o + Vector2(x, y), size)) + Vector2(x, y); - var dist : float = max(abs((f - node).x), abs((f - node).y)); - - if (min_dist1 > dist): - min_dist2 = min_dist1; - min_dist1 = dist; - elif (min_dist2 > dist): - min_dist2 = dist; - - return min_dist2 - min_dist1; - - -func transform(uv : Vector2, translate : Vector2, rotate : float, scale : Vector2, repeat : bool) -> Vector2: - var rv : Vector2 = Vector2(); - uv -= translate; - uv -= Vector2(0.5, 0.5); - rv.x = cos(rotate)*uv.x + sin(rotate)*uv.y; - rv.y = -sin(rotate)*uv.x + cos(rotate)*uv.y; - rv /= scale; - rv += Vector2(0.5, 0.5); - - if (repeat): - return Commons.fractv2(rv); - else: - return Commons.clampv2(rv, Vector2(0, 0), Vector2(1, 1)); - - func reffg(): return false diff --git a/game/addons/mat_maker_gd/nodes/noise/noise_color.gd b/game/addons/mat_maker_gd/nodes/noise/noise_color.gd index 3679de5b..56c6ad6b 100644 --- a/game/addons/mat_maker_gd/nodes/noise/noise_color.gd +++ b/game/addons/mat_maker_gd/nodes/noise/noise_color.gd @@ -52,35 +52,12 @@ func gen() -> void: func nc(uv : Vector2) -> Color: - var v : Vector3 = color_dots(((uv)), 1.0/512.000000000, seed_o26210); + var v : Vector3 = Commons.color_dots(((uv)), 1.0/512.000000000, seed_o26210); return Color(v.x, v.y, v.z, 1) - var seed_o26210 = 7313; -func color_dots(uv : Vector2, size : float, pseed : int) -> Vector3: - var seed2 : Vector2 = Commons.rand2(Vector2(float(pseed), 1.0 - float(pseed))); - uv /= size; - var point_pos : Vector2 = Commons.floorv2(uv) + Vector2(0.5, 0.5); - return Commons.rand3(seed2 + point_pos); - - -func transform(uv : Vector2, translate : Vector2, rotate : float, scale : Vector2, repeat : bool) -> Vector2: - var rv : Vector2 = Vector2(); - uv -= translate; - uv -= Vector2(0.5, 0.5); - rv.x = cos(rotate)*uv.x + sin(rotate)*uv.y; - rv.y = -sin(rotate)*uv.x + cos(rotate)*uv.y; - rv /= scale; - rv += Vector2(0.5, 0.5); - - if (repeat): - return Commons.fractv2(rv); - else: - return Commons.clampv2(rv, Vector2(0, 0), Vector2(1, 1)); - - func reffg(): return false diff --git a/game/addons/mat_maker_gd/nodes/noise/noise_voronoi.gd b/game/addons/mat_maker_gd/nodes/noise/noise_voronoi.gd index db8f6580..01054eca 100644 --- a/game/addons/mat_maker_gd/nodes/noise/noise_voronoi.gd +++ b/game/addons/mat_maker_gd/nodes/noise/noise_voronoi.gd @@ -54,17 +54,17 @@ func gen() -> void: func voron_1(uv : Vector2) -> Color: - var c : Color = voronoi(((uv)), Vector2(p_o8689_scale_x, p_o8689_scale_y), Vector2(p_o8689_stretch_y, p_o8689_stretch_x), p_o8689_intensity, p_o8689_randomness, seed_o8689); + var c : Color = Commons.voronoi(((uv)), Vector2(p_o8689_scale_x, p_o8689_scale_y), Vector2(p_o8689_stretch_y, p_o8689_stretch_x), p_o8689_intensity, p_o8689_randomness, seed_o8689); return Color(c.b, c.b, c.b, 1) func voron_2(uv : Vector2) -> Color: - var c : Color = voronoi(((uv)), Vector2(p_o8689_scale_x, p_o8689_scale_y), Vector2(p_o8689_stretch_y, p_o8689_stretch_x), p_o8689_intensity, p_o8689_randomness, seed_o8689); + var c : Color = Commons.voronoi(((uv)), Vector2(p_o8689_scale_x, p_o8689_scale_y), Vector2(p_o8689_stretch_y, p_o8689_stretch_x), p_o8689_intensity, p_o8689_randomness, seed_o8689); return Color(c.a, c.a, c.a, 1) func voron_3(uv : Vector2) -> Color: - var c : Color = voronoi(((uv)), Vector2(p_o8689_scale_x, p_o8689_scale_y), Vector2(p_o8689_stretch_y, p_o8689_stretch_x), p_o8689_intensity, p_o8689_randomness, seed_o8689); + var c : Color = Commons.voronoi(((uv)), Vector2(p_o8689_scale_x, p_o8689_scale_y), Vector2(p_o8689_stretch_y, p_o8689_stretch_x), p_o8689_intensity, p_o8689_randomness, seed_o8689); var vv : Vector2 = Vector2(c.r, c.g) @@ -81,52 +81,6 @@ var p_o8689_stretch_y = 1.000000000; var p_o8689_intensity = 1.000000000; var p_o8689_randomness = 0.750000000; - -func voronoi(uv : Vector2, size : Vector2, stretch : Vector2, intensity : float, randomness : float, pseed : int) -> Color: - var seed2 : Vector2 = Commons.rand2(Vector2(float(pseed), 1.0-float(pseed))); - uv *= size; - var best_distance0 : float = 1.0; - var best_distance1 : float = 1.0; - var point0 : Vector2; - var point1 : Vector2; - var p0 : Vector2 = Commons.floorv2(uv); - - for dx in range(-1, 2):# (int dx = -1; dx < 2; ++dx) { - for dy in range(-1, 2):# (int dy = -1; dy < 2; ++dy) { - var d : Vector2 = Vector2(float(dx), float(dy)); - var p : Vector2 = p0+d; - - p += randomness * Commons.rand2(seed2 + Commons.modv2(p, size)); - var distance : float = (stretch * (uv - p) / size).length(); - - if (best_distance0 > distance): - best_distance1 = best_distance0; - best_distance0 = distance; - point1 = point0; - point0 = p; - elif (best_distance1 > distance): - best_distance1 = distance; - point1 = p; - - var edge_distance : float = (uv - 0.5*(point0+point1)).dot((point0-point1).normalized()); - - return Color(point0.x, point0.y, best_distance0 * (size).length() * intensity, edge_distance); - -func transform(uv : Vector2, translate : Vector2, rotate : float, scale : Vector2, repeat : bool) -> Vector2: - var rv : Vector2 = Vector2(); - uv -= translate; - uv -= Vector2(0.5, 0.5); - rv.x = cos(rotate)*uv.x + sin(rotate)*uv.y; - rv.y = -sin(rotate)*uv.x + cos(rotate)*uv.y; - rv /= scale; - rv += Vector2(0.5, 0.5); - - if (repeat): - return Commons.fractv2(rv); - else: - return Commons.clampv2(rv, Vector2(0, 0), Vector2(1, 1)); - - func reffg(): return false diff --git a/game/addons/mat_maker_gd/nodes/noise/perlin.gd b/game/addons/mat_maker_gd/nodes/noise/perlin.gd index 5d2fef65..45694188 100644 --- a/game/addons/mat_maker_gd/nodes/noise/perlin.gd +++ b/game/addons/mat_maker_gd/nodes/noise/perlin.gd @@ -15,7 +15,6 @@ func _ready(): if !Engine.editor_hint: gen() - func gen() -> void: if !image: image = Image.new() @@ -60,34 +59,10 @@ var p_o12297_persistence = 0.500000000; func sinewave(uv : Vector2) -> Color: - var f : float = perlin(((uv)), Vector2(p_o12297_scale_x, p_o12297_scale_y), int(p_o12297_iterations), p_o12297_persistence, seed_o12297); + var f : float = Commons.perlin(((uv)), Vector2(p_o12297_scale_x, p_o12297_scale_y), int(p_o12297_iterations), p_o12297_persistence, seed_o12297); return Color(f, f, f, 1) -func perlin(uv : Vector2, size : Vector2, iterations : int, persistence : float, pseed : int) -> float: - var seed2 : Vector2 = Commons.rand2(Vector2(float(pseed), 1.0-float(pseed))); - var rv : float = 0.0; - var coef : float = 1.0; - var acc : float = 0.0; - - for i in range(iterations): - var step : Vector2 = Vector2(1, 1) / size; - var xy : Vector2 = Commons.floorv2(uv * size); - var f0 : float = Commons.rand(seed2 + Commons.modv2(xy, size)); - var f1 : float = Commons.rand(seed2 + Commons.modv2(xy + Vector2(1.0, 0.0), size)); - var f2 : float = Commons.rand(seed2 + Commons.modv2(xy + Vector2(0.0, 1.0), size)); - var f3 : float = Commons.rand(seed2 + Commons.modv2(xy + Vector2(1.0, 1.0), size)); - - var mixval : Vector2 = Commons.smoothstepv2(0.0, 1.0, Commons.fractv2(uv * size)); - - rv += coef * lerp(lerp(f0, f1, mixval.x), lerp(f2, f3, mixval.x), mixval.y); - acc += coef; - size *= 2.0; - coef *= persistence; - - - return rv / acc; - func reffg(): return false diff --git a/game/addons/mat_maker_gd/nodes/noise/perlin_color.gd b/game/addons/mat_maker_gd/nodes/noise/perlin_color.gd index 5b250ca3..ea62ef7a 100644 --- a/game/addons/mat_maker_gd/nodes/noise/perlin_color.gd +++ b/game/addons/mat_maker_gd/nodes/noise/perlin_color.gd @@ -60,35 +60,10 @@ var p_o28198_persistence = 0.500000000; func sinewave(uv : Vector2) -> Color: - var f : Vector3 = perlin_color(((uv)), Vector2(p_o28198_scale_x, p_o28198_scale_y), int(p_o28198_iterations), p_o28198_persistence, seed_o28198); + var f : Vector3 = Commons.perlin_color(((uv)), Vector2(p_o28198_scale_x, p_o28198_scale_y), int(p_o28198_iterations), p_o28198_persistence, seed_o28198); return Color(f.x, f.y, f.z, 1) -func perlin_color(uv : Vector2, size : Vector2, iterations : int, persistence : float, pseed : int) -> Vector3: - var seed2 : Vector2 = Commons.rand2(Vector2(float(pseed), 1.0 - float(pseed))); - var rv : Vector3 = Vector3(); - var coef : float = 1.0; - var acc : float = 0.0; - - for i in range(iterations): - var step : Vector2 = Vector2(1, 1) / size; - var xy : Vector2 = Commons.floorv2(uv * size); - - var f0 : Vector3 = Commons.rand3(seed2 + Commons.modv2(xy, size)); - var f1 : Vector3 = Commons.rand3(seed2 + Commons.modv2(xy + Vector2(1.0, 0.0), size)); - var f2 : Vector3 = Commons.rand3(seed2 + Commons.modv2(xy + Vector2(0.0, 1.0), size)); - var f3 : Vector3 = Commons.rand3(seed2 + Commons.modv2(xy + Vector2(1.0, 1.0), size)); - - var mixval : Vector2 = Commons.smoothstepv2(0.0, 1.0, Commons.fractv2(uv * size)); - - rv += coef * lerp(lerp(f0, f1, mixval.x), lerp(f2, f3, mixval.x), mixval.y); - - acc += coef; - size *= 2.0; - coef *= persistence; - - return rv / acc; - func reffg(): return false diff --git a/game/addons/mat_maker_gd/nodes/noise/perlin_warp1.gd b/game/addons/mat_maker_gd/nodes/noise/perlin_warp1.gd index 57ca8ae4..ab5a5e0e 100644 --- a/game/addons/mat_maker_gd/nodes/noise/perlin_warp1.gd +++ b/game/addons/mat_maker_gd/nodes/noise/perlin_warp1.gd @@ -64,51 +64,11 @@ var p_o41836_iterations = 3.000000000; var p_o41836_persistence = 0.500000000; func sinewave(uv : Vector2) -> Color: - var f : float = perlin((((uv))), Vector2(p_o41836_scale_x, p_o41836_scale_y), int(p_o41836_iterations), p_o41836_persistence, seed_o41836); - var ff : float = perlin((transform(((uv)), Vector2(p_o41835_translate_x*(2.0*f-1.0), p_o41835_translate_y*(2.0*f-1.0)), p_o41835_rotate*0.01745329251*(2.0*1.0-1.0), Vector2(p_o41835_scale_x*(2.0*1.0-1.0), p_o41835_scale_y*(2.0*1.0-1.0)), true)), Vector2(p_o41836_scale_x, p_o41836_scale_y), int(p_o41836_iterations), p_o41836_persistence, seed_o41836); + var f : float = Commons.perlin((((uv))), Vector2(p_o41836_scale_x, p_o41836_scale_y), int(p_o41836_iterations), p_o41836_persistence, seed_o41836); + var ff : float = Commons.perlin((Commons.transform(((uv)), Vector2(p_o41835_translate_x*(2.0*f-1.0), p_o41835_translate_y*(2.0*f-1.0)), p_o41835_rotate*0.01745329251*(2.0*1.0-1.0), Vector2(p_o41835_scale_x*(2.0*1.0-1.0), p_o41835_scale_y*(2.0*1.0-1.0)), true)), Vector2(p_o41836_scale_x, p_o41836_scale_y), int(p_o41836_iterations), p_o41836_persistence, seed_o41836); return Color(ff, ff, ff, 1) - -func perlin(uv : Vector2, size : Vector2, iterations : int, persistence : float, pseed : int) -> float: - var seed2 : Vector2 = Commons.rand2(Vector2(float(pseed), 1.0-float(pseed))); - var rv : float = 0.0; - var coef : float = 1.0; - var acc : float = 0.0; - - for i in range(iterations): - var step : Vector2 = Vector2(1, 1) / size; - var xy : Vector2 = Commons.floorv2(uv * size); - var f0 : float = Commons.rand(seed2 + Commons.modv2(xy, size)); - var f1 : float = Commons.rand(seed2 + Commons.modv2(xy + Vector2(1.0, 0.0), size)); - var f2 : float = Commons.rand(seed2 + Commons.modv2(xy + Vector2(0.0, 1.0), size)); - var f3 : float = Commons.rand(seed2 + Commons.modv2(xy + Vector2(1.0, 1.0), size)); - - var mixval : Vector2 = Commons.smoothstepv2(0.0, 1.0, Commons.fractv2(uv * size)); - - rv += coef * lerp(lerp(f0, f1, mixval.x), lerp(f2, f3, mixval.x), mixval.y); - acc += coef; - size *= 2.0; - coef *= persistence; - - - return rv / acc; - - -func transform(uv : Vector2, translate : Vector2, rotate : float, scale : Vector2, repeat : bool) -> Vector2: - var rv : Vector2 = Vector2(); - uv -= translate; - uv -= Vector2(0.5, 0.5); - rv.x = cos(rotate)*uv.x + sin(rotate)*uv.y; - rv.y = -sin(rotate)*uv.x + cos(rotate)*uv.y; - rv /= scale; - rv += Vector2(0.5, 0.5); - - if (repeat): - return Commons.fractv2(rv); - else: - return Commons.clampv2(rv, Vector2(0, 0), Vector2(1, 1)); - func reffg(): return false diff --git a/game/addons/mat_maker_gd/nodes/noise/perlin_warp2.gd b/game/addons/mat_maker_gd/nodes/noise/perlin_warp2.gd index 3e79a792..945dfaf7 100644 --- a/game/addons/mat_maker_gd/nodes/noise/perlin_warp2.gd +++ b/game/addons/mat_maker_gd/nodes/noise/perlin_warp2.gd @@ -69,58 +69,17 @@ var p_o56040_iterations = 3.000000000; var p_o56040_persistence = 0.500000000; func sinewave(uv : Vector2) -> Color: - var f = perlin(((((uv)))), Vector2(p_o56040_scale_x, p_o56040_scale_y), int(p_o56040_iterations), p_o56040_persistence, seed_o56040); - var ff : float = perlin((transform((((uv))), Vector2(p_o56039_translate_x*(2.0*f-1.0), p_o56039_translate_y*(2.0*f-1.0)), p_o56039_rotate*0.01745329251*(2.0*1.0-1.0), Vector2(p_o56039_scale_x*(2.0*1.0-1.0), p_o56039_scale_y*(2.0*1.0-1.0)), true)), Vector2(p_o56040_scale_x, p_o56040_scale_y), int(p_o56040_iterations), p_o56040_persistence, seed_o56040); + var f = Commons.perlin(((((uv)))), Vector2(p_o56040_scale_x, p_o56040_scale_y), int(p_o56040_iterations), p_o56040_persistence, seed_o56040); + var ff : float = Commons.perlin((Commons.transform((((uv))), Vector2(p_o56039_translate_x*(2.0*f-1.0), p_o56039_translate_y*(2.0*f-1.0)), p_o56039_rotate*0.01745329251*(2.0*1.0-1.0), Vector2(p_o56039_scale_x*(2.0*1.0-1.0), p_o56039_scale_y*(2.0*1.0-1.0)), true)), Vector2(p_o56040_scale_x, p_o56040_scale_y), int(p_o56040_iterations), p_o56040_persistence, seed_o56040); var o56039_0_1_rgba : Vector3 = Vector3(ff, ff, ff) - var tf : Vector2 = transform(uv, Vector2(p_o56044_translate_x * (2.0 * (o56039_0_1_rgba.dot(Vector3(1, 1, 1) / 3.0) - 1.0)), p_o56044_translate_y*(2.0*( o56039_0_1_rgba.dot(Vector3(1, 1, 1) /3.0)-1.0))), p_o56044_rotate*0.01745329251*(2.0*1.0-1.0), Vector2(p_o56044_scale_x*(2.0*1.0-1.0), p_o56044_scale_y*(2.0*1.0-1.0)), true) + var tf : Vector2 = Commons.transform(uv, Vector2(p_o56044_translate_x * (2.0 * (o56039_0_1_rgba.dot(Vector3(1, 1, 1) / 3.0) - 1.0)), p_o56044_translate_y*(2.0*( o56039_0_1_rgba.dot(Vector3(1, 1, 1) /3.0)-1.0))), p_o56044_rotate*0.01745329251*(2.0*1.0-1.0), Vector2(p_o56044_scale_x*(2.0*1.0-1.0), p_o56044_scale_y*(2.0*1.0-1.0)), true) - var fff : float = perlin(tf, Vector2(p_o56040_scale_x, p_o56040_scale_y), int(p_o56040_iterations), p_o56040_persistence, seed_o56040); + var fff : float = Commons.perlin(tf, Vector2(p_o56040_scale_x, p_o56040_scale_y), int(p_o56040_iterations), p_o56040_persistence, seed_o56040); return Color(fff, fff, fff, 1) - -func perlin(uv : Vector2, size : Vector2, iterations : int, persistence : float, pseed : int) -> float: - var seed2 : Vector2 = Commons.rand2(Vector2(float(pseed), 1.0-float(pseed))); - var rv : float = 0.0; - var coef : float = 1.0; - var acc : float = 0.0; - - for i in range(iterations): - var step : Vector2 = Vector2(1, 1) / size; - var xy : Vector2 = Commons.floorv2(uv * size); - var f0 : float = Commons.rand(seed2 + Commons.modv2(xy, size)); - var f1 : float = Commons.rand(seed2 + Commons.modv2(xy + Vector2(1.0, 0.0), size)); - var f2 : float = Commons.rand(seed2 + Commons.modv2(xy + Vector2(0.0, 1.0), size)); - var f3 : float = Commons.rand(seed2 + Commons.modv2(xy + Vector2(1.0, 1.0), size)); - - var mixval : Vector2 = Commons.smoothstepv2(0.0, 1.0, Commons.fractv2(uv * size)); - - rv += coef * lerp(lerp(f0, f1, mixval.x), lerp(f2, f3, mixval.x), mixval.y); - acc += coef; - size *= 2.0; - coef *= persistence; - - - return rv / acc; - -func transform(uv : Vector2, translate : Vector2, rotate : float, scale : Vector2, repeat : bool) -> Vector2: - var rv : Vector2 = Vector2(); - uv -= translate; - uv -= Vector2(0.5, 0.5); - rv.x = cos(rotate)*uv.x + sin(rotate)*uv.y; - rv.y = -sin(rotate)*uv.x + cos(rotate)*uv.y; - rv /= scale; - rv += Vector2(0.5, 0.5); - - if (repeat): - return Commons.fractv2(rv); - else: - return Commons.clampv2(rv, Vector2(0, 0), Vector2(1, 1)); - - - func reffg(): return false diff --git a/game/addons/mat_maker_gd/nodes/pattern/TextureRectBricks.gd b/game/addons/mat_maker_gd/nodes/pattern/TextureRectBricks.gd index 2b81e152..a237fcf7 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/TextureRectBricks.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/TextureRectBricks.gd @@ -83,11 +83,11 @@ func gen() -> void: # var brect : Color = bricks_bw(v, Vector2(p_o39644_columns, p_o39644_rows), p_o39644_repeat, p_o39644_row_offset); #SpanishBond - var brect : Color = bricks_sb(v, Vector2(p_o39644_columns, p_o39644_rows), p_o39644_repeat, p_o39644_row_offset); + var brect : Color = Commons.bricks_sb(v, Vector2(p_o39644_columns, p_o39644_rows), p_o39644_repeat, p_o39644_row_offset); # 1, 2 - var fcolor : Color = brick(v, Vector2(brect.r, brect.g), Vector2(brect.b, brect.a), p_o39644_mortar*1.0, p_o39644_round*1.0, max(0.001, p_o39644_bevel*1.0)); + var fcolor : Color = Commons.brick(v, Vector2(brect.r, brect.g), Vector2(brect.b, brect.a), p_o39644_mortar*1.0, p_o39644_round*1.0, max(0.001, p_o39644_bevel*1.0)); # image.set_pixel(x, y, brect) # image.set_pixel(x, y, fcolor) @@ -125,295 +125,6 @@ func gen() -> void: tex.create_from_image(image) texture = tex -func brick_corner_uv(uv : Vector2, bmin : Vector2, bmax : Vector2, mortar : float, corner : float, pseed : float) -> Vector3: - var center : Vector2 = 0.5 * (bmin + bmax) - var size : Vector2 = bmax - bmin - var max_size : float = max(size.x, size.y) - var min_size : float = min(size.x, size.y) - mortar *= min_size - corner *= min_size - - var r : Vector3 = Vector3() - - r.x = clamp(((0.5 * size.x - mortar) - abs(uv.x - center.x)) / corner, 0, 1) - r.y = clamp(((0.5 * size.y - mortar) - abs(uv.y - center.y)) / corner, 0, 1) - r.z = Commons.rand(Commons.fract(center) + Vector2(pseed, pseed)) - - return r - -# return vec3(clamp((0.5*size-vec2(mortar)-abs(uv-center))/corner, vec2(0.0), vec2(1.0)), rand(fract(center)+vec2(seed))); - - -func brick(uv : Vector2, bmin : Vector2, bmax : Vector2, mortar : float, pround : float, bevel : float) -> Color: - var color : float - var size : Vector2 = bmax - bmin - - var min_size : float = min(size.x, size.y) - mortar *= min_size - bevel *= min_size - pround *= min_size - - var center : Vector2 = 0.5 * (bmin + bmax) - var d : Vector2 = Vector2() - - d.x = abs(uv.x - center.x) - 0.5 * (size.x) + (pround + mortar) - d.y = abs(uv.y - center.y) - 0.5 * (size.y) + (pround + mortar) - - color = Vector2(max(d.x, 0), max(d.y, 0)).length() + min(max(d.x, d.y), 0.0) - pround - - color = clamp(-color / bevel, 0.0, 1.0) - -# var tiled_brick_pos : Vector2 = Vector2(bmin.x - 1.0 * floor(bmin.x / 1.0), bmin.y - 1.0 * floor(bmin.y / 1.0)) - - var tiled_brick_pos_x : float = bmin.x - 1.0 * floor(bmin.x / 1.0) - var tiled_brick_pos_y : float = bmin.y - 1.0 * floor(bmin.y / 1.0) - - #vec2 tiled_brick_pos = mod(bmin, vec2(1.0, 1.0)); - - return Color(color, center.x, center.y, tiled_brick_pos_x + 7.0 * tiled_brick_pos_y) - -func brick_uv(uv : Vector2, bmin : Vector2, bmax : Vector2, pseed : float) -> Vector3: - var center : Vector2 = 0.5 * (bmin + bmax) - var size : Vector2 = bmax - bmin - var max_size : float = max(size.x, size.y) - - var x : float = 0.5+ (uv.x - center.x) / max_size - var y : float = 0.5+ (uv.y - center.y) /max_size - - return Vector3(x, y, Commons.rand(Commons.fract(center) + Vector2(pseed, pseed))) - -func bricks_rb(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: - count *= repeat - - var x_offset : float = offset * Commons.step(0.5, Commons.fractf(uv.y * count.y * 0.5)) - - var bmin : Vector2 - bmin.x = floor(uv.x * count.x - x_offset) - bmin.y = floor(uv.y * count.y) - - bmin.x += x_offset; - bmin /= count - var bmc : Vector2 = bmin + Vector2(1.0, 1.0) / count - - return Color(bmin.x, bmin.y, bmc.x, bmc.y) - -func bricks_rb2(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: - count *= repeat - - var x_offset : float = offset * Commons.step(0.5, Commons.fractf(uv.y * count.y * 0.5)) - count.x = count.x * (1.0+Commons.step(0.5, Commons.fractf(uv.y * count.y * 0.5))) - var bmin : Vector2 = Vector2() - - bmin.x = floor(uv.x * count.x - x_offset) - bmin.y = floor(uv.y * count.y) - - bmin.x += x_offset - bmin /= count - - var b : Vector2 = bmin + Vector2(1, 1) / count - - return Color(bmin.x, bmin.y, b.x, b.y) - -func bricks_hb(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: - var pc : float = count.x + count.y - var c : float = pc * repeat - - var corner : Vector2 = Vector2(floor(uv.x * c), floor(uv.y * c)) - var cdiff : float = Commons.modf(corner.x - corner.y, pc) - - if (cdiff < count.x): - var col : Color = Color() - - col.r = (corner.x - cdiff) / c - col.g = corner.y / c - - col.b = (corner.x - cdiff + count.x) / c - col.a = (corner.y + 1.0) / c - - return col - else: - var col : Color = Color() - - col.r = corner.x / c - col.g = (corner.y - (pc - cdiff - 1.0)) / c - - col.b = (corner.x + 1.0) / c - col.a = (corner.y - (pc - cdiff - 1.0) + count.y) / c - - return col - -func bricks_bw(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: - var c : Vector2 = 2.0 * count * repeat - var mc : float = max(c.x, c.y) - var corner1 : Vector2 = Vector2(floor(uv.x * c.x), floor(uv.y * c.y)) - var corner2 : Vector2 = Vector2(count.x * floor(repeat* 2.0 * uv.x), count.y * floor(repeat * 2.0 * uv.y)) - - var tmp : Vector2 = Vector2(floor(repeat * 2.0 * uv.x), floor(repeat * 2.0 * uv.y)) - var cdiff : float = Commons.modf(tmp.dot(Vector2(1, 1)), 2.0) - - var corner : Vector2 - var size : Vector2 - - if cdiff == 0: - corner = Vector2(corner1.x, corner2.y) - size = Vector2(1.0, count.y) - else: - corner = Vector2(corner2.x, corner1.y) - size = Vector2(count.x, 1.0) - - return Color(corner.x / c.x, corner.y / c.y, (corner.x + size.x) / c.x, (corner.y + size.y) / c.y) - -func bricks_sb(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: - var c : Vector2 = (count + Vector2(1, 1)) * repeat - var mc : float = max(c.x, c.y) - var corner1 : Vector2 = Vector2(floor(uv.x * c.x), floor(uv.y * c.y)) - var corner2 : Vector2 = (count + Vector2(1, 1)) * Vector2(floor(repeat * uv.x), floor(repeat * uv.y)) - var rcorner : Vector2 = corner1 - corner2 - - var corner : Vector2 - var size : Vector2 - - if (rcorner.x == 0.0 && rcorner.y < count.y): - corner = corner2 - size = Vector2(1.0, count.y) - elif (rcorner.y == 0.0): - corner = corner2 + Vector2(1.0, 0.0) - size = Vector2(count.x, 1.0) - elif (rcorner.x == count.x): - corner = corner2 + Vector2(count.x, 1.0) - size = Vector2(1.0, count.y) - elif (rcorner.y == count.y): - corner = corner2 + Vector2(0.0, count.y) - size = Vector2(count.x, 1.0) - else: - corner = corner2 + Vector2(1, 1) - size = Vector2(count.x-1.0, count.y-1.0) - - return Color(corner.x / c.x, corner.y / c.y, (corner.x + size.x) / c.x, (corner.y + size.y) / c.y) - -# -#vec4 $(name_uv)_rect = bricks_$pattern($uv, vec2($columns, $rows), $repeat, $row_offset); -#vec4 $(name_uv) = brick($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $round*$round_map($uv), max(0.001, $bevel*$bevel_map($uv))); -# -#vec4 brick(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float round, float bevel) { -# float color; -# vec2 size = bmax - bmin; -# float min_size = min(size.x, size.y); -# mortar *= min_size; -# bevel *= min_size; -# round *= min_size; -# vec2 center = 0.5*(bmin+bmax); -# -# vec2 d = abs(uv-center)-0.5*(size)+vec2(round+mortar); -# color = length(max(d,vec2(0))) + min(max(d.x,d.y),0.0)-round; -# color = clamp(-color/bevel, 0.0, 1.0); -# vec2 tiled_brick_pos = mod(bmin, vec2(1.0, 1.0)); -# -# return vec4(color, center, tiled_brick_pos.x+7.0*tiled_brick_pos.y); -#} -# -#vec3 brick_uv(vec2 uv, vec2 bmin, vec2 bmax, float seed) { -# vec2 center = 0.5*(bmin + bmax); -# vec2 size = bmax - bmin; -# float max_size = max(size.x, size.y); -# -# return vec3(0.5+(uv-center)/max_size, rand(fract(center)+vec2(seed))); -#} -# -#vec3 brick_corner_uv(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float corner, float seed) { -# vec2 center = 0.5*(bmin + bmax); -# vec2 size = bmax - bmin; -# float max_size = max(size.x, size.y); -# float min_size = min(size.x, size.y); -# mortar *= min_size;\n\tcorner *= min_size; -# -# return vec3(clamp((0.5*size-vec2(mortar)-abs(uv-center))/corner, vec2(0.0), vec2(1.0)), rand(fract(center)+vec2(seed))); -#} -# -#vec4 bricks_rb(vec2 uv, vec2 count, float repeat, float offset) { -# count *= repeat; -# float x_offset = offset*step(0.5, fract(uv.y*count.y*0.5)); -# vec2 bmin = floor(vec2(uv.x*count.x-x_offset, uv.y*count.y)); -# bmin.x += x_offset;\n\tbmin /= count; -# -# return vec4(bmin, bmin+vec2(1.0)/count); -#} -# -#vec4 bricks_rb2(vec2 uv, vec2 count, float repeat, float offset) { -# count *= repeat; -# -# float x_offset = offset*step(0.5, fract(uv.y*count.y*0.5)); -# count.x = count.x*(1.0+step(0.5, fract(uv.y*count.y*0.5))); -# vec2 bmin = floor(vec2(uv.x*count.x-x_offset, uv.y*count.y)); -# -# bmin.x += x_offset; -# bmin /= count; -# return vec4(bmin, bmin+vec2(1.0)/count); -#} -# -#vec4 bricks_hb(vec2 uv, vec2 count, float repeat, float offset) { -# float pc = count.x+count.y; -# float c = pc*repeat; -# vec2 corner = floor(uv*c); -# float cdiff = mod(corner.x-corner.y, pc); -# -# if (cdiff < count.x) { -# return vec4((corner-vec2(cdiff, 0.0))/c, (corner-vec2(cdiff, 0.0)+vec2(count.x, 1.0))/c); -# } else { -# return vec4((corner-vec2(0.0, pc-cdiff-1.0))/c, (corner-vec2(0.0, pc-cdiff-1.0)+vec2(1.0, count.y))/c); -# } -#} -# -#vec4 bricks_bw(vec2 uv, vec2 count, float repeat, float offset) { -# vec2 c = 2.0*count*repeat; -# float mc = max(c.x, c.y); -# vec2 corner1 = floor(uv*c); -# vec2 corner2 = count*floor(repeat*2.0*uv); -# float cdiff = mod(dot(floor(repeat*2.0*uv), vec2(1.0)), 2.0); -# vec2 corner; -# vec2 size; -# -# if (cdiff == 0.0) { -# corner = vec2(corner1.x, corner2.y); -# size = vec2(1.0, count.y); -# } else { -# corner = vec2(corner2.x, corner1.y); -# size = vec2(count.x, 1.0); -# } -# -# return vec4(corner/c, (corner+size)/c); -#} -# -#vec4 bricks_sb(vec2 uv, vec2 count, float repeat, float offset) { -# vec2 c = (count+vec2(1.0))*repeat; -# float mc = max(c.x, c.y); -# vec2 corner1 = floor(uv*c); -# vec2 corner2 = (count+vec2(1.0))*floor(repeat*uv); -# vec2 rcorner = corner1 - corner2; -# -# vec2 corner; -# vec2 size; -# -# if (rcorner.x == 0.0 && rcorner.y < count.y) { -# corner = corner2; -# size = vec2(1.0, count.y); -# } else if (rcorner.y == 0.0) { -# corner = corner2+vec2(1.0, 0.0); -# size = vec2(count.x, 1.0); -# } else if (rcorner.x == count.x) { -# corner = corner2+vec2(count.x, 1.0); -# size = vec2(1.0, count.y); -# } else if (rcorner.y == count.y) { -# corner = corner2+vec2(0.0, count.y); -# size = vec2(count.x, 1.0); -# } else { -# corner = corner2+vec2(1.0); -# size = vec2(count.x-1.0, count.y-1.0); -# } -# -# return vec4(corner/c, (corner+size)/c); -#} - func reffg(): return false diff --git a/game/addons/mat_maker_gd/nodes/pattern/pattern_beehive.gd b/game/addons/mat_maker_gd/nodes/pattern/pattern_beehive.gd index a99fdad3..ff03fdbf 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/pattern_beehive.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/pattern_beehive.gd @@ -58,17 +58,17 @@ var p_o80035_sy = 4.000000000; func beehive_1_col(uv : Vector2) -> Color: var o80035_0_uv : Vector2 = ((uv)) * Vector2(p_o80035_sx, p_o80035_sy * 1.73205080757); - var center : Color = beehive_center(o80035_0_uv); + var center : Color = Commons.beehive_center(o80035_0_uv); - var f : float = 1.0 - 2.0 * beehive_dist(Vector2(center.r, center.g)); + var f : float = 1.0 - 2.0 * Commons.beehive_dist(Vector2(center.r, center.g)); return Color(f, f, f, 1) func beehive_2_col(uv : Vector2) -> Color: var o80035_0_uv : Vector2 = ((uv)) * Vector2(p_o80035_sx, p_o80035_sy * 1.73205080757); - var center : Color = beehive_center(o80035_0_uv); + var center : Color = Commons.beehive_center(o80035_0_uv); - var f : float = 1.0 - 2.0 * beehive_dist(Vector2(center.r, center.g)); + var f : float = 1.0 - 2.0 * Commons.beehive_dist(Vector2(center.r, center.g)); var v : Vector3 = Commons.rand3(Commons.fractv2(Vector2(center.b, center.a) / Vector2(p_o80035_sx, p_o80035_sy)) + Vector2(float(seed_o80035),float(seed_o80035))); @@ -88,32 +88,6 @@ func beehive_3_col(uv : Vector2) -> Color: return c -func beehive_dist(p : Vector2) -> float: - var s : Vector2 = Vector2(1.0, 1.73205080757); - - p = Commons.absv2(p); - - return max(p.dot(s*.5), p.x); - -func beehive_center(p : Vector2) -> Color: - var s : Vector2 = Vector2(1.0, 1.73205080757); - - var hC : Color = Color(p.x, p.y, p.x - 0.5, p.y - 1) / Color(s.x, s.y, s.x, s.y); - - hC = Commons.floorc(Color(p.x, p.y, p.x - 0.5, p.y - 1) / Color(s.x, s.y, s.x, s.y)) + Color(0.5, 0.5, 0.5, 0.5); - - var v1 : Vector2 = Vector2(p.x - hC.r * s.x, p.y - hC.g * s.y) - var v2 : Vector2 = Vector2(p.x - (hC.b + 0.5) * s.x, p.y - (hC.a + 0.5) * s.y) - - var h : Color = Color(v1.x, v1.y, v2.x, v2.y); - - if Vector2(h.r, h.g).dot(Vector2(h.r, h.g)) < Vector2(h.b, h.a).dot(Vector2(h.b, h.a)): - return Color(h.r, h.g, hC.r, hC.g) - else: - return Color(h.b, h.a, hC.b + 9.73, hC.a + 9.73) - - #return dot(h.xy, h.xy) < dot(h.zw, h.zw) ? Color(h.xy, hC.xy) : Color(h.zw, hC.zw + 9.73); - func reffg(): return false diff --git a/game/addons/mat_maker_gd/nodes/pattern/pattern_generic.gd b/game/addons/mat_maker_gd/nodes/pattern/pattern_generic.gd index f6f81ec0..c8008428 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/pattern_generic.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/pattern_generic.gd @@ -15,25 +15,6 @@ func _ready(): if !Engine.editor_hint: gen() -enum CombinerAxisType { - SINE, - TRIANGLE, - SQUARE, - SAWTOOTH, - CONSTANT, - BOUNCE -} - -enum CombinerType { - MULTIPLY, - ADD, - MAX, - MIN, - XOR, - POW -} - - func gen() -> void: if !image: image = Image.new() @@ -56,7 +37,7 @@ func gen() -> void: for y in range(image.get_height()): var v : Vector2 = Vector2(x / w, y / h) - var f : float = pattern(v, 4, 4, CombinerType.MULTIPLY, CombinerAxisType.SINE, CombinerAxisType.SINE) + var f : float = Commons.pattern(v, 4, 4, Commons.CombinerType.MULTIPLY, Commons.CombinerAxisType.SINE, Commons.CombinerAxisType.SINE) var col : Color = Color(f, f, f, 1) @@ -71,95 +52,6 @@ func gen() -> void: #var p_o7009_x_scale = 4.000000000; #var p_o7009_y_scale = 4.000000000; - -func pattern(uv : Vector2, x_scale : float, y_scale : float, ct : int, catx : int, caty : int) -> float: - var x : float = 0 - var y : float = 0 - - #in c++ these ifs should be function pointers or macros in the caller - if catx == CombinerAxisType.SINE: - x = wave_sine(x_scale * uv.x) - elif catx == CombinerAxisType.TRIANGLE: - x = wave_triangle(x_scale * uv.x) - elif catx == CombinerAxisType.SQUARE: - x = wave_square(x_scale * uv.x) - elif catx == CombinerAxisType.SAWTOOTH: - x = wave_sawtooth(x_scale * uv.x) - elif catx == CombinerAxisType.CONSTANT: - x = wave_constant(x_scale * uv.x) - elif catx == CombinerAxisType.BOUNCE: - x = wave_bounce(x_scale * uv.x) - - if caty == CombinerAxisType.SINE: - y = wave_sine(y_scale * uv.y) - elif caty == CombinerAxisType.TRIANGLE: - y = wave_triangle(y_scale * uv.y) - elif caty == CombinerAxisType.SQUARE: - y = wave_square(y_scale * uv.y) - elif caty == CombinerAxisType.SAWTOOTH: - y = wave_sawtooth(y_scale * uv.y) - elif caty == CombinerAxisType.CONSTANT: - y = wave_constant(y_scale * uv.y) - elif caty == CombinerAxisType.BOUNCE: - y = wave_bounce(y_scale * uv.y) - - if ct == CombinerType.MULTIPLY: - return mix_mul(x, y) - elif ct == CombinerType.ADD: - return mix_add(x, y); - elif ct == CombinerType.MAX: - return mix_max(x, y); - elif ct == CombinerType.MIN: - return mix_min(x, y); - elif ct == CombinerType.XOR: - return mix_xor(x, y); - elif ct == CombinerType.POW: - return mix_pow(x, y); - - return 0.0 - -func wave_constant(x : float) -> float: - return 1.0; - -func wave_sine(x : float) -> float: - return 0.5-0.5*cos(3.14159265359*2.0*x); - -func wave_triangle(x : float) -> float: - x = Commons.fractf(x); - return min(2.0*x, 2.0-2.0*x); - -func wave_sawtooth(x : float) -> float: - return Commons.fractf(x); - -func wave_square(x : float) -> float: - if (Commons.fractf(x) < 0.5): - return 0.0 - else: - return 1.0 - -func wave_bounce(x : float) -> float: - x = 2.0*(Commons.fractf(x)-0.5); - return sqrt(1.0-x*x); - -func mix_mul(x : float, y : float) -> float: - return x*y; - -func mix_add(x : float, y : float) -> float: - return min(x+y, 1.0); - -func mix_max(x : float, y : float) -> float: - return max(x, y); - -func mix_min(x : float, y : float) -> float: - return min(x, y); - -func mix_xor(x : float, y : float) -> float: - return min(x+y, 2.0-x-y); - -func mix_pow(x : float, y : float) -> float: - return pow(x, y); - - func reffg(): return false diff --git a/game/addons/mat_maker_gd/nodes/pattern/pattern_rune.gd b/game/addons/mat_maker_gd/nodes/pattern/pattern_rune.gd index 1a2ac7cd..a78c4e8d 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/pattern_rune.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/pattern_rune.gd @@ -54,68 +54,10 @@ var p_o49619_columns = 4.000000000; var p_o49619_rows = 4.000000000; func runecol(uv : Vector2) -> Color: - var f : float = Rune(Vector2(p_o49619_columns, p_o49619_rows)*((uv))); + var f : float = Commons.Rune(Vector2(p_o49619_columns, p_o49619_rows)*((uv))); return Color(f, f, f, 1) - -func ThickLine(uv : Vector2, posA : Vector2, posB : Vector2, radiusInv : float) -> float: - var dir : Vector2 = posA - posB; - var dirLen : float = dir.length() - var dirN : Vector2 = dir.normalized() - var dotTemp : float = clamp((uv - posB).dot(dirN), 0.0, dirLen); - var proj : Vector2 = dotTemp * dirN + posB; - var d1 : float = (uv - proj).length() - var finalGray : float = clamp(1.0 - d1 * radiusInv, 0.0, 1.0); - - return finalGray; - -# makes a rune in the 0..1 uv space. Seed is which rune to draw. -# passes back gray in x and derivates for lighting in yz -func Rune(uv : Vector2) -> float: - var finalLine : float = 0.0; - var pseed : Vector2 = Commons.floorv2(uv) - Vector2(0.41, 0.41); - - uv = Commons.fractv2(uv); - - for i in range(4):# (int i = 0; i < 4; i++): # // number of strokes - var posA : Vector2 = Commons.rand2(Commons.floorv2(pseed + Vector2(0.5, 0.5))); - var posB : Vector2 = Commons.rand2(Commons.floorv2(pseed + Vector2(1.5, 1.5))); - pseed.x += 2.0; - pseed.y += 2.0; - - # expand the range and mod it to get a nicely distributed random number - hopefully. :) - - posA = Commons.fractv2(posA * 128.0); - posB = Commons.fractv2(posB * 128.0); - - # each rune touches the edge of its box on all 4 sides - if (i == 0): - posA.y = 0.0; - - if (i == 1): - posA.x = 0.999; - - if (i == 2): - posA.x = 0.0; - - if (i == 3): - posA.y = 0.999; - - # snap the random line endpoints to a grid 2x3 - - var snaps : Vector2 = Vector2(2.0, 3.0); - - posA = (Commons.floorv2(posA * snaps) + Vector2(0.5, 0.5)) / snaps; # + 0.5 to center it in a grid cell - posB = (Commons.floorv2(posB * snaps) + Vector2(0.5, 0.5)) / snaps; - - #if (distance(posA, posB) < 0.0001) continue; // eliminate dots. - # Dots (degenerate lines) are not cross-GPU safe without adding 0.001 - divide by 0 error. - - finalLine = max(finalLine, ThickLine(uv, posA, posB + Vector2(0.001, 0.001), 20.0)); - - return finalLine; - func reffg(): return false diff --git a/game/addons/mat_maker_gd/nodes/pattern/pattern_scratches.gd b/game/addons/mat_maker_gd/nodes/pattern/pattern_scratches.gd index 65c8ff70..e327742c 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/pattern_scratches.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/pattern_scratches.gd @@ -59,40 +59,10 @@ var p_o74963_angle = -1.000000000; var p_o74963_randomness = 0.440000000; func scratchescol(uv : Vector2) -> Color: - var f : float = scratches(((uv)), int(p_o74963_layers), Vector2(p_o74963_length, p_o74963_width), p_o74963_waviness, p_o74963_angle, p_o74963_randomness, Vector2(float(seed_o74963), 0.0)); + var f : float = Commons.scratches(((uv)), int(p_o74963_layers), Vector2(p_o74963_length, p_o74963_width), p_o74963_waviness, p_o74963_angle, p_o74963_randomness, Vector2(float(seed_o74963), 0.0)); return Color(f, f, f, 1) -func scratch(uv : Vector2, size : Vector2, waviness : float, angle : float, randomness : float, pseed : Vector2) -> float: - var subdivide : float = floor(1.0/size.x); - var cut : float = size.x*subdivide; - uv *= subdivide; - var r1 : Vector2 = Commons.rand2(Commons.floorv2(uv) + pseed); - var r2 : Vector2 = Commons.rand2(r1); - uv = Commons.fractv2(uv); - uv = 2.0 * uv - Vector2(1, 1); - - var a : float = 6.28*(angle+(r1.x-0.5)*randomness); - var c : float = cos(a); - var s : float = sin(a); - - uv = Vector2(c*uv.x+s*uv.y, s*uv.x-c*uv.y); - uv.y += 2.0*r1.y-1.0; - uv.y += 0.5*waviness*cos(2.0*uv.x+6.28*r2.y); - uv.x /= cut; - uv.y /= subdivide*size.y; - - return (1.0-uv.x*uv.x)*max(0.0, 1.0-1000.0*uv.y*uv.y); - -func scratches(uv : Vector2, layers : int, size : Vector2, waviness : float, angle : float, randomness : float, pseed : Vector2) -> float: - var v : float = 0.0; - - for i in range(layers):# (int i = 0; i < layers; ++i) { - v = max(v, scratch(Commons.fractv2(uv + pseed), size, waviness, angle/360.0, randomness, pseed)); - pseed = Commons.rand2(pseed); - - return v; - func reffg(): return false diff --git a/game/addons/mat_maker_gd/nodes/pattern/pattern_truchet.gd b/game/addons/mat_maker_gd/nodes/pattern/pattern_truchet.gd index 3abe5786..1536296d 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/pattern_truchet.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/pattern_truchet.gd @@ -57,24 +57,11 @@ var p_o9164_size = 4.000000000; func trunchet(uv : Vector2) -> Color: # var f : float = truchet1(uv * p_o9164_size, Vector2(float(seed_o9164), float(seed_o9164))); - var f : float = truchet2(uv * p_o9164_size, Vector2(float(seed_o9164), float(seed_o9164))); + var f : float = Commons.truchet2(uv * p_o9164_size, Vector2(float(seed_o9164), float(seed_o9164))); var col : Color = Color(f, f, f, 1); return col -func truchet1(uv : Vector2, pseed : Vector2) -> float: - var i : Vector2 = Commons.floorv2(uv); - var f : Vector2 = Commons.fractv2(uv) - Vector2(0.5, 0.5); - return 1.0 - abs(abs((2.0*Commons.step(Commons.rand(i+pseed), 0.5)-1.0)*f.x+f.y)-0.5); - -func truchet2(uv : Vector2, pseed : Vector2) -> float: - var i : Vector2 = Commons.floorv2(uv); - var f : Vector2 = Commons.fractv2(uv); - var random : float = Commons.step(Commons.rand(i+pseed), 0.5); - f.x *= 2.0 * random-1.0; - f.x += 1.0 - random; - return 1.0 - min(abs(f.length() - 0.5), abs((Vector2(1, 1) - f).length() - 0.5)); - func reffg(): return false diff --git a/game/addons/mat_maker_gd/nodes/pattern/pattern_weave.gd b/game/addons/mat_maker_gd/nodes/pattern/pattern_weave.gd index 06f72dd0..a18aded9 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/pattern_weave.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/pattern_weave.gd @@ -56,18 +56,10 @@ var p_o46354_rows = 4.000000000; var p_o46354_width = 1.000000000; func weavecol(uv : Vector2) -> Color: - var f : float = weave(uv, Vector2(p_o46354_columns, p_o46354_rows), p_o46354_width*1.0); + var f : float = Commons.weave(uv, Vector2(p_o46354_columns, p_o46354_rows), p_o46354_width*1.0); return Color(f, f, f, 1) - -func weave(uv : Vector2, count : Vector2, width : float) -> float: - uv *= count; - var c : float = (sin(3.1415926* (uv.x + floor(uv.y)))*0.5+0.5)*Commons.step(abs(Commons.fract(uv.y)-0.5), width*0.5); - c = max(c, (sin(3.1415926*(1.0+uv.y+floor(uv.x)))*0.5+0.5)*Commons.step(abs(Commons.fract(uv.x)-0.5), width*0.5)); - return c; - - func reffg(): return false diff --git a/game/addons/mat_maker_gd/nodes/sdf2d/sdf.gd b/game/addons/mat_maker_gd/nodes/sdf2d/sdf.gd index 8ca74854..b6dae6be 100644 --- a/game/addons/mat_maker_gd/nodes/sdf2d/sdf.gd +++ b/game/addons/mat_maker_gd/nodes/sdf2d/sdf.gd @@ -87,7 +87,7 @@ func gen() -> void: # var fc : float = sdf_rounded_shape(sdf_box(v), 0.15) # var fc : float = sdf_annular_shape(sdf_box(v), 0.15) - var fc : float = sdf_morph(sdf_circle(v), sdf_box(v), 0.5) + var fc : float = Commons.sdf_morph(sdf_circle(v), sdf_box(v), 0.5) var col : Color = sdf_show(fc) @@ -115,98 +115,16 @@ func sdf_box(uv : Vector2) -> float: return Commons.maxv2(o48575_0_d, Vector2(0, 0)).length() + min(max(o48575_0_d.x, o48575_0_d.y), 0.0) func sdf_line(uv : Vector2) -> float: - return sdLine(uv, Vector2(p_o49570_ax+0.5, p_o49570_ay+0.5), Vector2(p_o49570_bx+0.5, p_o49570_by+0.5)) - p_o49570_r; + return Commons.sdLine(uv, Vector2(p_o49570_ax+0.5, p_o49570_ay+0.5), Vector2(p_o49570_bx+0.5, p_o49570_by+0.5)) - p_o49570_r; -func sdLine(p : Vector2, a : Vector2, b : Vector2) -> float: - var pa : Vector2 = p - a - var ba : Vector2 = b - a - - var h : float = clamp(pa.dot(ba) / ba.dot(ba), 0.0, 1.0); - - return (pa - (ba * h)).length() func sdf_rhombus(uv : Vector2) -> float: - return sdRhombus(uv - Vector2(p_o50848_cx + 0.5, p_o50848_cy+0.5), Vector2(p_o50848_w, p_o50848_h)); + return Commons.sdRhombus(uv - Vector2(p_o50848_cx + 0.5, p_o50848_cy+0.5), Vector2(p_o50848_w, p_o50848_h)); -func sdr_ndot(a : Vector2, b : Vector2) -> float: - return a.x * b.x - a.y * b.y; - -func sdRhombus(p : Vector2, b : Vector2) -> float: - var q : Vector2 = Commons.absv2(p); - var h : float = clamp((-2.0 * sdr_ndot(q,b) + sdr_ndot(b,b)) / b.dot(b), -1.0, 1.0); - var d : float = ( q - 0.5*b * Vector2(1.0-h, 1.0+h)).length() - return d * sign(q.x*b.y + q.y*b.x - b.x*b.y) func sdf_arc(uv : Vector2) -> float: - return sdArc(uv - Vector2(0.5, 0.5), Commons.modf(p_o51990_a1, 360.0) * 0.01745329251, Commons.modf(p_o51990_a2, 360.0)*0.01745329251, p_o51990_r1, p_o51990_r2); + return Commons.sdArc(uv - Vector2(0.5, 0.5), Commons.modf(p_o51990_a1, 360.0) * 0.01745329251, Commons.modf(p_o51990_a2, 360.0)*0.01745329251, p_o51990_r1, p_o51990_r2); -func sdArc(p : Vector2, a1 : float, a2 : float, ra : float, rb : float) -> float: - var amid : float = 0.5*(a1+a2)+1.6+3.14 * Commons.step(a1, a2); - var alength : float = 0.5*(a1-a2)-1.6+3.14 * Commons.step(a1, a2); - var sca : Vector2 = Vector2(cos(amid), sin(amid)); - var scb : Vector2 = Vector2(cos(alength), sin(alength)); - - #p *= Matrix(Vector2(sca.x , sca.y), Vector2(-sca.y, sca.x)); - - var pt : Vector2 = p - - p.x = pt.x * sca.x + pt.y * sca.y - p.y = pt.x * -sca.y + pt.y * sca.x - - p.x = abs(p.x); - - var k : float - - if (scb.y * p.x > scb.x * p.y): - k = p.dot(scb) - else: - k = p.length(); - - return sqrt( p.dot(p) + ra * ra - 2.0 * ra * k ) - rb; - - -func sdf_boolean_union(a : float, b : float) -> float: - return min(a, b) - -func sdf_boolean_substraction(a : float, b : float) -> float: - return max(-a, b) - -func sdf_boolean_intersection(a : float, b : float) -> float: - return max(a, b) - -func sdf_smooth_boolean_union(d1 : float, d2 : float, k : float) -> float: - var h : float = clamp( 0.5 + 0.5 * (d2 - d1) / k, 0.0, 1.0) - return lerp(d2, d1, h) - k * h * (1.0 - h) - -func sdf_smooth_boolean_substraction(d1 : float, d2 : float, k : float) -> float: - var h : float = clamp( 0.5 - 0.5 * (d2 + d1) / k, 0.0, 1.0) - return lerp(d2, -d1, h) + k * h * (1.0 - h) - -func sdf_smooth_boolean_intersection(d1 : float, d2 : float, k : float) -> float: - var h : float = clamp( 0.5 - 0.5 * (d2 - d1) / k, 0.0, 1.0) - return lerp(d2, d1, h) + k * h * (1.0 - h) - -func sdf_rounded_shape(a : float, r : float) -> float: - return a - r - -func sdf_annular_shape(a : float, r : float) -> float: - return abs(a) - r - -func sdf_morph(a : float, b : float, amount : float) -> float: - return lerp(a, b, amount) - -#Needs thought -#func sdf_translate(a : float, x : float, y : float) -> float: -# return lerp(a, b, amount) - -func sdf2d_rotate(uv : Vector2, a : float) -> Vector2: - var rv : Vector2; - var c : float = cos(a); - var s : float = sin(a); - uv -= Vector2(0.5, 0.5); - rv.x = uv.x*c+uv.y*s; - rv.y = -uv.x*s+uv.y*c; - return rv+Vector2(0.5, 0.5); func reffg(): return false diff --git a/game/addons/mat_maker_gd/nodes/simple/TextureRectCurve.gd b/game/addons/mat_maker_gd/nodes/simple/TextureRectCurve.gd index dc92206c..7c53bda0 100644 --- a/game/addons/mat_maker_gd/nodes/simple/TextureRectCurve.gd +++ b/game/addons/mat_maker_gd/nodes/simple/TextureRectCurve.gd @@ -47,7 +47,7 @@ func gen() -> void: # var c : float = shape_star(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0) # var c : float = shape_curved_star(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0) - var o147388_0_bezier : Vector2 = sdBezier(v, Vector2(p_o147388_ax+0.5, p_o147388_ay+0.5), Vector2(p_o147388_bx+0.5, p_o147388_by+0.5), Vector2(p_o147388_cx+0.5, p_o147388_cy+0.5)); + var o147388_0_bezier : Vector2 = Commons.sdBezier(v, Vector2(p_o147388_ax+0.5, p_o147388_ay+0.5), Vector2(p_o147388_bx+0.5, p_o147388_by+0.5), Vector2(p_o147388_cx+0.5, p_o147388_cy+0.5)); var o147388_0_uv : Vector2 = Vector2(o147388_0_bezier.x, o147388_0_bezier.y/p_o147388_width+0.5); var uvt : Vector2 = Commons.absv(o147388_0_uv - Vector2(0.5, 0.5)) @@ -68,74 +68,6 @@ func gen() -> void: tex.create_from_image(image) texture = tex -# signed distance to a quadratic bezier -func sdBezier(pos : Vector2, A : Vector2, B : Vector2, C : Vector2) -> Vector2: - var a : Vector2 = B - A; - var b : Vector2 = A - 2.0*B + C; - var c : Vector2 = a * 2.0; - var d : Vector2 = A - pos; - - var kk : float = 1.0 / b.dot(b); - var kx : float = kk * a.dot(b); - var ky : float = kk * (2.0* a.dot(a) + d.dot(b)) / 3.0; - var kz : float = kk * d.dot(a); - - var res : float = 0.0; - var sgn : float = 0.0; - - var p : float = ky - kx * kx; - var p3 : float = p*p*p; - var q : float = kx*(2.0*kx*kx - 3.0*ky) + kz; - var h : float = q*q + 4.0*p3; - var rvx : float; - - if(h >= 0.0):# // 1 root - h = sqrt(h); - - var x : Vector2 = Vector2(h,-h); - x.x -= q - x.y -= q - x.x /= 2.0 - x.y /= 2.0 - - var uv : Vector2 = Vector2() - - uv.x = sign(x.x) * pow(abs(x.x), 1); - uv.x = sign(x.y) * pow(abs(x.y), 3); - - rvx = uv.x+uv.y-kx; - var t : float = clamp(rvx, 0.0, 1.0); - var q2 : Vector2 = d+(c+b*t)*t; - res = q2.dot(q2); - - var tmp2 : Vector2 = c - tmp2.x += 2 - tmp2.y += 2 - - tmp2 *= b*t - - sgn = tmp2.cross(q2) - else: # // 3 roots - var z : float = sqrt(-p); - var v : float = acos(q/(p*z*2.0))/3.0; - var m : float = cos(v); - var n : float = sin(v)*1.732050808; - -# var t : Vector3 = clamp(Vector3(m+m,-n-m,n-m)*z-kx, 0.0, 1.0); -# -# -# var qx : Vector2 = d+(c+b*t.x)*t.x; -# var dx : float = dot(qx, qx) -# sx = cross2(c+2.0*b*t.x,qx); -# var qy : Vector2 = d+(c+b*t.y)*t.y; -# var dy : float = dot(qy, qy) -# sy = cross2(c+2.0*b*t.y,qy); -# if dx void: # var c : float = shape_polygon(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0) # var c : float = shape_star(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0) # var c : float = shape_curved_star(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0) - var c : float = shape_rays(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0) + var c : float = Commons.shape_rays(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0) image.set_pixel(x, y, Color(c, c, c, 1)) @@ -63,75 +63,6 @@ func gen() -> void: tex.create_from_image(image) texture = tex - -func shape_circle(uv : Vector2, sides : float, size : float, edge : float) -> float: - uv.x = 2.0 * uv.x - 1.0 - uv.y = 2.0 * uv.y - 1.0 - - edge = max(edge, 1.0e-8) - - var distance : float = uv.length() - - return clamp((1.0 - distance / size) / edge, 0.0, 1.0) - -func shape_polygon(uv : Vector2, sides : float, size : float, edge : float) -> float: - uv.x = 2.0 * uv.x - 1.0 - uv.y = 2.0 * uv.y - 1.0 - - edge = max(edge, 1.0e-8) - - #simple no branch for division by zero - uv.x += 0.0000001 - - var angle : float = atan(uv.y / uv.x) + 3.14159265359 - var slice : float = 6.28318530718 / sides - - return clamp((size - cos(floor(0.5 + angle / slice) * slice - angle) * uv.length()) / (edge * size), 0.0, 1.0) - -func shape_star(uv : Vector2, sides : float, size : float, edge : float) -> float: - uv.x = 2.0 * uv.x - 1.0 - uv.y = 2.0 * uv.y - 1.0 - - edge = max(edge, 1.0e-8); - - #simple no branch for division by zero - uv.x += 0.0000001 - - var angle : float = atan(uv.y / uv.x) - var slice : float = 6.28318530718 / sides - - return clamp((size - cos(floor(1.5 + angle / slice - 2.0 * Commons.step(0.5 * slice, Commons.modf(angle, slice))) * slice - angle) * uv.length()) / (edge * size), 0.0, 1.0); - -func shape_curved_star(uv : Vector2, sides : float, size : float, edge : float) -> float: - uv.x = 2.0 * uv.x - 1.0 - uv.y = 2.0 * uv.y - 1.0 - - edge = max(edge, 1.0e-8); - - #simple no branch for division by zero - uv.x += 0.0000001 - - var angle : float = 2.0*(atan(uv.y / uv.x) + 3.14159265359) - var slice : float = 6.28318530718 / sides - - return clamp((size - cos(floor(0.5 + 0.5 * angle / slice) * 2.0 * slice - angle) * uv.length())/(edge * size), 0.0, 1.0); - - -func shape_rays(uv : Vector2, sides : float, size : float, edge : float) -> float: - - uv.x = 2.0 * uv.x - 1.0 - uv.y = 2.0 * uv.y - 1.0 - - edge = 0.5 * max(edge, 1.0e-8) * size - - #simple no branch for division by zero - uv.x += 0.0000001 - - var slice : float = 6.28318530718 / sides - var angle : float = Commons.modf(atan(uv.y / uv.x) + 3.14159265359, slice) / slice - - return clamp(min((size - angle) / edge, angle / edge), 0.0, 1.0); - func reffg(): return false