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https://github.com/Relintai/broken_seals.git
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Moved circular gradient calculations to gradients.gd. This time the logic had to be changed extensively and the new logic still has bugs. It will be fixed later.
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game/addons/mat_maker_gd/nodes/common/gradients.gd
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87
game/addons/mat_maker_gd/nodes/common/gradients.gd
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@ -0,0 +1,87 @@
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extends Reference
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const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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#note: data : PoolRealArray -> pos, r, g, b, a, pos, r, g, b, a ....
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static func circular_gradient_type_1(uv : Vector2, repeat : float, data : PoolRealArray) -> Color:
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return gradient_type_1(Commons.fractf(repeat * 0.15915494309 * atan((uv.x - 0.5) / uv.y - 0.5)), data)
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static func circular_gradient_type_2(uv : Vector2, repeat : float, data : PoolRealArray) -> Color:
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return gradient_type_2(Commons.fractf(repeat * 0.15915494309 * atan((uv.x - 0.5) / uv.y - 0.5)), data)
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static func circular_gradient_type_3(uv : Vector2, repeat : float, data : PoolRealArray) -> Color:
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return gradient_type_3(Commons.fractf(repeat * 0.15915494309 * atan((uv.x - 0.5) / uv.y - 0.5)), data)
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static func circular_gradient_type_4(uv : Vector2, repeat : float, data : PoolRealArray) -> Color:
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return gradient_type_4(Commons.fractf(repeat * 0.15915494309 * atan((uv.x - 0.5) / uv.y - 0.5)), data)
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static func gradient_type_1(x : float, data : PoolRealArray) -> Color:
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if data.size() % 5 != 0 || data.size() == 0:
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return Color()
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for i in range(0, data.size() - 5, 5):
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if x < 0.5 * (data[i] + data[i + 5]):
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return Color(data[i + 1], data[i + 2], data[i + 3], data[i + 4])
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var ds = data.size() - 5
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return Color(data[ds + 1], data[ds + 2], data[ds + 3], data[ds + 4])
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static func gradient_type_2(x : float, data : PoolRealArray) -> Color:
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if data.size() % 5 != 0 || data.size() == 0:
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return Color()
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for i in range(0, data.size() - 5, 5):
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if x < data[i]:
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if i == 0:
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return Color(data[i + 1], data[i + 2], data[i + 3], data[i + 4])
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var cprev : Color = Color(data[i - 4], data[i - 3], data[i - 2], data[i - 1])
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var ccurr : Color = Color(data[i + 1], data[i + 2], data[i + 3], data[i + 4])
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return lerp(cprev, ccurr, (x - data[i - 5]) / (data[i] - data[i - 5]));
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var ds = data.size() - 5
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return Color(data[ds + 1], data[ds + 2], data[ds + 3], data[ds + 4])
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static func gradient_type_3(x : float, data : PoolRealArray) -> Color:
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if data.size() % 5 != 0 || data.size() == 0:
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return Color()
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for i in range(0, data.size() - 5, 5):
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if x < data[i]:
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if i == 0:
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return Color(data[i + 1], data[i + 2], data[i + 3], data[i + 4])
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var cprev : Color = Color(data[i - 4], data[i - 3], data[i - 2], data[i - 1])
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var ccurr : Color = Color(data[i + 1], data[i + 2], data[i + 3], data[i + 4])
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return lerp(cprev, ccurr, 0.5 - 0.5 * cos(3.14159265359 * ((x - data[i - 5]) / (data[i] - data[i - 5]))))
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var ds = data.size() - 5
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return Color(data[ds + 1], data[ds + 2], data[ds + 3], data[ds + 4])
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#todo, logic is not yet finished
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static func gradient_type_4(x : float, data : PoolRealArray) -> Color:
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if data.size() % 5 != 0 || data.size() == 0:
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return Color()
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for i in range(0, data.size() - 5, 5):
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if x < data[i]:
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if i == 0:
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return Color(data[i + 1], data[i + 2], data[i + 3], data[i + 4])
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var cprev : Color = Color(data[i - 4], data[i - 3], data[i - 2], data[i - 1])
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var ccurr : Color = Color(data[i + 1], data[i + 2], data[i + 3], data[i + 4])
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return lerp(cprev, ccurr, 0.5 - 0.5 * cos(3.14159265359 * ((x - data[i - 5]) / (data[i] - data[i - 5]))))
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var ds = data.size() - 5
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return Color(data[ds + 1], data[ds + 2], data[ds + 3], data[ds + 4])
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# if (x < gradient_0_pos):
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# return Color(gradient_0_r,gradient_0_g,gradient_0_b,gradient_0_a);
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# elif (x < gradient_1_pos):
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# return lerp(lerp(Color(gradient_1_r,gradient_1_g,gradient_1_b,gradient_1_a), Color(gradient_2_r,gradient_2_g,gradient_2_b,gradient_2_a), (x-gradient_1_pos)/(gradient_2_pos-gradient_1_pos)), lerp(Color(gradient_0_r,gradient_0_g,gradient_0_b,gradient_0_a), Color(gradient_1_r,gradient_1_g,gradient_1_b,gradient_1_a), (x-gradient_0_pos)/(gradient_1_pos-gradient_0_pos)), 1.0-0.5*(x-gradient_0_pos)/(gradient_1_pos-gradient_0_pos));
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# elif (x < gradient_2_pos):
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# return lerp(lerp(Color(gradient_0_r,gradient_0_g,gradient_0_b,gradient_0_a), Color(gradient_1_r,gradient_1_g,gradient_1_b,gradient_1_a), (x-gradient_0_pos)/(gradient_1_pos-gradient_0_pos)), lerp(Color(gradient_1_r,gradient_1_g,gradient_1_b,gradient_1_a), Color(gradient_2_r,gradient_2_g,gradient_2_b,gradient_2_a), (x-gradient_1_pos)/(gradient_2_pos-gradient_1_pos)), 0.5+0.5*(x-gradient_1_pos)/(gradient_2_pos-gradient_1_pos));
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#
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# return Color(gradient_2_r,gradient_2_g,gradient_2_b,gradient_2_a);
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@ -1,6 +1,7 @@
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tool
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extends TextureRect
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var Gradients = preload("res://addons/mat_maker_gd/nodes/common/gradients.gd")
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var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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var image : Image
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@ -48,6 +49,27 @@ func gen() -> void:
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# var bmin : Vector2 = Vector2(0.1, 0.1)
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# var bmax : Vector2 = Vector2(1, 1)
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var data : PoolRealArray = PoolRealArray()
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data.resize(15)
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var i : int = 0
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data[i + 0] = p_o95415_gradient_0_pos
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data[i + 1] = p_o95415_gradient_0_r
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data[i + 2] = p_o95415_gradient_0_g
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data[i + 3] = p_o95415_gradient_0_b
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data[i + 4] = p_o95415_gradient_0_a
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i += 5
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data[i + 0] = p_o95415_gradient_1_pos
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data[i + 1] = p_o95415_gradient_1_r
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data[i + 2] = p_o95415_gradient_1_g
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data[i + 3] = p_o95415_gradient_1_b
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data[i + 4] = p_o95415_gradient_1_a
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i += 5
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data[i + 0] = p_o95415_gradient_2_pos
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data[i + 1] = p_o95415_gradient_2_r
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data[i + 2] = p_o95415_gradient_2_g
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data[i + 3] = p_o95415_gradient_2_b
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data[i + 4] = p_o95415_gradient_2_a
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image.lock()
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var w : float = image.get_width()
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@ -57,15 +79,16 @@ func gen() -> void:
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for x in range(image.get_width()):
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for y in range(image.get_height()):
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var v : Vector2 = Vector2(x / w, y / h)
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var uv : Vector2 = Vector2(x / w, y / h)
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#branchless fix for division by zero
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v.y += 0.000001
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uv.y += 0.000001
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# var col : Color = gradient_type_1(fractf(p_o95415_repeat * 0.15915494309 * atan((v.x - 0.5) / (v.y - 0.5))));
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# var col : Color = gradient_type_2(fractf(p_o95415_repeat * 0.15915494309 * atan((v.x - 0.5) / (v.y - 0.5))));
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# var col : Color = gradient_type_3(fractf(p_o95415_repeat * 0.15915494309 * atan((v.x - 0.5) / (v.y - 0.5))));
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var col : Color = gradient_type_4(Commons.fractf(p_o95415_repeat * 0.15915494309 * atan((v.x - 0.5) / v.y - 0.5)));
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# var col : Color = gradient_type_1(Commons.fractf(p_o95415_repeat * 0.15915494309 * atan((uv.x - 0.5) / (uv.y - 0.5))));
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# var col : Color = gradient_type_2(Commons.fractf(p_o95415_repeat * 0.15915494309 * atan((uv.x - 0.5) / (uv.y - 0.5))));
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# var col : Color = gradient_type_3(Commons.fractf(p_o95415_repeat * 0.15915494309 * atan((uv.x - 0.5) / (uv.y - 0.5))));
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# var col : Color = gradient_type_4(Commons.fractf(p_o95415_repeat * 0.15915494309 * atan((uv.x - 0.5) / uv.y - 0.5)));
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var col : Color = Gradients.circular_gradient_type_1(uv, p_o95415_repeat, data);
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image.set_pixel(x, y, col)
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@ -74,6 +97,7 @@ func gen() -> void:
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tex.create_from_image(image)
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texture = tex
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func gradient_type_1(x : float) -> Color:
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if (x < 0.5*(p_o95415_gradient_0_pos+p_o95415_gradient_1_pos)):
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return Color(p_o95415_gradient_0_r,p_o95415_gradient_0_g,p_o95415_gradient_0_b,p_o95415_gradient_0_a);
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@ -112,6 +136,7 @@ func gradient_type_4(x : float) -> Color:
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return lerp(lerp(Color(p_o95415_gradient_0_r,p_o95415_gradient_0_g,p_o95415_gradient_0_b,p_o95415_gradient_0_a), Color(p_o95415_gradient_1_r,p_o95415_gradient_1_g,p_o95415_gradient_1_b,p_o95415_gradient_1_a), (x-p_o95415_gradient_0_pos)/(p_o95415_gradient_1_pos-p_o95415_gradient_0_pos)), lerp(Color(p_o95415_gradient_1_r,p_o95415_gradient_1_g,p_o95415_gradient_1_b,p_o95415_gradient_1_a), Color(p_o95415_gradient_2_r,p_o95415_gradient_2_g,p_o95415_gradient_2_b,p_o95415_gradient_2_a), (x-p_o95415_gradient_1_pos)/(p_o95415_gradient_2_pos-p_o95415_gradient_1_pos)), 0.5+0.5*(x-p_o95415_gradient_1_pos)/(p_o95415_gradient_2_pos-p_o95415_gradient_1_pos));
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return Color(p_o95415_gradient_2_r,p_o95415_gradient_2_g,p_o95415_gradient_2_b,p_o95415_gradient_2_a);
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func reffg():
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return false
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