From 2f521f29988990fac4ff32fd3b9a4bdfe73d1222 Mon Sep 17 00:00:00 2001 From: Relintai Date: Sun, 3 Oct 2021 01:07:39 +0200 Subject: [PATCH] Moved sdf2d stuff to a new sdf2d script. --- .../mat_maker_gd/nodes/common/commons.gd | 156 -------------- .../addons/mat_maker_gd/nodes/common/sdf2d.gd | 198 ++++++++++++++++++ game/addons/mat_maker_gd/nodes/sdf2d/sdf.gd | 42 ++-- 3 files changed, 215 insertions(+), 181 deletions(-) create mode 100644 game/addons/mat_maker_gd/nodes/common/sdf2d.gd diff --git a/game/addons/mat_maker_gd/nodes/common/commons.gd b/game/addons/mat_maker_gd/nodes/common/commons.gd index 444c8480..3af3f1b5 100644 --- a/game/addons/mat_maker_gd/nodes/common/commons.gd +++ b/game/addons/mat_maker_gd/nodes/common/commons.gd @@ -246,162 +246,6 @@ static func ThickLine(uv : Vector2, posA : Vector2, posB : Vector2, radiusInv : return finalGray; -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 diff --git a/game/addons/mat_maker_gd/nodes/common/sdf2d.gd b/game/addons/mat_maker_gd/nodes/common/sdf2d.gd new file mode 100644 index 00000000..364c6335 --- /dev/null +++ b/game/addons/mat_maker_gd/nodes/common/sdf2d.gd @@ -0,0 +1,198 @@ +extends Reference + +const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") + +static func sdf_show(val : float, bevel : float) -> Color: + var f : float = clamp(-val / max(bevel, 0.00001), 0.0, 1.0); + + return Color(f, f, f, 1) + +static func sdf_circle(uv : Vector2, c : Vector2, r : float) -> float: + c.x += 0.5 + c.y += 0.5 + + return (uv - c).length() - r; + +static func sdf_box(uv : Vector2, c : Vector2, wh : Vector2) -> float: + c.x += 0.5 + c.y += 0.5 + + var d : Vector2 = Commons.absv2(uv - c) - wh + + return Commons.maxv2(d, Vector2(0, 0)).length() + min(max(d.x, d.y), 0.0) + +static func sdf_line(uv : Vector2, a : Vector2, b : Vector2, r : float) -> float: + a.x += 0.5 + a.y += 0.5 + + b.x += 0.5 + b.y += 0.5 + + return sdLine(uv, a, b) - r + + +static func sdf_rhombus(uv : Vector2, c : Vector2, wh : Vector2) -> float: + c.x += 0.5 + c.y += 0.5 + + return sdRhombus(uv - c, wh); + + +static func sdf_arc(uv : Vector2, a : Vector2, r : Vector2) -> float: + return sdArc(uv - Vector2(0.5, 0.5), Commons.modf(a.x, 360.0) * 0.01745329251, Commons.modf(a.y, 360.0)*0.01745329251, r.x, r.y) + +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 = 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) + +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 * 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; + + +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 void: # var fc : float = sdf_rhombus(v) # var fc : float = sdf_arc(v) -# var fc : float = sdf_boolean_union(sdf_circle(v), sdf_box(v)) -# var fc : float = sdf_boolean_substraction(sdf_circle(v), sdf_box(v)) -# var fc : float = sdf_boolean_intersection(sdf_circle(v), sdf_box(v)) + var fc : float = SDF2D.sdf_boolean_union(sdf_circle(v), sdf_box(v)) +# var fc : float = SDF2D.sdf_boolean_substraction(sdf_circle(v), sdf_box(v)) +# var fc : float = SDF2D.sdf_boolean_intersection(sdf_circle(v), sdf_box(v)) -# var fc : float = sdf_smooth_boolean_union(sdf_circle(v), sdf_box(v), 0.15) -# var fc : float = sdf_smooth_boolean_substraction(sdf_circle(v), sdf_box(v), 0.15) -# var fc : float = sdf_smooth_boolean_intersection(sdf_circle(v), sdf_box(v), 0.15) +# var fc : float = SDF2D.sdf_smooth_boolean_union(sdf_circle(v), sdf_box(v), 0.15) +# var fc : float = SDF2D.sdf_smooth_boolean_substraction(sdf_circle(v), sdf_box(v), 0.15) +# var fc : float = SDF2D.sdf_smooth_boolean_intersection(sdf_circle(v), sdf_box(v), 0.15) -# 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 = SDF2D.sdf_rounded_shape(sdf_box(v), 0.15) +# var fc : float = SDF2D.sdf_annular_shape(sdf_box(v), 0.15) - var fc : float = Commons.sdf_morph(sdf_circle(v), sdf_box(v), 0.5) +# var fc : float = SDF2D.sdf_morph(sdf_circle(v), sdf_box(v), 0.5) var col : Color = sdf_show(fc) @@ -100,31 +101,22 @@ func gen() -> void: texture = tex func sdf_show(val : float) -> Color: - var o47009_0_1_f : float = clamp(-val / max(p_o47009_bevel, 0.00001), 0.0, 1.0); - - return Color(o47009_0_1_f, o47009_0_1_f, o47009_0_1_f, 1) - + return SDF2D.sdf_show(val, p_o47009_bevel) func sdf_circle(uv : Vector2) -> float: - return (uv - Vector2(p_o11635_cx + 0.5, p_o11635_cy + 0.5)).length() - p_o11635_r; - + return SDF2D.sdf_circle(uv, Vector2(p_o11635_cx, p_o11635_cy), p_o11635_r) func sdf_box(uv : Vector2) -> float: - var o48575_0_d : Vector2 = Commons.absv2(uv - Vector2(p_o48575_cx+0.5, p_o48575_cy+0.5)) - Vector2(p_o48575_w, p_o48575_h) - - return Commons.maxv2(o48575_0_d, Vector2(0, 0)).length() + min(max(o48575_0_d.x, o48575_0_d.y), 0.0) + return SDF2D.sdf_box(uv, Vector2(p_o48575_cx, p_o48575_cx), Vector2(p_o48575_w, p_o48575_h)) func sdf_line(uv : Vector2) -> float: - 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; - + return SDF2D.sdf_line(uv, Vector2(p_o49570_ax, p_o49570_ay), Vector2(p_o49570_bx, p_o49570_by), p_o49570_r) func sdf_rhombus(uv : Vector2) -> float: - return Commons.sdRhombus(uv - Vector2(p_o50848_cx + 0.5, p_o50848_cy+0.5), Vector2(p_o50848_w, p_o50848_h)); - + return SDF2D.sdf_rhombus(uv, Vector2(p_o50848_cx, p_o50848_cy), Vector2(p_o50848_w, p_o50848_h)) func sdf_arc(uv : Vector2) -> float: - 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); - + return SDF2D.sdf_arc(uv, Vector2(p_o51990_a1, p_o51990_a2), Vector2(p_o51990_r1, p_o51990_r2)) func reffg(): return false