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https://github.com/Relintai/broken_seals.git
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Color value node.
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@ -29,6 +29,11 @@ const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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#iterations, float, min: 0, max: 10, default: 3, step:1
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#persistence, float, min: 0, max: 1, default: 0.5, step:0.05
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static func perlinc(uv : Vector2, size : Vector2, iterations : int, persistence : float, pseed : int) -> Color:
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var f : float = perlin(uv, size, iterations, persistence, pseed)
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return Color(f, f, f, 1)
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#float perlin(vec2 uv, vec2 size, int iterations, float persistence, float seed) {
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# vec2 seed2 = rand2(vec2(seed, 1.0-seed));
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@ -102,10 +107,33 @@ static func perlin(uv : Vector2, size : Vector2, iterations : int, persistence :
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# return rv / acc;
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#}
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static func perlinc(uv : Vector2, size : Vector2, iterations : int, persistence : float, pseed : int) -> Color:
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var f : float = perlin(uv, size, iterations, persistence, pseed)
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static func perlin_color(uv : Vector2, size : Vector2, iterations : int, persistence : float, pseed : int) -> Vector3:
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var seed2 : Vector2 = Commons.rand2(Vector2(float(pseed), 1.0-float(pseed)));
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var rv : Vector3 = Vector3();
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var coef : float = 1.0;
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var acc : float = 0.0;
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return Color(f, f, f, 1)
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for i in range(iterations):
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var step : Vector2 = Vector2(1, 1) / size;
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var xy : Vector2 = Commons.floorv2(uv * size);
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var f0 : Vector3 = Commons.rand3(seed2 + Commons.modv2(xy, size));
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var f1 : Vector3 = Commons.rand3(seed2 + Commons.modv2(xy + Vector2(1.0, 0.0), size));
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var f2 : Vector3 = Commons.rand3(seed2 + Commons.modv2(xy + Vector2(0.0, 1.0), size));
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var f3 : Vector3 = Commons.rand3(seed2 + Commons.modv2(xy + Vector2(1.0, 1.0), size));
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var mixval : Vector2 = Commons.smoothstepv2(0.0, 1.0, Commons.fractv2(uv * size));
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rv += coef * lerp(lerp(f0, f1, mixval.x), lerp(f2, f3, mixval.x), mixval.y)
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acc += coef;
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size *= 2.0;
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coef *= persistence;
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return rv / acc;
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static func perlin_colorc(uv : Vector2, size : Vector2, iterations : int, persistence : float, pseed : int) -> Color:
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var f : Vector3 = perlin_color(uv, size, iterations, persistence, pseed)
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return Color(f.x, f.y, f.z, 1)
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static func perlin_warp_1(uv : Vector2, size : Vector2, iterations : int, persistence : float, pseed : int, translate : Vector2, rotate : float, size2 : Vector2) -> Color:
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var f : float = perlin(uv, size2, iterations, persistence, pseed)
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60
game/addons/mat_maker_gd/nodes/noise/color_value.gd
Normal file
60
game/addons/mat_maker_gd/nodes/noise/color_value.gd
Normal file
@ -0,0 +1,60 @@
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tool
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extends MMNode
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var NoisePerlin = preload("res://addons/mat_maker_gd/nodes/common/noise_perlin.gd")
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export(Resource) var image : Resource
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export(Vector2) var scale : Vector2 = Vector2(4, 4)
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export(int) var iterations : int = 3
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export(float) var persistence : float = 0.5
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func _init_properties():
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if !image:
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image = MMNodeUniversalProperty.new()
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image.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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image.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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register_output_property(image)
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func _register_methods(mm_graph_node) -> void:
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mm_graph_node.add_slot_texture_universal(image)
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mm_graph_node.add_slot_vector2("get_scale", "set_scale", "Scale")#, Vector2(1, 10))
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mm_graph_node.add_slot_int("get_iterations", "set_iterations", "Iterations")#, Vector2(0, 1))
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mm_graph_node.add_slot_float("get_persistence", "set_persistence", "Persistence", 0.01)#, Vector2(0, 1))
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func get_value_for(uv : Vector2, pseed : int) -> Color:
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var ps : float = 1.0 / float(pseed)
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#perlin_color($(uv), vec2($(scale_x), $(scale_y)), int($(iterations)), $(persistence), $(seed))
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return NoisePerlin.perlin_colorc(uv, scale, iterations, persistence, ps)
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func _render(material) -> void:
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var img : Image = render_image(material)
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image.set_value(img)
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func get_scale() -> Vector2:
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return scale
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func set_scale(val : Vector2) -> void:
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scale = val
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set_dirty(true)
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func get_iterations() -> int:
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return iterations
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func set_iterations(val : int) -> void:
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iterations = val
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set_dirty(true)
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func get_persistence() -> float:
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return persistence
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func set_persistence(val : float) -> void:
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persistence = val
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set_dirty(true)
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@ -28,7 +28,7 @@ func get_value_for(uv : Vector2, pseed : int) -> Color:
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var ps : float = 1.0 / float(pseed)
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#perlin($(uv), vec2($(scale_x), $(scale_y)), int($(iterations)), $(persistence), $(seed))
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var f : float = NoisePerlin.perlin(uv, scale, iterations, persistence, pseed)
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var f : float = NoisePerlin.perlin(uv, scale, iterations, persistence, ps)
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return Color(f, f, f, 1)
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