diff --git a/game/addons/mat_maker_gd/nodes/common/noise_perlin.gd b/game/addons/mat_maker_gd/nodes/common/noise_perlin.gd index 0a0b7d84..aece6c1e 100644 --- a/game/addons/mat_maker_gd/nodes/common/noise_perlin.gd +++ b/game/addons/mat_maker_gd/nodes/common/noise_perlin.gd @@ -29,6 +29,11 @@ const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") #iterations, float, min: 0, max: 10, default: 3, step:1 #persistence, float, min: 0, max: 1, default: 0.5, step:0.05 +static func perlinc(uv : Vector2, size : Vector2, iterations : int, persistence : float, pseed : int) -> Color: + var f : float = perlin(uv, size, iterations, persistence, pseed) + + return Color(f, f, f, 1) + #float perlin(vec2 uv, vec2 size, int iterations, float persistence, float seed) { # vec2 seed2 = rand2(vec2(seed, 1.0-seed)); @@ -102,10 +107,33 @@ static func perlin(uv : Vector2, size : Vector2, iterations : int, persistence : # return rv / acc; #} -static func perlinc(uv : Vector2, size : Vector2, iterations : int, persistence : float, pseed : int) -> Color: - var f : float = perlin(uv, size, iterations, persistence, pseed) +static 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; - return Color(f, f, f, 1) + 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; + +static func perlin_colorc(uv : Vector2, size : Vector2, iterations : int, persistence : float, pseed : int) -> Color: + var f : Vector3 = perlin_color(uv, size, iterations, persistence, pseed) + + return Color(f.x, f.y, f.z, 1) static func perlin_warp_1(uv : Vector2, size : Vector2, iterations : int, persistence : float, pseed : int, translate : Vector2, rotate : float, size2 : Vector2) -> Color: var f : float = perlin(uv, size2, iterations, persistence, pseed) diff --git a/game/addons/mat_maker_gd/nodes/noise/color_value.gd b/game/addons/mat_maker_gd/nodes/noise/color_value.gd new file mode 100644 index 00000000..97fff541 --- /dev/null +++ b/game/addons/mat_maker_gd/nodes/noise/color_value.gd @@ -0,0 +1,60 @@ +tool +extends MMNode + +var NoisePerlin = preload("res://addons/mat_maker_gd/nodes/common/noise_perlin.gd") + +export(Resource) var image : Resource + +export(Vector2) var scale : Vector2 = Vector2(4, 4) +export(int) var iterations : int = 3 +export(float) var persistence : float = 0.5 + +func _init_properties(): + if !image: + image = MMNodeUniversalProperty.new() + image.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE + + image.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE + + register_output_property(image) + +func _register_methods(mm_graph_node) -> void: + mm_graph_node.add_slot_texture_universal(image) + mm_graph_node.add_slot_vector2("get_scale", "set_scale", "Scale")#, Vector2(1, 10)) + mm_graph_node.add_slot_int("get_iterations", "set_iterations", "Iterations")#, Vector2(0, 1)) + mm_graph_node.add_slot_float("get_persistence", "set_persistence", "Persistence", 0.01)#, Vector2(0, 1)) + +func get_value_for(uv : Vector2, pseed : int) -> Color: + var ps : float = 1.0 / float(pseed) + + #perlin_color($(uv), vec2($(scale_x), $(scale_y)), int($(iterations)), $(persistence), $(seed)) + return NoisePerlin.perlin_colorc(uv, scale, iterations, persistence, ps) + +func _render(material) -> void: + var img : Image = render_image(material) + + image.set_value(img) + +func get_scale() -> Vector2: + return scale + +func set_scale(val : Vector2) -> void: + scale = val + + set_dirty(true) + +func get_iterations() -> int: + return iterations + +func set_iterations(val : int) -> void: + iterations = val + + set_dirty(true) + +func get_persistence() -> float: + return persistence + +func set_persistence(val : float) -> void: + persistence = val + + set_dirty(true) diff --git a/game/addons/mat_maker_gd/nodes/noise/value.gd b/game/addons/mat_maker_gd/nodes/noise/value.gd index 22608a6c..285c3a33 100644 --- a/game/addons/mat_maker_gd/nodes/noise/value.gd +++ b/game/addons/mat_maker_gd/nodes/noise/value.gd @@ -28,7 +28,7 @@ func get_value_for(uv : Vector2, pseed : int) -> Color: var ps : float = 1.0 / float(pseed) #perlin($(uv), vec2($(scale_x), $(scale_y)), int($(iterations)), $(persistence), $(seed)) - var f : float = NoisePerlin.perlin(uv, scale, iterations, persistence, pseed) + var f : float = NoisePerlin.perlin(uv, scale, iterations, persistence, ps) return Color(f, f, f, 1)