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Moved color related methods to a new colors.gd file.
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game/addons/mat_maker_gd/nodes/common/colors.gd
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71
game/addons/mat_maker_gd/nodes/common/colors.gd
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@ -0,0 +1,71 @@
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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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static func rgb_to_hsv(c : Vector3) -> Vector3:
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var K : Color = Color(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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var p : Color
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if c.y < c.z:
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p = Color(c.z, c.y, K.a, K.b)
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else:
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p = Color(c.y, c.z, K.r, K.g);
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var q : Color
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if c.x < p.r:
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q = Color(p.r, p.g, p.a, c.x)
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else:
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q = Color(c.x, p.g, p.b, p.r);
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var d : float = q.r - min(q.a, q.g);
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var e : float = 1.0e-10;
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return Vector3(abs(q.b + (q.a - q.g) / (6.0 * d + e)), d / (q.r + e), q.r);
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static func hsv_to_rgb(c : Vector3) -> Vector3:
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var K : Color = Color(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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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));
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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);
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static func adjust_hsv(color : Color, hue : float, saturation : float, value : float) -> Color:
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var hsv : Vector3 = rgb_to_hsv(Vector3(color.r, color.g, color.b));
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var x : float = Commons.fract(hsv.x + hue)
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var y : float = clamp(hsv.y * saturation, 0.0, 1.0)
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var z : float = clamp(hsv.z * value, 0.0, 1.0)
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var h : Vector3 = hsv_to_rgb(Vector3(x, y, z))
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return Color(h.x, h.y, h.z, color.a);
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static func brightness_contrast(color : Color, brightness : float, contrast : float) -> Color:
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var bv : Vector3 = Vector3(brightness, brightness, brightness)
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var cvv : Vector3 = Vector3(color.r * contrast, color.g * contrast, color.b * contrast)
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var cv : Vector3 = cvv + bv + Vector3(0.5, 0.5, 0.5) - (Vector3(contrast, contrast, contrast) * 0.5)
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var v : Vector3 = Commons.clampv3(cv, Vector3(), Vector3(1, 1, 1))
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return Color(v.x, v.y, v.z, 1);
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static func grayscale_min(c : Vector3) -> float:
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return min(c.x, min(c.y, c.z));
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static func grayscale_max(c : Vector3) -> float:
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return max(c.x, max(c.y, c.z));
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static func grayscale_lightness(c : Vector3) -> float:
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return 0.5*(max(c.x, max(c.y, c.z)) + min(c.x, min(c.y, c.z)));
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static func grayscale_average(c : Vector3) -> float:
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return 0.333333333333*(c.x + c.y + c.z);
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static func grayscale_luminosity(c : Vector3) -> float:
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return 0.21 * c.x + 0.72 * c.y + 0.07 * c.z;
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static func invert(color : Color) -> Color:
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return Color(1.0 - color.r, 1.0 - color.g, 1.0 - color.b, color.a);
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@ -17,7 +17,6 @@ static func floorc(a : Color) -> Color:
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return v
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static func floorv2(a : Vector2) -> Vector2:
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var v : Vector2 = Vector2()
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@ -138,36 +137,6 @@ static func step(edge : float, x : float) -> float:
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else:
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return 1.0
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static func rgb_to_hsv(c : Vector3) -> Vector3:
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var K : Color = Color(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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var p : Color
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if c.y < c.z:
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p = Color(c.z, c.y, K.a, K.b)
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else:
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p = Color(c.y, c.z, K.r, K.g);
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var q : Color
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if c.x < p.r:
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q = Color(p.r, p.g, p.a, c.x)
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else:
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q = Color(c.x, p.g, p.b, p.r);
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var d : float = q.r - min(q.a, q.g);
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var e : float = 1.0e-10;
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return Vector3(abs(q.b + (q.a - q.g) / (6.0 * d + e)), d / (q.r + e), q.r);
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static func hsv_to_rgb(c : Vector3) -> Vector3:
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var K : Color = Color(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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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));
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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);
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static func transform(uv : Vector2, translate : Vector2, rotate : float, scale : Vector2, repeat : bool) -> Vector2:
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var rv : Vector2 = Vector2();
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uv -= translate;
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@ -182,11 +151,26 @@ static func transform(uv : Vector2, translate : Vector2, rotate : float, scale :
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else:
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return clampv2(rv, Vector2(0, 0), Vector2(1, 1));
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static func color_dots(uv : Vector2, size : float, pseed : int) -> Vector3:
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var seed2 : Vector2 = rand2(Vector2(float(pseed), 1.0 - float(pseed)));
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uv /= size;
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var point_pos : Vector2 = floorv2(uv) + Vector2(0.5, 0.5);
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return rand3(seed2 + point_pos);
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static func mix_mul(x : float, y : float) -> float:
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return x*y;
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static func mix_add(x : float, y : float) -> float:
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return min(x+y, 1.0);
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static func mix_max(x : float, y : float) -> float:
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return max(x, y);
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static func mix_min(x : float, y : float) -> float:
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return min(x, y);
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static func mix_xor(x : float, y : float) -> float:
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return min(x+y, 2.0-x-y);
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static func mix_pow(x : float, y : float) -> float:
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return pow(x, y);
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static func fractf(x : float) -> float:
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return x - floor(x)
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static func wave_constant(x : float) -> float:
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return 1.0;
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@ -211,29 +195,10 @@ static func wave_bounce(x : float) -> float:
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x = 2.0*(fractf(x)-0.5);
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return sqrt(1.0-x*x);
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static func mix_mul(x : float, y : float) -> float:
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return x*y;
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static func mix_add(x : float, y : float) -> float:
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return min(x+y, 1.0);
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static func mix_max(x : float, y : float) -> float:
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return max(x, y);
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static func mix_min(x : float, y : float) -> float:
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return min(x, y);
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static func mix_xor(x : float, y : float) -> float:
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return min(x+y, 2.0-x-y);
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static func mix_pow(x : float, y : float) -> float:
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return pow(x, y);
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static func fractf(x : float) -> float:
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return x - floor(x)
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static func invert(color : Color) -> Color:
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return Color(1.0 - color.r, 1.0 - color.g, 1.0 - color.b, color.a);
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static func sinewave(uv : Vector2, amplitude : float, frequency : float, phase : float) -> Color:
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var f : float = 1.0- abs(2.0 * (uv.y-0.5) - amplitude * sin((frequency* uv.x + phase) * 6.28318530718));
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return Color(f, f, f, 1)
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static func ThickLine(uv : Vector2, posA : Vector2, posB : Vector2, radiusInv : float) -> float:
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var dir : Vector2 = posA - posB;
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@ -246,48 +211,11 @@ static func ThickLine(uv : Vector2, posA : Vector2, posB : Vector2, radiusInv :
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return finalGray;
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static func adjust_hsv(color : Color, hue : float, saturation : float, value : float) -> Color:
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var hsv : Vector3 = rgb_to_hsv(Vector3(color.r, color.g, color.b));
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var x : float = fract(hsv.x + hue)
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var y : float = clamp(hsv.y * saturation, 0.0, 1.0)
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var z : float = clamp(hsv.z * value, 0.0, 1.0)
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var h : Vector3 = hsv_to_rgb(Vector3(x, y, z))
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return Color(h.x, h.y, h.z, color.a);
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static func brightness_contrast(color : Color, brightness : float, contrast : float) -> Color:
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var bv : Vector3 = Vector3(brightness, brightness, brightness)
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var cvv : Vector3 = Vector3(color.r * contrast, color.g * contrast, color.b * contrast)
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var cv : Vector3 = cvv + bv + Vector3(0.5, 0.5, 0.5) - (Vector3(contrast, contrast, contrast) * 0.5)
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var v : Vector3 = clampv3(cv, Vector3(), Vector3(1, 1, 1))
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return Color(v.x, v.y, v.z, 1);
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static func grayscale_min(c : Vector3) -> float:
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return min(c.x, min(c.y, c.z));
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static func grayscale_max(c : Vector3) -> float:
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return max(c.x, max(c.y, c.z));
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static func grayscale_lightness(c : Vector3) -> float:
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return 0.5*(max(c.x, max(c.y, c.z)) + min(c.x, min(c.y, c.z)));
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static func grayscale_average(c : Vector3) -> float:
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return 0.333333333333*(c.x + c.y + c.z);
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static func grayscale_luminosity(c : Vector3) -> float:
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return 0.21 * c.x + 0.72 * c.y + 0.07 * c.z;
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static func sinewave(uv : Vector2, amplitude : float, frequency : float, phase : float) -> Color:
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var f : float = 1.0- abs(2.0 * (uv.y-0.5) - amplitude * sin((frequency* uv.x + phase) * 6.28318530718));
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return Color(f, f, f, 1)
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static func color_dots(uv : Vector2, size : float, pseed : int) -> Vector3:
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var seed2 : Vector2 = rand2(Vector2(float(pseed), 1.0 - float(pseed)));
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uv /= size;
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var point_pos : Vector2 = floorv2(uv) + Vector2(0.5, 0.5);
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return rand3(seed2 + point_pos);
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static func noise_color(uv : Vector2, pseed : int) -> Color:
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var v : Vector3 = color_dots(((uv)), 1.0/512.000000000, pseed);
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@ -2,6 +2,8 @@ tool
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extends TextureRect
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var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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var Colors = preload("res://addons/mat_maker_gd/nodes/common/colors.gd")
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var Shapes = preload("res://addons/mat_maker_gd/nodes/common/shapes.gd")
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var image : Image
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var tex : ImageTexture
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@ -38,7 +40,7 @@ func gen() -> void:
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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 f : float = Commons.shape_circle(v, 3, 1.0 * 1.0, 1.0)
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var f : float = Shapes.shape_circle(v, 3, 1.0 * 1.0, 1.0)
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var c : Color = Color(f, f, f, 1)
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# c = invert(c)
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@ -59,14 +61,14 @@ var p_o91644_brightness = 0.000000000;
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var p_o91644_contrast = 1.000000000;
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func brightness_contrast(color : Color) -> Color:
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return Commons.brightness_contrast(color, p_o91644_brightness, p_o91644_contrast);
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return Colors.brightness_contrast(color, p_o91644_brightness, p_o91644_contrast);
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var p_o102649_hue = 0.000000000;
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var p_o102649_saturation = 1.000000000;
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var p_o102649_value = 1.000000000;
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func adjust_hsv(color : Color) -> Color:
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return Commons.adjust_hsv(color, p_o102649_hue, p_o102649_saturation, p_o102649_value)
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return Colors.adjust_hsv(color, p_o102649_hue, p_o102649_saturation, p_o102649_value)
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func reffg():
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return false
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@ -2,6 +2,8 @@ tool
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extends TextureRect
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var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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var Colors = preload("res://addons/mat_maker_gd/nodes/common/colors.gd")
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var Shapes = preload("res://addons/mat_maker_gd/nodes/common/shapes.gd")
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var image : Image
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var tex : ImageTexture
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@ -38,9 +40,9 @@ func gen() -> void:
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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 f : float = Commons.shape_circle(v, 3, 1.0 * 1.0, 1.0)
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var f : float = Shapes.shape_circle(v, 3, 1.0 * 1.0, 1.0)
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f = Commons.grayscale_luminosity(Vector3(f, f, f));
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f = Colors.grayscale_luminosity(Vector3(f, f, f));
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var c : Color = Color(f, f, f, 1)
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