Voronoi node.

This commit is contained in:
Relintai 2021-10-19 15:38:12 +02:00
parent 8feda525db
commit 47cb1b8086
3 changed files with 169 additions and 5 deletions

View File

@ -49,7 +49,7 @@ sides = 11
radius = SubResource( 4 )
edge = SubResource( 3 )
[sub_resource type="Resource" id=43]
[sub_resource type="Resource" id=46]
script = ExtResource( 5 )
default_type = 5
default_int = 0
@ -61,7 +61,7 @@ default_color = Color( 0, 0, 0, 1 )
[sub_resource type="Resource" id=6]
script = ExtResource( 6 )
graph_position = Vector2( 300, -400 )
image = SubResource( 43 )
image = SubResource( 46 )
postfix = "-test"
[sub_resource type="Resource" id=9]
@ -301,7 +301,7 @@ default_color = Color( 0, 0, 0, 1 )
[sub_resource type="Resource" id=42]
script = ExtResource( 2 )
graph_position = Vector2( 380, -220 )
graph_position = Vector2( 680, -220 )
image = SubResource( 41 )
grid_size = 64
density = 0.3
@ -317,9 +317,11 @@ default_color = Color( 0, 0, 0, 1 )
[sub_resource type="Resource" id=45]
script = ExtResource( 3 )
graph_position = Vector2( 580, -220 )
graph_position = Vector2( 880, -220 )
image = SubResource( 44 )
type = 0
scale = Vector2( 4.4, 4.2 )
folds = 0
iterations = 3
persistence = 0.5

View File

@ -6,7 +6,6 @@ const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
#voronoi.mmg
#voronoi_1, 2, 3, 4 -> different outputs
#TODO make a set which takes color as input so all 4 variants can be calculated easily
#Outputs:

View File

@ -0,0 +1,163 @@
tool
extends MMNode
var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
var NoiseVoronoi = preload("res://addons/mat_maker_gd/nodes/common/noise_voronoi.gd")
export(Resource) var out_nodes : Resource
export(Resource) var out_borders : Resource
export(Resource) var out_random_color : Resource
export(Resource) var out_fill : Resource
export(Vector2) var scale : Vector2 = Vector2(4, 4)
export(Vector2) var stretch : Vector2 = Vector2(1, 1)
export(float) var intensity : float = 1
export(float) var randomness : float = 0.85
func _init_properties():
if !out_nodes:
out_nodes = MMNodeUniversalProperty.new()
out_nodes.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
out_nodes.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
if !out_borders:
out_borders = MMNodeUniversalProperty.new()
out_borders.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
out_borders.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
if !out_random_color:
out_random_color = MMNodeUniversalProperty.new()
out_random_color.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
out_random_color.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
if !out_fill:
out_fill = MMNodeUniversalProperty.new()
out_fill.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
out_fill.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
register_output_property(out_nodes)
register_output_property(out_borders)
register_output_property(out_random_color)
register_output_property(out_fill)
func _register_methods(mm_graph_node) -> void:
mm_graph_node.add_slot_texture_universal(out_nodes)
mm_graph_node.add_slot_texture_universal(out_borders)
mm_graph_node.add_slot_texture_universal(out_random_color)
mm_graph_node.add_slot_texture_universal(out_fill)
mm_graph_node.add_slot_vector2("get_scale", "set_scale", "Scale", 0.1)#, Vector2(1, 32))#, Vector2(0, 32))
mm_graph_node.add_slot_vector2("get_stretch", "set_stretch", "stretch", 0.01)#, Vector2(1, 32))#, Vector2(0, 32))
mm_graph_node.add_slot_float("get_intensity", "set_intensity", "Intensity", 0.01)#, Vector2(1, 32))#, Vector2(0, 32))
mm_graph_node.add_slot_float("get_randomness", "set_randomness", "Randomness", 0.01)#, Vector2(1, 32))#, Vector2(0, 32))
func _render(material) -> void:
var nodes : Image = Image.new()
var borders : Image = Image.new()
var random_color : Image = Image.new()
var fill : Image = Image.new()
nodes.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
borders.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
random_color.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
fill.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
nodes.lock()
borders.lock()
random_color.lock()
fill.lock()
var w : float = material.image_size.x
var h : float = material.image_size.y
var pseed : float = randf() + randi()
for x in range(material.image_size.x):
for y in range(material.image_size.y):
var uv : Vector2 = Vector2(x / w, y / h)
var ps : float = 1.0 / float(pseed)
#vec4 $(name_uv)_xyzw = voronoi($uv, vec2($scale_x, $scale_y), vec2($stretch_y, $stretch_x), $intensity, $randomness, $seed);
var voronoi : Color = NoiseVoronoi.voronoi(uv, scale, stretch, intensity, randomness, ps)
#Nodes - float - A greyscale pattern based on the distance to cell centers
#$(name_uv)_xyzw.z
var nodes_col : Color = Color(voronoi.b, voronoi.b, voronoi.b, 1)
#Borders - float - A greyscale pattern based on the distance to borders
#$(name_uv)_xyzw.w
var borders_col : Color = Color(voronoi.a, voronoi.a, voronoi.a, 1)
#Random color - rgb - A color pattern that assigns a random color to each cell
#rand3(fract(floor($(name_uv)_xyzw.xy)/vec2($scale_x, $scale_y)))
var rv3 : Vector3 = Commons.rand3(Commons.fractv2(Vector2(voronoi.r, voronoi.g) / scale))
var random_color_col : Color = Color(rv3.x, rv3.y, rv3.z, 1)
#Fill - rgba - An output that should be plugged into a Fill companion node
#vec4(fract(($(name_uv)_xyzw.xy-1.0)/vec2($scale_x, $scale_y)), vec2(2.0)/vec2($scale_x, $scale_y))
var fv21 : Vector2 = Commons.fractv2((Vector2(voronoi.r, voronoi.g) - Vector2(1, 1)) / scale)
var fv22 : Vector2 = Vector2(2, 2) / scale
var fill_col : Color = Color(fv21.x, fv21.y, fv22.x, fv22.y)
nodes.set_pixel(x, y, nodes_col)
borders.set_pixel(x, y, borders_col)
random_color.set_pixel(x, y, random_color_col)
fill.set_pixel(x, y, fill_col)
nodes.unlock()
borders.unlock()
random_color.unlock()
fill.unlock()
out_nodes.set_value(nodes)
out_borders.set_value(borders)
out_random_color.set_value(random_color)
out_fill.set_value(fill)
func get_value_for(uv : Vector2, pseed : int) -> Color:
return Color()
#scale
func get_scale() -> Vector2:
return scale
func set_scale(val : Vector2) -> void:
scale = val
set_dirty(true)
#stretch
func get_stretch() -> Vector2:
return stretch
func set_stretch(val : Vector2) -> void:
stretch = val
set_dirty(true)
#intensity
func get_intensity() -> float:
return intensity
func set_intensity(val : float) -> void:
intensity = val
set_dirty(true)
#randomness
func get_randomness() -> float:
return randomness
func set_randomness(val : float) -> void:
randomness = val
set_dirty(true)