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Voronoi node.
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8feda525db
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@ -49,7 +49,7 @@ sides = 11
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radius = SubResource( 4 )
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edge = SubResource( 3 )
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[sub_resource type="Resource" id=43]
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[sub_resource type="Resource" id=46]
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script = ExtResource( 5 )
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default_type = 5
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default_int = 0
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@ -61,7 +61,7 @@ default_color = Color( 0, 0, 0, 1 )
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[sub_resource type="Resource" id=6]
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script = ExtResource( 6 )
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graph_position = Vector2( 300, -400 )
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image = SubResource( 43 )
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image = SubResource( 46 )
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postfix = "-test"
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[sub_resource type="Resource" id=9]
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@ -301,7 +301,7 @@ default_color = Color( 0, 0, 0, 1 )
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[sub_resource type="Resource" id=42]
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script = ExtResource( 2 )
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graph_position = Vector2( 380, -220 )
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graph_position = Vector2( 680, -220 )
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image = SubResource( 41 )
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grid_size = 64
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density = 0.3
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@ -317,9 +317,11 @@ default_color = Color( 0, 0, 0, 1 )
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[sub_resource type="Resource" id=45]
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script = ExtResource( 3 )
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graph_position = Vector2( 580, -220 )
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graph_position = Vector2( 880, -220 )
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image = SubResource( 44 )
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type = 0
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scale = Vector2( 4.4, 4.2 )
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folds = 0
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iterations = 3
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persistence = 0.5
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@ -6,7 +6,6 @@ const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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#voronoi.mmg
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#voronoi_1, 2, 3, 4 -> different outputs
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#TODO make a set which takes color as input so all 4 variants can be calculated easily
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#Outputs:
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163
game/addons/mat_maker_gd/nodes/noise/voronoi.gd
Normal file
163
game/addons/mat_maker_gd/nodes/noise/voronoi.gd
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@ -0,0 +1,163 @@
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tool
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extends MMNode
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var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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var NoiseVoronoi = preload("res://addons/mat_maker_gd/nodes/common/noise_voronoi.gd")
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export(Resource) var out_nodes : Resource
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export(Resource) var out_borders : Resource
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export(Resource) var out_random_color : Resource
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export(Resource) var out_fill : Resource
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export(Vector2) var scale : Vector2 = Vector2(4, 4)
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export(Vector2) var stretch : Vector2 = Vector2(1, 1)
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export(float) var intensity : float = 1
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export(float) var randomness : float = 0.85
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func _init_properties():
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if !out_nodes:
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out_nodes = MMNodeUniversalProperty.new()
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out_nodes.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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out_nodes.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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if !out_borders:
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out_borders = MMNodeUniversalProperty.new()
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out_borders.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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out_borders.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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if !out_random_color:
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out_random_color = MMNodeUniversalProperty.new()
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out_random_color.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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out_random_color.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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if !out_fill:
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out_fill = MMNodeUniversalProperty.new()
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out_fill.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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out_fill.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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register_output_property(out_nodes)
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register_output_property(out_borders)
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register_output_property(out_random_color)
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register_output_property(out_fill)
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func _register_methods(mm_graph_node) -> void:
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mm_graph_node.add_slot_texture_universal(out_nodes)
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mm_graph_node.add_slot_texture_universal(out_borders)
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mm_graph_node.add_slot_texture_universal(out_random_color)
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mm_graph_node.add_slot_texture_universal(out_fill)
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mm_graph_node.add_slot_vector2("get_scale", "set_scale", "Scale", 0.1)#, Vector2(1, 32))#, Vector2(0, 32))
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mm_graph_node.add_slot_vector2("get_stretch", "set_stretch", "stretch", 0.01)#, Vector2(1, 32))#, Vector2(0, 32))
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mm_graph_node.add_slot_float("get_intensity", "set_intensity", "Intensity", 0.01)#, Vector2(1, 32))#, Vector2(0, 32))
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mm_graph_node.add_slot_float("get_randomness", "set_randomness", "Randomness", 0.01)#, Vector2(1, 32))#, Vector2(0, 32))
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func _render(material) -> void:
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var nodes : Image = Image.new()
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var borders : Image = Image.new()
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var random_color : Image = Image.new()
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var fill : Image = Image.new()
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nodes.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
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borders.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
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random_color.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
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fill.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
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nodes.lock()
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borders.lock()
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random_color.lock()
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fill.lock()
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var w : float = material.image_size.x
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var h : float = material.image_size.y
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var pseed : float = randf() + randi()
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for x in range(material.image_size.x):
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for y in range(material.image_size.y):
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var uv : Vector2 = Vector2(x / w, y / h)
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var ps : float = 1.0 / float(pseed)
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#vec4 $(name_uv)_xyzw = voronoi($uv, vec2($scale_x, $scale_y), vec2($stretch_y, $stretch_x), $intensity, $randomness, $seed);
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var voronoi : Color = NoiseVoronoi.voronoi(uv, scale, stretch, intensity, randomness, ps)
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#Nodes - float - A greyscale pattern based on the distance to cell centers
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#$(name_uv)_xyzw.z
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var nodes_col : Color = Color(voronoi.b, voronoi.b, voronoi.b, 1)
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#Borders - float - A greyscale pattern based on the distance to borders
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#$(name_uv)_xyzw.w
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var borders_col : Color = Color(voronoi.a, voronoi.a, voronoi.a, 1)
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#Random color - rgb - A color pattern that assigns a random color to each cell
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#rand3(fract(floor($(name_uv)_xyzw.xy)/vec2($scale_x, $scale_y)))
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var rv3 : Vector3 = Commons.rand3(Commons.fractv2(Vector2(voronoi.r, voronoi.g) / scale))
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var random_color_col : Color = Color(rv3.x, rv3.y, rv3.z, 1)
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#Fill - rgba - An output that should be plugged into a Fill companion node
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#vec4(fract(($(name_uv)_xyzw.xy-1.0)/vec2($scale_x, $scale_y)), vec2(2.0)/vec2($scale_x, $scale_y))
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var fv21 : Vector2 = Commons.fractv2((Vector2(voronoi.r, voronoi.g) - Vector2(1, 1)) / scale)
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var fv22 : Vector2 = Vector2(2, 2) / scale
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var fill_col : Color = Color(fv21.x, fv21.y, fv22.x, fv22.y)
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nodes.set_pixel(x, y, nodes_col)
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borders.set_pixel(x, y, borders_col)
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random_color.set_pixel(x, y, random_color_col)
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fill.set_pixel(x, y, fill_col)
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nodes.unlock()
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borders.unlock()
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random_color.unlock()
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fill.unlock()
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out_nodes.set_value(nodes)
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out_borders.set_value(borders)
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out_random_color.set_value(random_color)
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out_fill.set_value(fill)
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func get_value_for(uv : Vector2, pseed : int) -> Color:
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return Color()
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#scale
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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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#stretch
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func get_stretch() -> Vector2:
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return stretch
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func set_stretch(val : Vector2) -> void:
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stretch = val
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set_dirty(true)
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#intensity
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func get_intensity() -> float:
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return intensity
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func set_intensity(val : float) -> void:
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intensity = val
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set_dirty(true)
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#randomness
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func get_randomness() -> float:
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return randomness
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func set_randomness(val : float) -> void:
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randomness = val
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set_dirty(true)
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