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make_tileable node.
This commit is contained in:
parent
a5e81bc69c
commit
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@ -1,4 +1,4 @@
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[gd_resource type="Resource" load_steps=132 format=2]
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[gd_resource type="Resource" load_steps=136 format=2]
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[ext_resource path="res://addons/mat_maker_gd/nodes/mm_material.gd" type="Script" id=1]
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[ext_resource path="res://addons/mat_maker_gd/nodes/mm_material.gd" type="Script" id=1]
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[ext_resource path="res://addons/mat_maker_gd/nodes/noise/noise.gd" type="Script" id=2]
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[ext_resource path="res://addons/mat_maker_gd/nodes/noise/noise.gd" type="Script" id=2]
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@ -34,6 +34,7 @@
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[ext_resource path="res://addons/mat_maker_gd/nodes/filter/grayscale.gd" type="Script" id=32]
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[ext_resource path="res://addons/mat_maker_gd/nodes/filter/grayscale.gd" type="Script" id=32]
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[ext_resource path="res://addons/mat_maker_gd/nodes/filter/blend.gd" type="Script" id=33]
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[ext_resource path="res://addons/mat_maker_gd/nodes/filter/blend.gd" type="Script" id=33]
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[ext_resource path="res://addons/mat_maker_gd/nodes/filter/emboss.gd" type="Script" id=34]
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[ext_resource path="res://addons/mat_maker_gd/nodes/filter/emboss.gd" type="Script" id=34]
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[ext_resource path="res://addons/mat_maker_gd/nodes/filter/make_tileable.gd" type="Script" id=35]
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[sub_resource type="Resource" id=3]
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[sub_resource type="Resource" id=3]
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script = ExtResource( 5 )
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script = ExtResource( 5 )
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@ -71,7 +72,7 @@ sides = 11
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radius = SubResource( 4 )
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radius = SubResource( 4 )
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edge = SubResource( 3 )
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edge = SubResource( 3 )
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[sub_resource type="Resource" id=111]
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[sub_resource type="Resource" id=129]
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script = ExtResource( 5 )
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script = ExtResource( 5 )
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default_type = 5
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default_type = 5
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default_int = 0
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default_int = 0
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@ -83,7 +84,7 @@ default_color = Color( 0, 0, 0, 1 )
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[sub_resource type="Resource" id=6]
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[sub_resource type="Resource" id=6]
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script = ExtResource( 6 )
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script = ExtResource( 6 )
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graph_position = Vector2( 300, -400 )
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graph_position = Vector2( 300, -400 )
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image = SubResource( 111 )
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image = SubResource( 129 )
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postfix = "-test"
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postfix = "-test"
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[sub_resource type="Resource" id=9]
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[sub_resource type="Resource" id=9]
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@ -295,7 +296,7 @@ default_color = Color( 0, 0, 0, 1 )
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[sub_resource type="Resource" id=39]
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[sub_resource type="Resource" id=39]
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script = ExtResource( 12 )
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script = ExtResource( 12 )
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graph_position = Vector2( 400, 180 )
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graph_position = Vector2( 400, 300 )
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out_bricks_pattern = SubResource( 32 )
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out_bricks_pattern = SubResource( 32 )
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out_random_color = SubResource( 37 )
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out_random_color = SubResource( 37 )
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out_position_x = SubResource( 35 )
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out_position_x = SubResource( 35 )
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@ -799,7 +800,7 @@ default_color = Color( 0, 0, 0, 1 )
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[sub_resource type="Resource" id=115]
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[sub_resource type="Resource" id=115]
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script = ExtResource( 11 )
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script = ExtResource( 11 )
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graph_position = Vector2( 220, -20 )
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graph_position = Vector2( 300, -140 )
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interpolation_type = 1
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interpolation_type = 1
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points = PoolRealArray( )
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points = PoolRealArray( )
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image = SubResource( 114 )
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image = SubResource( 114 )
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@ -877,7 +878,33 @@ angle = 20.0
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amount = 5.0
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amount = 5.0
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width = 6.0
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width = 6.0
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[sub_resource type="Resource" id=130]
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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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default_float = 0.0
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default_vector2 = Vector2( 0, 0 )
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default_vector3 = Vector3( 0, 0, 0 )
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default_color = Color( 0, 0, 0, 1 )
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[sub_resource type="Resource" id=131]
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script = ExtResource( 5 )
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default_type = 4
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default_int = 0
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default_float = 0.0
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default_vector2 = Vector2( 0, 0 )
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default_vector3 = Vector3( 0, 0, 0 )
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default_color = Color( 0, 0, 0, 1 )
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input_property = SubResource( 35 )
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[sub_resource type="Resource" id=132]
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script = ExtResource( 35 )
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graph_position = Vector2( 700, 700 )
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image = SubResource( 130 )
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input = SubResource( 131 )
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width = 0.1
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[resource]
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[resource]
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script = ExtResource( 1 )
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script = ExtResource( 1 )
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image_size = Vector2( 128, 128 )
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image_size = Vector2( 128, 128 )
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nodes = [ SubResource( 5 ), SubResource( 6 ), SubResource( 12 ), SubResource( 15 ), SubResource( 18 ), SubResource( 21 ), SubResource( 24 ), SubResource( 27 ), SubResource( 39 ), SubResource( 42 ), SubResource( 45 ), SubResource( 49 ), SubResource( 54 ), SubResource( 58 ), SubResource( 60 ), SubResource( 63 ), SubResource( 66 ), SubResource( 69 ), SubResource( 71 ), SubResource( 73 ), SubResource( 78 ), SubResource( 82 ), SubResource( 85 ), SubResource( 88 ), SubResource( 90 ), SubResource( 92 ), SubResource( 96 ), SubResource( 100 ), SubResource( 108 ), SubResource( 110 ), SubResource( 112 ), SubResource( 113 ), SubResource( 115 ), SubResource( 120 ), SubResource( 123 ) ]
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nodes = [ SubResource( 5 ), SubResource( 6 ), SubResource( 12 ), SubResource( 15 ), SubResource( 18 ), SubResource( 21 ), SubResource( 24 ), SubResource( 27 ), SubResource( 39 ), SubResource( 42 ), SubResource( 45 ), SubResource( 49 ), SubResource( 54 ), SubResource( 58 ), SubResource( 60 ), SubResource( 63 ), SubResource( 66 ), SubResource( 69 ), SubResource( 71 ), SubResource( 73 ), SubResource( 78 ), SubResource( 82 ), SubResource( 85 ), SubResource( 88 ), SubResource( 90 ), SubResource( 92 ), SubResource( 96 ), SubResource( 100 ), SubResource( 108 ), SubResource( 110 ), SubResource( 112 ), SubResource( 113 ), SubResource( 115 ), SubResource( 120 ), SubResource( 123 ), SubResource( 132 ) ]
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@ -1087,40 +1087,22 @@ const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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#make_tileable.mmg
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#make_tileable.mmg
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#Creates a tileable version of its input image by moving different parts around to hide seams.
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#Creates a tileable version of its input image by moving different parts around to hide seams.
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# "inputs": [
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#vec4 make_tileable_$(name)(vec2 uv, float w) {
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# {
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# vec4 a = $in(uv);
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# "default": "vec4(1.0)",
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# vec4 b = $in(fract(uv+vec2(0.5)));
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# "function": true,
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# float coef_ab = sin(1.57079632679*clamp((length(uv-vec2(0.5))-0.5+w)/w, 0.0, 1.0));
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# "label": "",
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# vec4 c = $in(fract(uv+vec2(0.25)));
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# "longdesc": "The image to be made tileable",
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# float coef_abc = sin(1.57079632679*clamp((min(min(length(uv-vec2(0.0, 0.5)), length(uv-vec2(0.5, 0.0))), min(length(uv-vec2(1.0, 0.5)), length(uv-vec2(0.5, 1.0))))-w)/w, 0.0, 1.0));
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# "name": "in",
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# return mix(c, mix(a, b, coef_ab), coef_abc);
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# "shortdesc": "Input",
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#}
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# "type": "rgba"
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# }
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#Inputs:
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# ],
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#input, rgba, default: vec4(1.0)
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# "instance": "vec4 make_tileable_$(name)(vec2 uv, float w) {\n\tvec4 a = $in(uv);\n\tvec4 b = $in(fract(uv+vec2(0.5)));\n\tfloat coef_ab = sin(1.57079632679*clamp((length(uv-vec2(0.5))-0.5+w)/w, 0.0, 1.0));\n\tvec4 c = $in(fract(uv+vec2(0.25)));\n\tfloat coef_abc = sin(1.57079632679*clamp((min(min(length(uv-vec2(0.0, 0.5)), length(uv-vec2(0.5, 0.0))), min(length(uv-vec2(1.0, 0.5)), length(uv-vec2(0.5, 1.0))))-w)/w, 0.0, 1.0));\n\treturn mix(c, mix(a, b, coef_ab), coef_abc);\n}\n",
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#width, float, min:0, max: 1: default: 0.1, step: 0.01
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# "outputs": [
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# {
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#Outputs:
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# "longdesc": "A tileable version of the input image",
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#output (rgba)
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# "rgba": "make_tileable_$(name)($uv, 0.5*$w)",
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#make_tileable_$(name)($uv, 0.5*$w)
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# "shortdesc": "Output",
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# "type": "rgba"
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# }
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# ],
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# "parameters": [
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# {
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# "control": "None",
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# "default": 0.1,
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# "label": "",
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# "longdesc": "Width of the transition areas between parts of the input image",
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# "max": 0.25,
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# "min": 0,
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# "name": "w",
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# "shortdesc": "Width",
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# "step": 0.01,
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# "type": "float"
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# }
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# ]
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#----------------------
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#----------------------
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#occlusion.mmg
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#occlusion.mmg
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@ -20,7 +20,7 @@ func _init_properties():
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if !input:
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if !input:
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input = MMNodeUniversalProperty.new()
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input = MMNodeUniversalProperty.new()
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input.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_COLOR
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input.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_COLOR
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input.set_default_value(1)
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input.set_default_value(Color())
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input.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_UNIVERSAL
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input.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_UNIVERSAL
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input.slot_name = ">>> Input1 "
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input.slot_name = ">>> Input1 "
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78
game/addons/mat_maker_gd/nodes/filter/make_tileable.gd
Normal file
78
game/addons/mat_maker_gd/nodes/filter/make_tileable.gd
Normal file
@ -0,0 +1,78 @@
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tool
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extends MMNode
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const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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var Filter = preload("res://addons/mat_maker_gd/nodes/common/filter.gd")
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export(Resource) var image : Resource
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export(Resource) var input : Resource
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export(float) var width : float = 0.1
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var size : int = 0
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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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if !input:
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input = MMNodeUniversalProperty.new()
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input.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_COLOR
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input.set_default_value(Color())
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input.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_UNIVERSAL
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input.slot_name = ">>> Input1 "
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register_input_property(input)
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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_label_universal(input)
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mm_graph_node.add_slot_float("get_width", "set_width", "Width", 0.01)
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func _render(material) -> void:
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size = max(material.image_size.x, material.image_size.y)
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var img : Image = render_image(material)
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image.set_value(img)
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func get_value_for(uv : Vector2, pseed : int) -> Color:
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#make_tileable_$(name)($uv, 0.5*$w)
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return make_tileable(uv, 0.5 * width)
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func get_width() -> float:
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return width
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func set_width(val : float) -> void:
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width = val
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set_dirty(true)
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#----------------------
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#make_tileable.mmg
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#vec4 make_tileable_$(name)(vec2 uv, float w) {
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# vec4 a = $in(uv);
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# vec4 b = $in(fract(uv+vec2(0.5)));
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# float coef_ab = sin(1.57079632679*clamp((length(uv-vec2(0.5))-0.5+w)/w, 0.0, 1.0));
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# vec4 c = $in(fract(uv+vec2(0.25)));
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# float coef_abc = sin(1.57079632679*clamp((min(min(length(uv-vec2(0.0, 0.5)), length(uv-vec2(0.5, 0.0))), min(length(uv-vec2(1.0, 0.5)), length(uv-vec2(0.5, 1.0))))-w)/w, 0.0, 1.0));
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# return mix(c, mix(a, b, coef_ab), coef_abc);
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#}
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func make_tileable(uv : Vector2, w : float) -> Color:
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var a: Color = input.get_value(uv);
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var b : Color = input.get_value(Commons.fractv2(uv + Vector2(0.5, 0.5)));
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var coef_ab : float = sin(1.57079632679 * clamp(((uv - Vector2(0.5, 0.5)).length() - 0.5 + w) / w, 0.0, 1.0));
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var c: Color = input.get_value(Commons.fractv2(uv + Vector2(0.25, 0.25)));
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var coef_abc : float = sin(1.57079632679 * clamp((min(min((uv - Vector2(0.0, 0.5)).length(), (uv - Vector2(0.5, 0.0)).length()), min((uv- Vector2(1.0, 0.5)).length(), (uv - Vector2(0.5, 1.0)).length())) - w) / w, 0.0, 1.0));
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return lerp(c, lerp(a, b, coef_ab), coef_abc)
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