diff --git a/game/addons/mat_maker_gd/nodes/common/commons.gd b/game/addons/mat_maker_gd/nodes/common/commons.gd index d92a0955..444c8480 100644 --- a/game/addons/mat_maker_gd/nodes/common/commons.gd +++ b/game/addons/mat_maker_gd/nodes/common/commons.gd @@ -246,316 +246,6 @@ static func ThickLine(uv : Vector2, posA : Vector2, posB : Vector2, radiusInv : return finalGray; -static func truchet1(uv : Vector2, pseed : Vector2) -> float: - var i : Vector2 = floorv2(uv); - var f : Vector2 = fractv2(uv) - Vector2(0.5, 0.5); - return 1.0 - abs(abs((2.0*step(rand(i+pseed), 0.5)-1.0)*f.x+f.y)-0.5); - -static func truchet2(uv : Vector2, pseed : Vector2) -> float: - var i : Vector2 = floorv2(uv); - var f : Vector2 = fractv2(uv); - var random : float = step(rand(i+pseed), 0.5); - f.x *= 2.0 * random-1.0; - f.x += 1.0 - random; - return 1.0 - min(abs(f.length() - 0.5), abs((Vector2(1, 1) - f).length() - 0.5)); - -static func weave(uv : Vector2, count : Vector2, width : float) -> float: - uv *= count; - var c : float = (sin(3.1415926* (uv.x + floor(uv.y)))*0.5+0.5)*step(abs(fract(uv.y)-0.5), width*0.5); - c = max(c, (sin(3.1415926*(1.0+uv.y+floor(uv.x)))*0.5+0.5)*step(abs(fract(uv.x)-0.5), width*0.5)); - return c; - - -static func brick_corner_uv(uv : Vector2, bmin : Vector2, bmax : Vector2, mortar : float, corner : float, pseed : float) -> Vector3: - var center : Vector2 = 0.5 * (bmin + bmax) - var size : Vector2 = bmax - bmin - var max_size : float = max(size.x, size.y) - var min_size : float = min(size.x, size.y) - mortar *= min_size - corner *= min_size - - var r : Vector3 = Vector3() - - r.x = clamp(((0.5 * size.x - mortar) - abs(uv.x - center.x)) / corner, 0, 1) - r.y = clamp(((0.5 * size.y - mortar) - abs(uv.y - center.y)) / corner, 0, 1) - r.z = rand(fractv2(center) + Vector2(pseed, pseed)) - - return r - -# return vec3(clamp((0.5*size-vec2(mortar)-abs(uv-center))/corner, vec2(0.0), vec2(1.0)), rand(fract(center)+vec2(seed))); - - -static func brick(uv : Vector2, bmin : Vector2, bmax : Vector2, mortar : float, pround : float, bevel : float) -> Color: - var color : float - var size : Vector2 = bmax - bmin - - var min_size : float = min(size.x, size.y) - mortar *= min_size - bevel *= min_size - pround *= min_size - - var center : Vector2 = 0.5 * (bmin + bmax) - var d : Vector2 = Vector2() - - d.x = abs(uv.x - center.x) - 0.5 * (size.x) + (pround + mortar) - d.y = abs(uv.y - center.y) - 0.5 * (size.y) + (pround + mortar) - - color = Vector2(max(d.x, 0), max(d.y, 0)).length() + min(max(d.x, d.y), 0.0) - pround - - color = clamp(-color / bevel, 0.0, 1.0) - -# var tiled_brick_pos : Vector2 = Vector2(bmin.x - 1.0 * floor(bmin.x / 1.0), bmin.y - 1.0 * floor(bmin.y / 1.0)) - - var tiled_brick_pos_x : float = bmin.x - 1.0 * floor(bmin.x / 1.0) - var tiled_brick_pos_y : float = bmin.y - 1.0 * floor(bmin.y / 1.0) - - #vec2 tiled_brick_pos = mod(bmin, vec2(1.0, 1.0)); - - return Color(color, center.x, center.y, tiled_brick_pos_x + 7.0 * tiled_brick_pos_y) - -static func brick_uv(uv : Vector2, bmin : Vector2, bmax : Vector2, pseed : float) -> Vector3: - var center : Vector2 = 0.5 * (bmin + bmax) - var size : Vector2 = bmax - bmin - var max_size : float = max(size.x, size.y) - - var x : float = 0.5+ (uv.x - center.x) / max_size - var y : float = 0.5+ (uv.y - center.y) /max_size - - return Vector3(x, y, rand(fractv2(center) + Vector2(pseed, pseed))) - -static func bricks_rb(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: - count *= repeat - - var x_offset : float = offset * step(0.5, fractf(uv.y * count.y * 0.5)) - - var bmin : Vector2 - bmin.x = floor(uv.x * count.x - x_offset) - bmin.y = floor(uv.y * count.y) - - bmin.x += x_offset; - bmin /= count - var bmc : Vector2 = bmin + Vector2(1.0, 1.0) / count - - return Color(bmin.x, bmin.y, bmc.x, bmc.y) - -static func bricks_rb2(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: - count *= repeat - - var x_offset : float = offset * step(0.5, fractf(uv.y * count.y * 0.5)) - count.x = count.x * (1.0+step(0.5, fractf(uv.y * count.y * 0.5))) - var bmin : Vector2 = Vector2() - - bmin.x = floor(uv.x * count.x - x_offset) - bmin.y = floor(uv.y * count.y) - - bmin.x += x_offset - bmin /= count - - var b : Vector2 = bmin + Vector2(1, 1) / count - - return Color(bmin.x, bmin.y, b.x, b.y) - -static func bricks_hb(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: - var pc : float = count.x + count.y - var c : float = pc * repeat - - var corner : Vector2 = Vector2(floor(uv.x * c), floor(uv.y * c)) - var cdiff : float = modf(corner.x - corner.y, pc) - - if (cdiff < count.x): - var col : Color = Color() - - col.r = (corner.x - cdiff) / c - col.g = corner.y / c - - col.b = (corner.x - cdiff + count.x) / c - col.a = (corner.y + 1.0) / c - - return col - else: - var col : Color = Color() - - col.r = corner.x / c - col.g = (corner.y - (pc - cdiff - 1.0)) / c - - col.b = (corner.x + 1.0) / c - col.a = (corner.y - (pc - cdiff - 1.0) + count.y) / c - - return col - -static func bricks_bw(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: - var c : Vector2 = 2.0 * count * repeat - var mc : float = max(c.x, c.y) - var corner1 : Vector2 = Vector2(floor(uv.x * c.x), floor(uv.y * c.y)) - var corner2 : Vector2 = Vector2(count.x * floor(repeat* 2.0 * uv.x), count.y * floor(repeat * 2.0 * uv.y)) - - var tmp : Vector2 = Vector2(floor(repeat * 2.0 * uv.x), floor(repeat * 2.0 * uv.y)) - var cdiff : float = modf(tmp.dot(Vector2(1, 1)), 2.0) - - var corner : Vector2 - var size : Vector2 - - if cdiff == 0: - corner = Vector2(corner1.x, corner2.y) - size = Vector2(1.0, count.y) - else: - corner = Vector2(corner2.x, corner1.y) - size = Vector2(count.x, 1.0) - - return Color(corner.x / c.x, corner.y / c.y, (corner.x + size.x) / c.x, (corner.y + size.y) / c.y) - -static func bricks_sb(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: - var c : Vector2 = (count + Vector2(1, 1)) * repeat - var mc : float = max(c.x, c.y) - var corner1 : Vector2 = Vector2(floor(uv.x * c.x), floor(uv.y * c.y)) - var corner2 : Vector2 = (count + Vector2(1, 1)) * Vector2(floor(repeat * uv.x), floor(repeat * uv.y)) - var rcorner : Vector2 = corner1 - corner2 - - var corner : Vector2 - var size : Vector2 - - if (rcorner.x == 0.0 && rcorner.y < count.y): - corner = corner2 - size = Vector2(1.0, count.y) - elif (rcorner.y == 0.0): - corner = corner2 + Vector2(1.0, 0.0) - size = Vector2(count.x, 1.0) - elif (rcorner.x == count.x): - corner = corner2 + Vector2(count.x, 1.0) - size = Vector2(1.0, count.y) - elif (rcorner.y == count.y): - corner = corner2 + Vector2(0.0, count.y) - size = Vector2(count.x, 1.0) - else: - corner = corner2 + Vector2(1, 1) - size = Vector2(count.x-1.0, count.y-1.0) - - return Color(corner.x / c.x, corner.y / c.y, (corner.x + size.x) / c.x, (corner.y + size.y) / c.y) - -# -#vec4 $(name_uv)_rect = bricks_$pattern($uv, vec2($columns, $rows), $repeat, $row_offset); -#vec4 $(name_uv) = brick($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $round*$round_map($uv), max(0.001, $bevel*$bevel_map($uv))); -# -#vec4 brick(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float round, float bevel) { -# float color; -# vec2 size = bmax - bmin; -# float min_size = min(size.x, size.y); -# mortar *= min_size; -# bevel *= min_size; -# round *= min_size; -# vec2 center = 0.5*(bmin+bmax); -# -# vec2 d = abs(uv-center)-0.5*(size)+vec2(round+mortar); -# color = length(max(d,vec2(0))) + min(max(d.x,d.y),0.0)-round; -# color = clamp(-color/bevel, 0.0, 1.0); -# vec2 tiled_brick_pos = mod(bmin, vec2(1.0, 1.0)); -# -# return vec4(color, center, tiled_brick_pos.x+7.0*tiled_brick_pos.y); -#} -# -#vec3 brick_uv(vec2 uv, vec2 bmin, vec2 bmax, float seed) { -# vec2 center = 0.5*(bmin + bmax); -# vec2 size = bmax - bmin; -# float max_size = max(size.x, size.y); -# -# return vec3(0.5+(uv-center)/max_size, rand(fract(center)+vec2(seed))); -#} -# -#vec3 brick_corner_uv(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float corner, float seed) { -# vec2 center = 0.5*(bmin + bmax); -# vec2 size = bmax - bmin; -# float max_size = max(size.x, size.y); -# float min_size = min(size.x, size.y); -# mortar *= min_size;\n\tcorner *= min_size; -# -# return vec3(clamp((0.5*size-vec2(mortar)-abs(uv-center))/corner, vec2(0.0), vec2(1.0)), rand(fract(center)+vec2(seed))); -#} -# -#vec4 bricks_rb(vec2 uv, vec2 count, float repeat, float offset) { -# count *= repeat; -# float x_offset = offset*step(0.5, fract(uv.y*count.y*0.5)); -# vec2 bmin = floor(vec2(uv.x*count.x-x_offset, uv.y*count.y)); -# bmin.x += x_offset;\n\tbmin /= count; -# -# return vec4(bmin, bmin+vec2(1.0)/count); -#} -# -#vec4 bricks_rb2(vec2 uv, vec2 count, float repeat, float offset) { -# count *= repeat; -# -# float x_offset = offset*step(0.5, fract(uv.y*count.y*0.5)); -# count.x = count.x*(1.0+step(0.5, fract(uv.y*count.y*0.5))); -# vec2 bmin = floor(vec2(uv.x*count.x-x_offset, uv.y*count.y)); -# -# bmin.x += x_offset; -# bmin /= count; -# return vec4(bmin, bmin+vec2(1.0)/count); -#} -# -#vec4 bricks_hb(vec2 uv, vec2 count, float repeat, float offset) { -# float pc = count.x+count.y; -# float c = pc*repeat; -# vec2 corner = floor(uv*c); -# float cdiff = mod(corner.x-corner.y, pc); -# -# if (cdiff < count.x) { -# return vec4((corner-vec2(cdiff, 0.0))/c, (corner-vec2(cdiff, 0.0)+vec2(count.x, 1.0))/c); -# } else { -# return vec4((corner-vec2(0.0, pc-cdiff-1.0))/c, (corner-vec2(0.0, pc-cdiff-1.0)+vec2(1.0, count.y))/c); -# } -#} -# -#vec4 bricks_bw(vec2 uv, vec2 count, float repeat, float offset) { -# vec2 c = 2.0*count*repeat; -# float mc = max(c.x, c.y); -# vec2 corner1 = floor(uv*c); -# vec2 corner2 = count*floor(repeat*2.0*uv); -# float cdiff = mod(dot(floor(repeat*2.0*uv), vec2(1.0)), 2.0); -# vec2 corner; -# vec2 size; -# -# if (cdiff == 0.0) { -# corner = vec2(corner1.x, corner2.y); -# size = vec2(1.0, count.y); -# } else { -# corner = vec2(corner2.x, corner1.y); -# size = vec2(count.x, 1.0); -# } -# -# return vec4(corner/c, (corner+size)/c); -#} -# -#vec4 bricks_sb(vec2 uv, vec2 count, float repeat, float offset) { -# vec2 c = (count+vec2(1.0))*repeat; -# float mc = max(c.x, c.y); -# vec2 corner1 = floor(uv*c); -# vec2 corner2 = (count+vec2(1.0))*floor(repeat*uv); -# vec2 rcorner = corner1 - corner2; -# -# vec2 corner; -# vec2 size; -# -# if (rcorner.x == 0.0 && rcorner.y < count.y) { -# corner = corner2; -# size = vec2(1.0, count.y); -# } else if (rcorner.y == 0.0) { -# corner = corner2+vec2(1.0, 0.0); -# size = vec2(count.x, 1.0); -# } else if (rcorner.x == count.x) { -# corner = corner2+vec2(count.x, 1.0); -# size = vec2(1.0, count.y); -# } else if (rcorner.y == count.y) { -# corner = corner2+vec2(0.0, count.y); -# size = vec2(count.x, 1.0); -# } else { -# corner = corner2+vec2(1.0); -# size = vec2(count.x-1.0, count.y-1.0); -# } -# -# return vec4(corner/c, (corner+size)/c); -#} - - static func sdr_ndot(a : Vector2, b : Vector2) -> float: return a.x * b.x - a.y * b.y; diff --git a/game/addons/mat_maker_gd/nodes/common/patterns.gd b/game/addons/mat_maker_gd/nodes/common/patterns.gd index eab0c760..d47f57b5 100644 --- a/game/addons/mat_maker_gd/nodes/common/patterns.gd +++ b/game/addons/mat_maker_gd/nodes/common/patterns.gd @@ -66,6 +66,38 @@ static func pattern(uv : Vector2, x_scale : float, y_scale : float, ct : int, ca return 0.0 +static func truchet1c(uv : Vector2, pseed : Vector2) -> Color: + var f : float = truchet1(uv, pseed) + return Color(f, f, f, 1); + +static func truchet1(uv : Vector2, pseed : Vector2) -> float: + var i : Vector2 = Commons.floorv2(uv); + var f : Vector2 = Commons.fractv2(uv) - Vector2(0.5, 0.5); + return 1.0 - abs(abs((2.0*Commons.step(Commons.rand(i+pseed), 0.5)-1.0)*f.x+f.y)-0.5); + +static func truchet2c(uv : Vector2, pseed : Vector2) -> Color: + var f : float = truchet2(uv, pseed) + return Color(f, f, f, 1); + +static func truchet2(uv : Vector2, pseed : Vector2) -> float: + var i : Vector2 = Commons.floorv2(uv); + var f : Vector2 = Commons.fractv2(uv); + var random : float = Commons.step(Commons.rand(i+pseed), 0.5); + f.x *= 2.0 * random-1.0; + f.x += 1.0 - random; + return 1.0 - min(abs(f.length() - 0.5), abs((Vector2(1, 1) - f).length() - 0.5)); + +static func weavec(uv : Vector2, count : Vector2, width : float) -> Color: + var f : float = weave(uv, count, width); + + return Color(f, f, f, 1) + +static func weave(uv : Vector2, count : Vector2, width : float) -> float: + uv *= count; + var c : float = (sin(3.1415926* (uv.x + floor(uv.y)))*0.5+0.5)*Commons.step(abs(Commons.fract(uv.y)-0.5), width*0.5); + c = max(c, (sin(3.1415926*(1.0+uv.y+floor(uv.x)))*0.5+0.5)*Commons.step(abs(Commons.fract(uv.x)-0.5), width*0.5)); + return c; + static func sinewavec(uv : Vector2, amplitude : float, frequency : float, phase : float) -> Color: var f : float = 1.0- abs(2.0 * (uv.y-0.5) - amplitude * sin((frequency* uv.x + phase) * 6.28318530718)); @@ -232,3 +264,293 @@ static func beehive_center(p : Vector2) -> Color: #return dot(h.xy, h.xy) < dot(h.zw, h.zw) ? Color(h.xy, hC.xy) : Color(h.zw, hC.zw + 9.73); + +static func brick_corner_uv(uv : Vector2, bmin : Vector2, bmax : Vector2, mortar : float, corner : float, pseed : float) -> Vector3: + var center : Vector2 = 0.5 * (bmin + bmax) + var size : Vector2 = bmax - bmin + var max_size : float = max(size.x, size.y) + var min_size : float = min(size.x, size.y) + mortar *= min_size + corner *= min_size + + var r : Vector3 = Vector3() + + r.x = clamp(((0.5 * size.x - mortar) - abs(uv.x - center.x)) / corner, 0, 1) + r.y = clamp(((0.5 * size.y - mortar) - abs(uv.y - center.y)) / corner, 0, 1) + r.z = Commons.rand(Commons.fractv2(center) + Vector2(pseed, pseed)) + + return r + +# return vec3(clamp((0.5*size-vec2(mortar)-abs(uv-center))/corner, vec2(0.0), vec2(1.0)), rand(fract(center)+vec2(seed))); + + +static func brick(uv : Vector2, bmin : Vector2, bmax : Vector2, mortar : float, pround : float, bevel : float) -> Color: + var color : float + var size : Vector2 = bmax - bmin + + var min_size : float = min(size.x, size.y) + mortar *= min_size + bevel *= min_size + pround *= min_size + + var center : Vector2 = 0.5 * (bmin + bmax) + var d : Vector2 = Vector2() + + d.x = abs(uv.x - center.x) - 0.5 * (size.x) + (pround + mortar) + d.y = abs(uv.y - center.y) - 0.5 * (size.y) + (pround + mortar) + + color = Vector2(max(d.x, 0), max(d.y, 0)).length() + min(max(d.x, d.y), 0.0) - pround + + color = clamp(-color / bevel, 0.0, 1.0) + +# var tiled_brick_pos : Vector2 = Vector2(bmin.x - 1.0 * floor(bmin.x / 1.0), bmin.y - 1.0 * floor(bmin.y / 1.0)) + + var tiled_brick_pos_x : float = bmin.x - 1.0 * floor(bmin.x / 1.0) + var tiled_brick_pos_y : float = bmin.y - 1.0 * floor(bmin.y / 1.0) + + #vec2 tiled_brick_pos = mod(bmin, vec2(1.0, 1.0)); + + return Color(color, center.x, center.y, tiled_brick_pos_x + 7.0 * tiled_brick_pos_y) + +static func brick_uv(uv : Vector2, bmin : Vector2, bmax : Vector2, pseed : float) -> Vector3: + var center : Vector2 = 0.5 * (bmin + bmax) + var size : Vector2 = bmax - bmin + var max_size : float = max(size.x, size.y) + + var x : float = 0.5+ (uv.x - center.x) / max_size + var y : float = 0.5+ (uv.y - center.y) /max_size + + return Vector3(x, y, Commons.rand(Commons.fractv2(center) + Vector2(pseed, pseed))) + +static func bricks_rb(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: + count *= repeat + + var x_offset : float = offset * Commons.step(0.5, Commons.fractf(uv.y * count.y * 0.5)) + + var bmin : Vector2 + bmin.x = floor(uv.x * count.x - x_offset) + bmin.y = floor(uv.y * count.y) + + bmin.x += x_offset; + bmin /= count + var bmc : Vector2 = bmin + Vector2(1.0, 1.0) / count + + return Color(bmin.x, bmin.y, bmc.x, bmc.y) + +static func bricks_rb2(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: + count *= repeat + + var x_offset : float = offset * Commons.step(0.5, Commons.fractf(uv.y * count.y * 0.5)) + count.x = count.x * (1.0+Commons.step(0.5, Commons.fractf(uv.y * count.y * 0.5))) + var bmin : Vector2 = Vector2() + + bmin.x = floor(uv.x * count.x - x_offset) + bmin.y = floor(uv.y * count.y) + + bmin.x += x_offset + bmin /= count + + var b : Vector2 = bmin + Vector2(1, 1) / count + + return Color(bmin.x, bmin.y, b.x, b.y) + +static func bricks_hb(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: + var pc : float = count.x + count.y + var c : float = pc * repeat + + var corner : Vector2 = Vector2(floor(uv.x * c), floor(uv.y * c)) + var cdiff : float = Commons.modf(corner.x - corner.y, pc) + + if (cdiff < count.x): + var col : Color = Color() + + col.r = (corner.x - cdiff) / c + col.g = corner.y / c + + col.b = (corner.x - cdiff + count.x) / c + col.a = (corner.y + 1.0) / c + + return col + else: + var col : Color = Color() + + col.r = corner.x / c + col.g = (corner.y - (pc - cdiff - 1.0)) / c + + col.b = (corner.x + 1.0) / c + col.a = (corner.y - (pc - cdiff - 1.0) + count.y) / c + + return col + +static func bricks_bw(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: + var c : Vector2 = 2.0 * count * repeat + var mc : float = max(c.x, c.y) + var corner1 : Vector2 = Vector2(floor(uv.x * c.x), floor(uv.y * c.y)) + var corner2 : Vector2 = Vector2(count.x * floor(repeat* 2.0 * uv.x), count.y * floor(repeat * 2.0 * uv.y)) + + var tmp : Vector2 = Vector2(floor(repeat * 2.0 * uv.x), floor(repeat * 2.0 * uv.y)) + var cdiff : float = Commons.modf(tmp.dot(Vector2(1, 1)), 2.0) + + var corner : Vector2 + var size : Vector2 + + if cdiff == 0: + corner = Vector2(corner1.x, corner2.y) + size = Vector2(1.0, count.y) + else: + corner = Vector2(corner2.x, corner1.y) + size = Vector2(count.x, 1.0) + + return Color(corner.x / c.x, corner.y / c.y, (corner.x + size.x) / c.x, (corner.y + size.y) / c.y) + +static func bricks_sb(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: + var c : Vector2 = (count + Vector2(1, 1)) * repeat + var mc : float = max(c.x, c.y) + var corner1 : Vector2 = Vector2(floor(uv.x * c.x), floor(uv.y * c.y)) + var corner2 : Vector2 = (count + Vector2(1, 1)) * Vector2(floor(repeat * uv.x), floor(repeat * uv.y)) + var rcorner : Vector2 = corner1 - corner2 + + var corner : Vector2 + var size : Vector2 + + if (rcorner.x == 0.0 && rcorner.y < count.y): + corner = corner2 + size = Vector2(1.0, count.y) + elif (rcorner.y == 0.0): + corner = corner2 + Vector2(1.0, 0.0) + size = Vector2(count.x, 1.0) + elif (rcorner.x == count.x): + corner = corner2 + Vector2(count.x, 1.0) + size = Vector2(1.0, count.y) + elif (rcorner.y == count.y): + corner = corner2 + Vector2(0.0, count.y) + size = Vector2(count.x, 1.0) + else: + corner = corner2 + Vector2(1, 1) + size = Vector2(count.x-1.0, count.y-1.0) + + return Color(corner.x / c.x, corner.y / c.y, (corner.x + size.x) / c.x, (corner.y + size.y) / c.y) + +# +#vec4 $(name_uv)_rect = bricks_$pattern($uv, vec2($columns, $rows), $repeat, $row_offset); +#vec4 $(name_uv) = brick($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $round*$round_map($uv), max(0.001, $bevel*$bevel_map($uv))); +# +#vec4 brick(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float round, float bevel) { +# float color; +# vec2 size = bmax - bmin; +# float min_size = min(size.x, size.y); +# mortar *= min_size; +# bevel *= min_size; +# round *= min_size; +# vec2 center = 0.5*(bmin+bmax); +# +# vec2 d = abs(uv-center)-0.5*(size)+vec2(round+mortar); +# color = length(max(d,vec2(0))) + min(max(d.x,d.y),0.0)-round; +# color = clamp(-color/bevel, 0.0, 1.0); +# vec2 tiled_brick_pos = mod(bmin, vec2(1.0, 1.0)); +# +# return vec4(color, center, tiled_brick_pos.x+7.0*tiled_brick_pos.y); +#} +# +#vec3 brick_uv(vec2 uv, vec2 bmin, vec2 bmax, float seed) { +# vec2 center = 0.5*(bmin + bmax); +# vec2 size = bmax - bmin; +# float max_size = max(size.x, size.y); +# +# return vec3(0.5+(uv-center)/max_size, rand(fract(center)+vec2(seed))); +#} +# +#vec3 brick_corner_uv(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float corner, float seed) { +# vec2 center = 0.5*(bmin + bmax); +# vec2 size = bmax - bmin; +# float max_size = max(size.x, size.y); +# float min_size = min(size.x, size.y); +# mortar *= min_size;\n\tcorner *= min_size; +# +# return vec3(clamp((0.5*size-vec2(mortar)-abs(uv-center))/corner, vec2(0.0), vec2(1.0)), rand(fract(center)+vec2(seed))); +#} +# +#vec4 bricks_rb(vec2 uv, vec2 count, float repeat, float offset) { +# count *= repeat; +# float x_offset = offset*step(0.5, fract(uv.y*count.y*0.5)); +# vec2 bmin = floor(vec2(uv.x*count.x-x_offset, uv.y*count.y)); +# bmin.x += x_offset;\n\tbmin /= count; +# +# return vec4(bmin, bmin+vec2(1.0)/count); +#} +# +#vec4 bricks_rb2(vec2 uv, vec2 count, float repeat, float offset) { +# count *= repeat; +# +# float x_offset = offset*step(0.5, fract(uv.y*count.y*0.5)); +# count.x = count.x*(1.0+step(0.5, fract(uv.y*count.y*0.5))); +# vec2 bmin = floor(vec2(uv.x*count.x-x_offset, uv.y*count.y)); +# +# bmin.x += x_offset; +# bmin /= count; +# return vec4(bmin, bmin+vec2(1.0)/count); +#} +# +#vec4 bricks_hb(vec2 uv, vec2 count, float repeat, float offset) { +# float pc = count.x+count.y; +# float c = pc*repeat; +# vec2 corner = floor(uv*c); +# float cdiff = mod(corner.x-corner.y, pc); +# +# if (cdiff < count.x) { +# return vec4((corner-vec2(cdiff, 0.0))/c, (corner-vec2(cdiff, 0.0)+vec2(count.x, 1.0))/c); +# } else { +# return vec4((corner-vec2(0.0, pc-cdiff-1.0))/c, (corner-vec2(0.0, pc-cdiff-1.0)+vec2(1.0, count.y))/c); +# } +#} +# +#vec4 bricks_bw(vec2 uv, vec2 count, float repeat, float offset) { +# vec2 c = 2.0*count*repeat; +# float mc = max(c.x, c.y); +# vec2 corner1 = floor(uv*c); +# vec2 corner2 = count*floor(repeat*2.0*uv); +# float cdiff = mod(dot(floor(repeat*2.0*uv), vec2(1.0)), 2.0); +# vec2 corner; +# vec2 size; +# +# if (cdiff == 0.0) { +# corner = vec2(corner1.x, corner2.y); +# size = vec2(1.0, count.y); +# } else { +# corner = vec2(corner2.x, corner1.y); +# size = vec2(count.x, 1.0); +# } +# +# return vec4(corner/c, (corner+size)/c); +#} +# +#vec4 bricks_sb(vec2 uv, vec2 count, float repeat, float offset) { +# vec2 c = (count+vec2(1.0))*repeat; +# float mc = max(c.x, c.y); +# vec2 corner1 = floor(uv*c); +# vec2 corner2 = (count+vec2(1.0))*floor(repeat*uv); +# vec2 rcorner = corner1 - corner2; +# +# vec2 corner; +# vec2 size; +# +# if (rcorner.x == 0.0 && rcorner.y < count.y) { +# corner = corner2; +# size = vec2(1.0, count.y); +# } else if (rcorner.y == 0.0) { +# corner = corner2+vec2(1.0, 0.0); +# size = vec2(count.x, 1.0); +# } else if (rcorner.x == count.x) { +# corner = corner2+vec2(count.x, 1.0); +# size = vec2(1.0, count.y); +# } else if (rcorner.y == count.y) { +# corner = corner2+vec2(0.0, count.y); +# size = vec2(count.x, 1.0); +# } else { +# corner = corner2+vec2(1.0); +# size = vec2(count.x-1.0, count.y-1.0); +# } +# +# return vec4(corner/c, (corner+size)/c); +#} + diff --git a/game/addons/mat_maker_gd/nodes/pattern/TextureRectBricks.gd b/game/addons/mat_maker_gd/nodes/pattern/TextureRectBricks.gd index a237fcf7..4c20237e 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/TextureRectBricks.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/TextureRectBricks.gd @@ -1,7 +1,7 @@ tool extends TextureRect -var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") +var Patterns = preload("res://addons/mat_maker_gd/nodes/common/patterns.gd") var image : Image var tex : ImageTexture @@ -83,11 +83,11 @@ func gen() -> void: # var brect : Color = bricks_bw(v, Vector2(p_o39644_columns, p_o39644_rows), p_o39644_repeat, p_o39644_row_offset); #SpanishBond - var brect : Color = Commons.bricks_sb(v, Vector2(p_o39644_columns, p_o39644_rows), p_o39644_repeat, p_o39644_row_offset); + var brect : Color = Patterns.bricks_sb(v, Vector2(p_o39644_columns, p_o39644_rows), p_o39644_repeat, p_o39644_row_offset); # 1, 2 - var fcolor : Color = Commons.brick(v, Vector2(brect.r, brect.g), Vector2(brect.b, brect.a), p_o39644_mortar*1.0, p_o39644_round*1.0, max(0.001, p_o39644_bevel*1.0)); + var fcolor : Color = Patterns.brick(v, Vector2(brect.r, brect.g), Vector2(brect.b, brect.a), p_o39644_mortar*1.0, p_o39644_round*1.0, max(0.001, p_o39644_bevel*1.0)); # image.set_pixel(x, y, brect) # image.set_pixel(x, y, fcolor) diff --git a/game/addons/mat_maker_gd/nodes/pattern/pattern_truchet.gd b/game/addons/mat_maker_gd/nodes/pattern/pattern_truchet.gd index 1536296d..6f519eab 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/pattern_truchet.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/pattern_truchet.gd @@ -1,7 +1,7 @@ tool extends TextureRect -var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") +var Patterns = preload("res://addons/mat_maker_gd/nodes/common/patterns.gd") var image : Image var tex : ImageTexture @@ -56,11 +56,8 @@ var seed_o9164 = 6039; var p_o9164_size = 4.000000000; func trunchet(uv : Vector2) -> Color: -# var f : float = truchet1(uv * p_o9164_size, Vector2(float(seed_o9164), float(seed_o9164))); - var f : float = Commons.truchet2(uv * p_o9164_size, Vector2(float(seed_o9164), float(seed_o9164))); - var col : Color = Color(f, f, f, 1); - - return col + return Patterns.truchet1c(uv * p_o9164_size, Vector2(float(seed_o9164), float(seed_o9164))); +# return Patterns.truchet2c(uv * p_o9164_size, Vector2(float(seed_o9164), float(seed_o9164))); func reffg(): return false diff --git a/game/addons/mat_maker_gd/nodes/pattern/pattern_weave.gd b/game/addons/mat_maker_gd/nodes/pattern/pattern_weave.gd index a18aded9..5f6e97e3 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/pattern_weave.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/pattern_weave.gd @@ -1,7 +1,7 @@ tool extends TextureRect -var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") +var Patterns = preload("res://addons/mat_maker_gd/nodes/common/patterns.gd") var image : Image var tex : ImageTexture @@ -56,9 +56,7 @@ var p_o46354_rows = 4.000000000; var p_o46354_width = 1.000000000; func weavecol(uv : Vector2) -> Color: - var f : float = Commons.weave(uv, Vector2(p_o46354_columns, p_o46354_rows), p_o46354_width*1.0); - - return Color(f, f, f, 1) + return Patterns.weavec(uv, Vector2(p_o46354_columns, p_o46354_rows), p_o46354_width*1.0); func reffg(): return false