Runes node.

This commit is contained in:
Relintai 2021-10-18 18:14:08 +02:00
parent 2b2c485992
commit a186c71f9a
3 changed files with 50 additions and 75 deletions

View File

@ -585,13 +585,13 @@ static func scratchesc(uv : Vector2, layers : int, size : Vector2, waviness : fl
return Color(f, f, f, 1)
static func runesc(uv : Vector2, col_row : Vector2) -> Color:
var f : float = rune(col_row * uv);
static func runesc(uv : Vector2, col_row : Vector2, pseed : float) -> Color:
var f : float = rune(col_row * uv, pseed);
return Color(f, f, f, 1)
static func runesf(uv : Vector2, col_row : Vector2) -> float:
return rune(col_row * uv);
static func runesf(uv : Vector2, col_row : Vector2, pseed : float) -> float:
return rune(col_row * uv, pseed);
#sdline.mmg
#vec2 sdLine(vec2 p, vec2 a, vec2 b) {
@ -643,17 +643,17 @@ static func runesf(uv : Vector2, col_row : Vector2) -> float:
# makes a rune in the 0..1 uv space. Seed is which rune to draw.
# passes back gray in x and derivates for lighting in yz
static func rune(uv : Vector2) -> float:
static func rune(uv : Vector2, pseed : float) -> float:
var finalLine : float = 0.0;
var pseed : Vector2 = Commons.floorv2(uv) - Vector2(0.41, 0.41);
var sseed : Vector2 = Commons.floorv2(uv) - Vector2(pseed, pseed);
uv = Commons.fractv2(uv);
for i in range(4):# (int i = 0; i < 4; i++): # // number of strokes
var posA : Vector2 = Commons.rand2(Commons.floorv2(pseed + Vector2(0.5, 0.5)));
var posB : Vector2 = Commons.rand2(Commons.floorv2(pseed + Vector2(1.5, 1.5)));
pseed.x += 2.0;
pseed.y += 2.0;
var posA : Vector2 = Commons.rand2(Commons.floorv2(sseed + Vector2(0.5, 0.5)));
var posB : Vector2 = Commons.rand2(Commons.floorv2(sseed + Vector2(1.5, 1.5)));
sseed.x += 2.0;
sseed.y += 2.0;
# expand the range and mod it to get a nicely distributed random number - hopefully. :)

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@ -1,65 +0,0 @@
tool
extends MMNode
var Patterns = preload("res://addons/mat_maker_gd/nodes/common/patterns.gd")
var image : Image
var tex : ImageTexture
export(Vector2) var bmin : Vector2 = Vector2(0.1, 0.1)
export(Vector2) var bmax : Vector2 = Vector2(1, 1)
export(bool) var refresh setget reff,reffg
func _ready():
if !Engine.editor_hint:
gen()
func gen() -> void:
if !image:
image = Image.new()
image.create(300, 300, false, Image.FORMAT_RGBA8)
if !tex:
tex = ImageTexture.new()
# var bmin : Vector2 = Vector2(0.1, 0.1)
# var bmax : Vector2 = Vector2(1, 1)
image.lock()
var w : float = image.get_width()
var h : float = image.get_width()
var pseed : float = randf() + randi()
for x in range(image.get_width()):
for y in range(image.get_height()):
var v : Vector2 = Vector2(x / w, y / h)
# var f : float = pattern(v, 4, 4, CombinerType.MULTIPLY, CombinerAxisType.SINE, CombinerAxisType.SINE)
var col : Color = runecol(v)
image.set_pixel(x, y, col)
image.unlock()
tex.create_from_image(image)
# texture = tex
var p_o49619_columns = 4.000000000;
var p_o49619_rows = 4.000000000;
func runecol(uv : Vector2) -> Color:
return Patterns.runesc(uv, Vector2(p_o49619_columns, p_o49619_rows))
func reffg():
return false
func reff(bb):
if bb:
gen()

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@ -0,0 +1,40 @@
tool
extends MMNode
var Patterns = preload("res://addons/mat_maker_gd/nodes/common/patterns.gd")
export(Resource) var image : Resource
export(Vector2) var size : Vector2 = Vector2(4, 4)
func _init_properties():
if !image:
image = MMNodeUniversalProperty.new()
image.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
image.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
register_output_property(image)
func _register_methods(mm_graph_node) -> void:
mm_graph_node.add_slot_texture_universal(image)
mm_graph_node.add_slot_vector2("get_size", "set_size", "Size", 1)
func _render(material) -> void:
var img : Image = render_image(material)
image.set_value(img)
func get_value_for(uv : Vector2, pseed : int) -> Color:
var ps : float = 1.0 / float(pseed)
#Rune(vec2($columns, $rows)*$uv, float($seed))
return Patterns.runesc(uv, size, ps)
#size
func get_size() -> Vector2:
return size
func set_size(val : Vector2) -> void:
size = val
set_dirty(true)