Notes from uneven_bricks.mmg.

This commit is contained in:
Relintai 2021-10-11 13:18:24 +02:00
parent b31eb46120
commit b04d8b7fc6
3 changed files with 92 additions and 412 deletions

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@ -72,6 +72,45 @@ const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
#round, float, min: 0, max: 0.5, default: 0.1, step:0.01 (universal input)
#corner, float, min: 0, max: 0.5, default: 0.1, step:0.01
#----------------------
#bricks_uneven.mmg
#Outputs:
#Common
#vec4 $(name_uv)_rect = bricks_uneven($uv, int($iterations), $min_size, $randomness, float($seed));
#vec4 $(name_uv) = brick2($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $round*$round_map($uv), max(0.00001, $bevel*$bevel_map($uv)));
#Bricks pattern (float) - A greyscale image that shows the bricks pattern
#$(name_uv).x
#Random color (rgb) - A random color for each brick
#rand3(fract($(name_uv)_rect.xy)+rand2(vec2(float($seed))))
#Position.x (float) - The position of each brick along the X axis",
#$(name_uv).y
#Position.y (float) - The position of each brick along the Y axis
#$(name_uv).z
#Brick UV (rgb) - An UV map output for each brick, to be connected to the Map input of a CustomUV node
#brick_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, float($seed))
#Corner UV (rgb) - An UV map output for each brick corner, to be connected to the Map input of a CustomUV node
#brick_corner_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $corner, float($seed))
#Direction (float) - The direction of each brick (white: horizontal, black: vertical)
#0.5*(sign($(name_uv)_rect.z-$(name_uv)_rect.x-$(name_uv)_rect.w+$(name_uv)_rect.y)+1.0)
#Inputs:
#iterations, int, min: 1, max: 16, default:8, step:1
#min_size, float, min: 0, max: 0.5, default: 0.3, step:0.01
#randomness, float, min: 0, max: 1, default: 0.5, step:0.01
#mortar, float, min: 0, max: 0.5, default: 0.1, step:0.01 (universal input)
#bevel, float, min: 0, max: 0.5, default: 0.1, step:0.01 (universal input)
#round, float, min: 0, max: 0.5, default: 0.1, step:0.01 (universal input)
#corner, float, min: 0, max: 0.5, default: 0.1, step:0.01
enum CombinerAxisType {
SINE,
TRIANGLE,
@ -669,3 +708,56 @@ static func bricks_sb(uv : Vector2, count : Vector2, repeat : float, offset : fl
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 brick2(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float round, float bevel) {
# float color;
# vec2 size = bmax - bmin;
# 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);
#}
static func brick2(uv : Vector2, bmin : Vector2, bmax : Vector2, mortar : float, pround : float, bevel : float) -> Color:
return Color()
#vec4 bricks_uneven(vec2 uv, int iterations, float min_size, float randomness, float seed) {
# vec2 a = vec2(0.0);
# vec2 b = vec2(1.0);
# for (int i = 0; i < iterations; ++i) {
# vec2 size = b-a;
# if (max(size.x, size.y) < min_size) {
# break;
# }
#
# float x = rand(rand2(vec2(rand(a+b), seed)))*randomness+(1.0-randomness)*0.5;
#
# if (size.x > size.y) {
# x *= size.x;
#
# if (uv.x > a.x+x) {
# a.x += x;
# } else {
# b.x = a.x + x;
# }
# } else {
# x *= size.y;
#
# if (uv.y > a.y+x) {
# a.y += x;
# } else {
# b.y = a.y + x;
# }
# }
# }
#
# return vec4(a, b);
#}
static func bricks_uneven(uv : Vector2, iterations : int, min_size : float, randomness : float, pseed : float) -> Color:
return Color()

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@ -1,228 +0,0 @@
{
"name": "bricks_nontileable",
"node_position": {
"x": 0,
"y": 0
},
"parameters": {
"bevel": 0.1,
"columns": 3,
"corner": 0.3,
"mortar": 0.1,
"pattern": 0,
"repeat": 1,
"round": 0,
"row_offset": 0.5,
"rows": 6
},
"shader_model": {
"code": "vec4 $(name_uv)_rect = bricks_$pattern($uv, vec2($columns, $rows), $repeat, $row_offset);\nvec4 $(name_uv) = brick($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $round*$round_map($uv), max(0.001, $bevel*$bevel_map($uv)));\n",
"global": "vec3 brick_infinite_random_color(vec2 bmin, vec2 bmax, float seed) {\n\tvec2 center = 0.5*(bmin + bmax);\n\treturn rand3(center + vec2(seed));\n}\n",
"includes": [
"bricks"
],
"inputs": [
{
"default": "1.0",
"label": "6:",
"longdesc": "A map that affects the Mortar parameter",
"name": "mortar_map",
"shortdesc": "Mortar map",
"type": "f"
},
{
"default": "1.0",
"label": "",
"longdesc": "A map that affects the Bevel parameter",
"name": "bevel_map",
"shortdesc": "Bevel map",
"type": "f"
},
{
"default": "1.0",
"label": "",
"longdesc": "A map that affects the Round parameter",
"name": "round_map",
"shortdesc": "Round map",
"type": "f"
}
],
"instance": "",
"longdesc": "Generates different bricks patterns, with many useful outputs.",
"name": "Bricks NonTileable",
"outputs": [
{
"f": "$(name_uv).x",
"longdesc": "A greyscale image that shows the bricks pattern",
"shortdesc": "Bricks pattern",
"type": "f"
},
{
"longdesc": "A random color for each brick",
"rgb": "brick_infinite_random_color($(name_uv)_rect.xy, $(name_uv)_rect.zw, float($seed))",
"shortdesc": "Random color",
"type": "rgb"
},
{
"f": "$(name_uv).y",
"longdesc": "The position of each brick along the X axis",
"shortdesc": "Position.x",
"type": "f"
},
{
"f": "$(name_uv).z",
"longdesc": "The position of each brick along the Y axis",
"shortdesc": "Position.y",
"type": "f"
},
{
"longdesc": "An UV map output for each brick, to be connected to the Map input of a CustomUV node",
"rgb": "brick_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, float($seed))",
"shortdesc": "Brick UV",
"type": "rgb"
},
{
"longdesc": "An UV map output for each brick corner, to be connected to the Map input of a CustomUV node",
"rgb": "brick_corner_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $corner, float($seed))",
"shortdesc": "Corner UV",
"type": "rgb"
},
{
"f": "0.5*(sign($(name_uv)_rect.z-$(name_uv)_rect.x-$(name_uv)_rect.w+$(name_uv)_rect.y)+1.0)",
"longdesc": "The direction of each brick (white: horizontal, black: vertical)",
"shortdesc": "Direction",
"type": "f"
}
],
"parameters": [
{
"default": 0,
"label": "",
"longdesc": "The type of brick pattern",
"name": "pattern",
"shortdesc": "Pattern",
"type": "enum",
"values": [
{
"name": "Running bond",
"value": "rb"
},
{
"name": "Running bond (2)",
"value": "rb2"
},
{
"name": "HerringBone",
"value": "hb"
},
{
"name": "Basket weave",
"value": "bw"
},
{
"name": "Spanish bond",
"value": "sb"
}
]
},
{
"control": "None",
"default": 1,
"label": "Repeat:",
"longdesc": "The number of repetitions of the whole pattern",
"max": 8,
"min": 1,
"name": "repeat",
"shortdesc": "Repeat",
"step": 1,
"type": "float"
},
{
"control": "None",
"default": 6,
"label": "Rows:",
"longdesc": "The number of rows of a pattern",
"max": 64,
"min": 1,
"name": "rows",
"shortdesc": "Rows",
"step": 1,
"type": "float"
},
{
"control": "None",
"default": 3,
"label": "Columns:",
"longdesc": "The number of columns of a pattern",
"max": 64,
"min": 1,
"name": "columns",
"shortdesc": "Columns",
"step": 1,
"type": "float"
},
{
"control": "None",
"default": 0.5,
"label": "Offset:",
"longdesc": "The offset of the pattern (not useful for all patterns)",
"max": 1,
"min": 0,
"name": "row_offset",
"shortdesc": "Offset",
"step": 0.01,
"type": "float"
},
{
"control": "None",
"default": 0.1,
"label": "Mortar:",
"longdesc": "The width of the space between bricks",
"max": 0.5,
"min": 0,
"name": "mortar",
"shortdesc": "Mortar",
"step": 0.01,
"type": "float"
},
{
"control": "None",
"default": 0.1,
"label": "Bevel:",
"longdesc": "The width of the edge of each brick",
"max": 0.5,
"min": 0,
"name": "bevel",
"shortdesc": "Bevel",
"step": 0.01,
"type": "float"
},
{
"control": "None",
"default": 0,
"label": "Round:",
"longdesc": "The radius of the round corners of bricks",
"max": 0.5,
"min": 0,
"name": "round",
"shortdesc": "Round",
"step": 0.01,
"type": "float"
},
{
"control": "None",
"default": 0.1,
"label": "Corner:",
"longdesc": "The size of the corner part of each brick (only used by the Corner UV output)",
"max": 0.5,
"min": 0,
"name": "corner",
"shortdesc": "Corner",
"step": 0.01,
"type": "float"
}
],
"shortdesc": "Simple bricks patterns"
},
"type": "shader"
}

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@ -1,184 +0,0 @@
{
"name": "bricks_uneven",
"node_position": {
"x": 0,
"y": 0
},
"parameters": {
"bevel": 0.01,
"corner": 0,
"iterations": 8,
"min_size": 0.3,
"mortar": 0.01,
"randomness": 0.5,
"round": 0
},
"shader_model": {
"code": "vec4 $(name_uv)_rect = bricks_uneven($uv, int($iterations), $min_size, $randomness, float($seed));\nvec4 $(name_uv) = brick2($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $round*$round_map($uv), max(0.00001, $bevel*$bevel_map($uv)));\n",
"global": "vec4 brick2(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float round, float bevel) {\n\tfloat color;\n\tvec2 size = bmax - bmin;\n\tvec2 center = 0.5*(bmin+bmax);\n vec2 d = abs(uv-center)-0.5*(size)+vec2(round+mortar);\n color = length(max(d,vec2(0))) + min(max(d.x,d.y),0.0)-round;\n\tcolor = clamp(-color/bevel, 0.0, 1.0);\n\tvec2 tiled_brick_pos = mod(bmin, vec2(1.0, 1.0));\n\treturn vec4(color, center, tiled_brick_pos.x+7.0*tiled_brick_pos.y);\n}\n\nvec4 bricks_uneven(vec2 uv, int iterations, float min_size, float randomness, float seed) {\n\tvec2 a = vec2(0.0);\n\tvec2 b = vec2(1.0);\n\t\n\tfor (int i = 0; i < iterations; ++i) {\n\t\tvec2 size = b-a;\n\t\tif (max(size.x, size.y) < min_size) {\n\t\tbreak;\n\t\t}\n\t\tfloat x = rand(rand2(vec2(rand(a+b), seed)))*randomness+(1.0-randomness)*0.5;\n\t\tif (size.x > size.y) {\n\t\t\tx *= size.x;\n\t\t\tif (uv.x > a.x+x) {\n\t\t\t\ta.x += x;\n\t\t\t} else {\n\t\t\t\tb.x = a.x + x;\n\t\t\t}\n\t\t} else {\n\t\t\tx *= size.y;\n\t\t\tif (uv.y > a.y+x) {\n\t\t\t\ta.y += x;\n\t\t\t} else {\n\t\t\t\tb.y = a.y + x;\n\t\t\t}\n\t\t}\n\t}\n\treturn vec4(a, b);\n}\n",
"includes": [
"bricks"
],
"inputs": [
{
"default": "1.0",
"label": "4:",
"longdesc": "A map that affects the Mortar parameter",
"name": "mortar_map",
"shortdesc": "Mortar map",
"type": "f"
},
{
"default": "1.0",
"label": "",
"longdesc": "A map that affects the Bevel parameter",
"name": "bevel_map",
"shortdesc": "Bevel map",
"type": "f"
},
{
"default": "1.0",
"label": "",
"longdesc": "A map that affects the Round parameter",
"name": "round_map",
"shortdesc": "Round map",
"type": "f"
}
],
"instance": "",
"longdesc": "Generates an uneven bricks pattern.",
"name": "Uneven Bricks",
"outputs": [
{
"f": "$(name_uv).x",
"longdesc": "A greyscale image that shows the bricks pattern",
"shortdesc": "Bricks pattern",
"type": "f"
},
{
"longdesc": "A random color for each brick",
"rgb": "rand3(fract($(name_uv)_rect.xy)+rand2(vec2(float($seed))))",
"shortdesc": "Random color",
"type": "rgb"
},
{
"f": "$(name_uv).y",
"longdesc": "The position of each brick along the X axis",
"shortdesc": "Position.x",
"type": "f"
},
{
"f": "$(name_uv).z",
"longdesc": "The position of each brick along the Y axis",
"shortdesc": "Position.y",
"type": "f"
},
{
"longdesc": "An UV map output for each brick, to be connected to the Map input of a CustomUV node",
"rgb": "brick_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, float($seed))",
"shortdesc": "Brick UV",
"type": "rgb"
},
{
"longdesc": "An UV map output for each brick corner, to be connected to the Map input of a CustomUV node",
"rgb": "brick_corner_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $corner, float($seed))",
"shortdesc": "Corner UV",
"type": "rgb"
},
{
"f": "0.5*(sign($(name_uv)_rect.z-$(name_uv)_rect.x-$(name_uv)_rect.w+$(name_uv)_rect.y)+1.0)",
"longdesc": "The direction of each brick (white: horizontal, black: vertical)",
"shortdesc": "Direction",
"type": "f"
}
],
"parameters": [
{
"control": "None",
"default": 8,
"label": "Iterations",
"longdesc": "The number of iterations of the brick split operation",
"max": 16,
"min": 1,
"name": "iterations",
"shortdesc": "Iterations",
"step": 1,
"type": "float"
},
{
"control": "None",
"default": 0.3,
"label": "Min size:",
"longdesc": "The minimum size of a brick",
"max": 0.5,
"min": 0,
"name": "min_size",
"shortdesc": "Minimum size",
"step": 0.01,
"type": "float"
},
{
"control": "None",
"default": 0.5,
"label": "Randomness",
"longdesc": "The randomness of the pattern",
"max": 1,
"min": 0,
"name": "randomness",
"shortdesc": "Randomness",
"step": 0.01,
"type": "float"
},
{
"control": "None",
"default": 0.05,
"label": "Mortar:",
"longdesc": "The width of the space between bricks",
"max": 0.5,
"min": 0,
"name": "mortar",
"shortdesc": "Mortar",
"step": 0.001,
"type": "float"
},
{
"control": "None",
"default": 0.05,
"label": "Bevel:",
"longdesc": "The width of the edge of each brick",
"max": 0.5,
"min": 0,
"name": "bevel",
"shortdesc": "Bevel",
"step": 0.001,
"type": "float"
},
{
"control": "None",
"default": 0,
"label": "Round:",
"longdesc": "The radius of the round corners of bricks",
"max": 0.5,
"min": 0,
"name": "round",
"shortdesc": "Round",
"step": 0.01,
"type": "float"
},
{
"control": "None",
"default": 0.1,
"label": "Corner:",
"longdesc": "The size of the corner part of each brick (only used by the Corner UV output)",
"max": 0.5,
"min": 0,
"name": "corner",
"shortdesc": "Corner",
"step": 0.01,
"type": "float"
}
],
"shortdesc": "Uneven bricks"
},
"type": "shader"
}