mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-21 13:16:49 +01:00
Moving pattern related things to a central patterns.gd.
This commit is contained in:
parent
5129cda7f1
commit
cb7fd0a873
@ -1,23 +1,5 @@
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extends Reference
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enum CombinerAxisType {
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SINE,
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TRIANGLE,
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SQUARE,
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SAWTOOTH,
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CONSTANT,
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BOUNCE
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}
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enum CombinerType {
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MULTIPLY,
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ADD,
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MAX,
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MIN,
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XOR,
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POW
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}
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static func clampv3(v : Vector3, mi : Vector3, ma : Vector3) -> Vector3:
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v.x = clamp(v.x, mi.x, ma.x)
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v.y = clamp(v.y, mi.y, ma.y)
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@ -206,78 +188,6 @@ static func color_dots(uv : Vector2, size : float, pseed : int) -> Vector3:
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var point_pos : Vector2 = floorv2(uv) + Vector2(0.5, 0.5);
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return rand3(seed2 + point_pos);
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static func beehive_dist(p : Vector2) -> float:
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var s : Vector2 = Vector2(1.0, 1.73205080757);
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p = absv2(p);
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return max(p.dot(s*.5), p.x);
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static func beehive_center(p : Vector2) -> Color:
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var s : Vector2 = Vector2(1.0, 1.73205080757);
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var hC : Color = Color(p.x, p.y, p.x - 0.5, p.y - 1) / Color(s.x, s.y, s.x, s.y);
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hC = floorc(Color(p.x, p.y, p.x - 0.5, p.y - 1) / Color(s.x, s.y, s.x, s.y)) + Color(0.5, 0.5, 0.5, 0.5);
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var v1 : Vector2 = Vector2(p.x - hC.r * s.x, p.y - hC.g * s.y)
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var v2 : Vector2 = Vector2(p.x - (hC.b + 0.5) * s.x, p.y - (hC.a + 0.5) * s.y)
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var h : Color = Color(v1.x, v1.y, v2.x, v2.y);
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if Vector2(h.r, h.g).dot(Vector2(h.r, h.g)) < Vector2(h.b, h.a).dot(Vector2(h.b, h.a)):
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return Color(h.r, h.g, hC.r, hC.g)
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else:
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return Color(h.b, h.a, hC.b + 9.73, hC.a + 9.73)
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#return dot(h.xy, h.xy) < dot(h.zw, h.zw) ? Color(h.xy, hC.xy) : Color(h.zw, hC.zw + 9.73);
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static func pattern(uv : Vector2, x_scale : float, y_scale : float, ct : int, catx : int, caty : int) -> float:
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var x : float = 0
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var y : float = 0
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#in c++ these ifs should be function pointers or macros in the caller
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if catx == CombinerAxisType.SINE:
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x = wave_sine(x_scale * uv.x)
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elif catx == CombinerAxisType.TRIANGLE:
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x = wave_triangle(x_scale * uv.x)
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elif catx == CombinerAxisType.SQUARE:
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x = wave_square(x_scale * uv.x)
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elif catx == CombinerAxisType.SAWTOOTH:
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x = wave_sawtooth(x_scale * uv.x)
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elif catx == CombinerAxisType.CONSTANT:
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x = wave_constant(x_scale * uv.x)
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elif catx == CombinerAxisType.BOUNCE:
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x = wave_bounce(x_scale * uv.x)
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if caty == CombinerAxisType.SINE:
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y = wave_sine(y_scale * uv.y)
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elif caty == CombinerAxisType.TRIANGLE:
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y = wave_triangle(y_scale * uv.y)
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elif caty == CombinerAxisType.SQUARE:
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y = wave_square(y_scale * uv.y)
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elif caty == CombinerAxisType.SAWTOOTH:
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y = wave_sawtooth(y_scale * uv.y)
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elif caty == CombinerAxisType.CONSTANT:
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y = wave_constant(y_scale * uv.y)
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elif caty == CombinerAxisType.BOUNCE:
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y = wave_bounce(y_scale * uv.y)
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if ct == CombinerType.MULTIPLY:
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return mix_mul(x, y)
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elif ct == CombinerType.ADD:
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return mix_add(x, y);
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elif ct == CombinerType.MAX:
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return mix_max(x, y);
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elif ct == CombinerType.MIN:
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return mix_min(x, y);
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elif ct == CombinerType.XOR:
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return mix_xor(x, y);
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elif ct == CombinerType.POW:
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return mix_pow(x, y);
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return 0.0
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static func wave_constant(x : float) -> float:
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return 1.0;
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@ -336,84 +246,6 @@ static func ThickLine(uv : Vector2, posA : Vector2, posB : Vector2, radiusInv :
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return finalGray;
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# makes a rune in the 0..1 uv space. Seed is which rune to draw.
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# passes back gray in x and derivates for lighting in yz
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static func Rune(uv : Vector2) -> float:
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var finalLine : float = 0.0;
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var pseed : Vector2 = floorv2(uv) - Vector2(0.41, 0.41);
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uv = fractv2(uv);
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for i in range(4):# (int i = 0; i < 4; i++): # // number of strokes
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var posA : Vector2 = rand2(floorv2(pseed + Vector2(0.5, 0.5)));
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var posB : Vector2 = rand2(floorv2(pseed + Vector2(1.5, 1.5)));
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pseed.x += 2.0;
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pseed.y += 2.0;
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# expand the range and mod it to get a nicely distributed random number - hopefully. :)
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posA = fractv2(posA * 128.0);
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posB = fractv2(posB * 128.0);
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# each rune touches the edge of its box on all 4 sides
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if (i == 0):
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posA.y = 0.0;
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if (i == 1):
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posA.x = 0.999;
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if (i == 2):
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posA.x = 0.0;
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if (i == 3):
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posA.y = 0.999;
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# snap the random line endpoints to a grid 2x3
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var snaps : Vector2 = Vector2(2.0, 3.0);
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posA = (floorv2(posA * snaps) + Vector2(0.5, 0.5)) / snaps; # + 0.5 to center it in a grid cell
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posB = (floorv2(posB * snaps) + Vector2(0.5, 0.5)) / snaps;
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#if (distance(posA, posB) < 0.0001) continue; // eliminate dots.
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# Dots (degenerate lines) are not cross-GPU safe without adding 0.001 - divide by 0 error.
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finalLine = max(finalLine, ThickLine(uv, posA, posB + Vector2(0.001, 0.001), 20.0));
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return finalLine;
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static func scratch(uv : Vector2, size : Vector2, waviness : float, angle : float, randomness : float, pseed : Vector2) -> float:
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var subdivide : float = floor(1.0/size.x);
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var cut : float = size.x*subdivide;
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uv *= subdivide;
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var r1 : Vector2 = rand2(floorv2(uv) + pseed);
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var r2 : Vector2 = rand2(r1);
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uv = fractv2(uv);
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uv = 2.0 * uv - Vector2(1, 1);
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var a : float = 6.28*(angle+(r1.x-0.5)*randomness);
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var c : float = cos(a);
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var s : float = sin(a);
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uv = Vector2(c*uv.x+s*uv.y, s*uv.x-c*uv.y);
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uv.y += 2.0*r1.y-1.0;
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uv.y += 0.5*waviness*cos(2.0*uv.x+6.28*r2.y);
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uv.x /= cut;
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uv.y /= subdivide*size.y;
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return (1.0-uv.x*uv.x)*max(0.0, 1.0-1000.0*uv.y*uv.y);
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static func scratches(uv : Vector2, layers : int, size : Vector2, waviness : float, angle : float, randomness : float, pseed : Vector2) -> float:
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var v : float = 0.0;
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for i in range(layers):# (int i = 0; i < layers; ++i) {
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v = max(v, scratch(fractv2(uv + pseed), size, waviness, angle/360.0, randomness, pseed));
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pseed = rand2(pseed);
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return v;
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static func truchet1(uv : Vector2, pseed : Vector2) -> float:
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var i : Vector2 = floorv2(uv);
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var f : Vector2 = fractv2(uv) - Vector2(0.5, 0.5);
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234
game/addons/mat_maker_gd/nodes/common/patterns.gd
Normal file
234
game/addons/mat_maker_gd/nodes/common/patterns.gd
Normal file
@ -0,0 +1,234 @@
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extends Reference
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const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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enum CombinerAxisType {
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SINE,
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TRIANGLE,
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SQUARE,
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SAWTOOTH,
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CONSTANT,
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BOUNCE
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}
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enum CombinerType {
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MULTIPLY,
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ADD,
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MAX,
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MIN,
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XOR,
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POW
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}
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static func pattern(uv : Vector2, x_scale : float, y_scale : float, ct : int, catx : int, caty : int) -> float:
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var x : float = 0
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var y : float = 0
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#in c++ these ifs should be function pointers or macros in the caller
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if catx == CombinerAxisType.SINE:
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x = Commons.wave_sine(x_scale * uv.x)
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elif catx == CombinerAxisType.TRIANGLE:
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x = Commons.wave_triangle(x_scale * uv.x)
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elif catx == CombinerAxisType.SQUARE:
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x = Commons.wave_square(x_scale * uv.x)
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elif catx == CombinerAxisType.SAWTOOTH:
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x = Commons.wave_sawtooth(x_scale * uv.x)
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elif catx == CombinerAxisType.CONSTANT:
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x = Commons.wave_constant(x_scale * uv.x)
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elif catx == CombinerAxisType.BOUNCE:
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x = Commons.wave_bounce(x_scale * uv.x)
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if caty == CombinerAxisType.SINE:
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y = Commons.wave_sine(y_scale * uv.y)
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elif caty == CombinerAxisType.TRIANGLE:
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y = Commons.wave_triangle(y_scale * uv.y)
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elif caty == CombinerAxisType.SQUARE:
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y = Commons.wave_square(y_scale * uv.y)
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elif caty == CombinerAxisType.SAWTOOTH:
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y = Commons.wave_sawtooth(y_scale * uv.y)
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elif caty == CombinerAxisType.CONSTANT:
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y = Commons.wave_constant(y_scale * uv.y)
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elif caty == CombinerAxisType.BOUNCE:
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y = Commons.wave_bounce(y_scale * uv.y)
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if ct == CombinerType.MULTIPLY:
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return Commons.mix_mul(x, y)
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elif ct == CombinerType.ADD:
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return Commons.mix_add(x, y);
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elif ct == CombinerType.MAX:
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return Commons.mix_max(x, y);
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elif ct == CombinerType.MIN:
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return Commons.mix_min(x, y);
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elif ct == CombinerType.XOR:
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return Commons.mix_xor(x, y);
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elif ct == CombinerType.POW:
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return Commons.mix_pow(x, y);
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return 0.0
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static func sinewavec(uv : Vector2, amplitude : float, frequency : float, phase : float) -> Color:
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var f : float = 1.0- abs(2.0 * (uv.y-0.5) - amplitude * sin((frequency* uv.x + phase) * 6.28318530718));
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return Color(f, f, f, 1)
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static func sinewavef(uv : Vector2, amplitude : float, frequency : float, phase : float) -> float:
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return 1.0- abs(2.0 * (uv.y-0.5) - amplitude * sin((frequency* uv.x + phase) * 6.28318530718));
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static func scratch(uv : Vector2, size : Vector2, waviness : float, angle : float, randomness : float, pseed : Vector2) -> float:
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var subdivide : float = floor(1.0/size.x);
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var cut : float = size.x*subdivide;
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uv *= subdivide;
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var r1 : Vector2 = Commons.rand2(Commons.floorv2(uv) + pseed);
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var r2 : Vector2 = Commons.rand2(r1);
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uv = Commons.fractv2(uv);
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uv = 2.0 * uv - Vector2(1, 1);
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var a : float = 6.28*(angle+(r1.x-0.5)*randomness);
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var c : float = cos(a);
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var s : float = sin(a);
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uv = Vector2(c*uv.x+s*uv.y, s*uv.x-c*uv.y);
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uv.y += 2.0*r1.y-1.0;
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uv.y += 0.5*waviness*cos(2.0*uv.x+6.28*r2.y);
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uv.x /= cut;
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uv.y /= subdivide*size.y;
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return (1.0-uv.x*uv.x)*max(0.0, 1.0-1000.0*uv.y*uv.y);
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static func scratches(uv : Vector2, layers : int, size : Vector2, waviness : float, angle : float, randomness : float, pseed : Vector2) -> float:
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var v : float = 0.0;
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for i in range(layers):# (int i = 0; i < layers; ++i) {
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v = max(v, scratch(Commons.fractv2(uv + pseed), size, waviness, angle/360.0, randomness, pseed));
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pseed = Commons.rand2(pseed);
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return v;
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static func scratchesc(uv : Vector2, layers : int, size : Vector2, waviness : float, angle : float, randomness : float, pseed : Vector2) -> Color:
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var f : float = scratches(uv, layers, size, waviness, angle, randomness, pseed)
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return Color(f, f, f, 1)
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static func runesc(uv : Vector2, col_row : Vector2) -> Color:
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var f : float = rune(col_row * uv);
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return Color(f, f, f, 1)
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static func runesf(uv : Vector2, col_row : Vector2) -> float:
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return rune(col_row * uv);
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# makes a rune in the 0..1 uv space. Seed is which rune to draw.
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# passes back gray in x and derivates for lighting in yz
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static func rune(uv : Vector2) -> float:
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var finalLine : float = 0.0;
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var pseed : Vector2 = Commons.floorv2(uv) - Vector2(0.41, 0.41);
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uv = Commons.fractv2(uv);
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for i in range(4):# (int i = 0; i < 4; i++): # // number of strokes
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var posA : Vector2 = Commons.rand2(Commons.floorv2(pseed + Vector2(0.5, 0.5)));
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var posB : Vector2 = Commons.rand2(Commons.floorv2(pseed + Vector2(1.5, 1.5)));
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pseed.x += 2.0;
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pseed.y += 2.0;
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# expand the range and mod it to get a nicely distributed random number - hopefully. :)
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posA = Commons.fractv2(posA * 128.0);
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posB = Commons.fractv2(posB * 128.0);
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# each rune touches the edge of its box on all 4 sides
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if (i == 0):
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posA.y = 0.0;
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if (i == 1):
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posA.x = 0.999;
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if (i == 2):
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posA.x = 0.0;
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if (i == 3):
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posA.y = 0.999;
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# snap the random line endpoints to a grid 2x3
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var snaps : Vector2 = Vector2(2.0, 3.0);
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posA = (Commons.floorv2(posA * snaps) + Vector2(0.5, 0.5)) / snaps; # + 0.5 to center it in a grid cell
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posB = (Commons.floorv2(posB * snaps) + Vector2(0.5, 0.5)) / snaps;
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#if (distance(posA, posB) < 0.0001) continue; // eliminate dots.
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# Dots (degenerate lines) are not cross-GPU safe without adding 0.001 - divide by 0 error.
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finalLine = max(finalLine, Commons.ThickLine(uv, posA, posB + Vector2(0.001, 0.001), 20.0));
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return finalLine;
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static func IChingc(uv : Vector2, row_col : Vector2, pseed : int) -> Color:
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var f : float = IChing(row_col * uv, float(pseed));
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return Color(f, f, f, 1)
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static func IChing(uv : Vector2, pseed : float) -> float:
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var value : int = int(32.0 * Commons.rand(Commons.floorv2(uv) + Vector2(pseed, pseed)));
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var base : float = Commons.step(0.5, Commons.fract(Commons.fract(uv.y)*6.5))*Commons.step(0.04, Commons.fract(uv.y+0.02)) * Commons.step(0.2, Commons.fract(uv.x+0.1));
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var bit : int = int(Commons.fract(uv.y)*6.5);
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return base * Commons.step(0.1*Commons.step(float(bit & value), 0.5), Commons.fract(uv.x+0.55));
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static func beehive_1c(uv : Vector2, size : Vector2, pseed : int) -> Color:
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var o80035_0_uv : Vector2 = uv * Vector2(size.x, size.y * 1.73205080757);
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var center : Color = beehive_center(o80035_0_uv);
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var f : float = 1.0 - 2.0 * beehive_dist(Vector2(center.r, center.g));
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return Color(f, f, f, 1)
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static func beehive_2c(uv : Vector2, size : Vector2, pseed : int) -> Color:
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var o80035_0_uv : Vector2 = uv * Vector2(size.x, size.y * 1.73205080757);
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var center : Color = beehive_center(o80035_0_uv);
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var f : float = 1.0 - 2.0 * beehive_dist(Vector2(center.r, center.g));
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var v : Vector3 = Commons.rand3(Commons.fractv2(Vector2(center.b, center.a) / Vector2(size.x, size.y)) + Vector2(float(pseed),float(pseed)));
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return Color(v.x, v.y, v.z, 1)
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static func beehive_3c(uv : Vector2, size : Vector2, pseed : int) -> Color:
|
||||
var o80035_0_uv : Vector2 = uv * Vector2(size.x, size.y * 1.73205080757);
|
||||
var center : Color = beehive_center(o80035_0_uv);
|
||||
|
||||
#var f : float = 1.0 - 2.0 * beehive_dist(Vector2(center.r, center.g));
|
||||
|
||||
var v1 : Vector2 = Vector2(0.5, 0.5) + Vector2(center.r, center.g)
|
||||
var ff : float = Commons.rand(Commons.fractv2(Vector2(center.b, center.a) / Vector2(size.x, size.y)) + Vector2(float(pseed), float(pseed)))
|
||||
|
||||
var c : Color = Color(v1.x, v1.y, ff, ff);
|
||||
|
||||
return c
|
||||
|
||||
static func beehive_dist(p : Vector2) -> float:
|
||||
var s : Vector2 = Vector2(1.0, 1.73205080757);
|
||||
|
||||
p = Commons.absv2(p);
|
||||
|
||||
return max(p.dot(s*.5), p.x);
|
||||
|
||||
static func beehive_center(p : Vector2) -> Color:
|
||||
var s : Vector2 = Vector2(1.0, 1.73205080757);
|
||||
|
||||
var hC : Color = Color(p.x, p.y, p.x - 0.5, p.y - 1) / Color(s.x, s.y, s.x, s.y);
|
||||
|
||||
hC = Commons.floorc(Color(p.x, p.y, p.x - 0.5, p.y - 1) / Color(s.x, s.y, s.x, s.y)) + Color(0.5, 0.5, 0.5, 0.5);
|
||||
|
||||
var v1 : Vector2 = Vector2(p.x - hC.r * s.x, p.y - hC.g * s.y)
|
||||
var v2 : Vector2 = Vector2(p.x - (hC.b + 0.5) * s.x, p.y - (hC.a + 0.5) * s.y)
|
||||
|
||||
var h : Color = Color(v1.x, v1.y, v2.x, v2.y);
|
||||
|
||||
if Vector2(h.r, h.g).dot(Vector2(h.r, h.g)) < Vector2(h.b, h.a).dot(Vector2(h.b, h.a)):
|
||||
return Color(h.r, h.g, hC.r, hC.g)
|
||||
else:
|
||||
return Color(h.b, h.a, hC.b + 9.73, hC.a + 9.73)
|
||||
|
||||
#return dot(h.xy, h.xy) < dot(h.zw, h.zw) ? Color(h.xy, hC.xy) : Color(h.zw, hC.zw + 9.73);
|
||||
|
@ -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
|
||||
@ -57,36 +57,13 @@ var p_o80035_sx = 4.000000000;
|
||||
var p_o80035_sy = 4.000000000;
|
||||
|
||||
func beehive_1_col(uv : Vector2) -> Color:
|
||||
var o80035_0_uv : Vector2 = ((uv)) * Vector2(p_o80035_sx, p_o80035_sy * 1.73205080757);
|
||||
var center : Color = Commons.beehive_center(o80035_0_uv);
|
||||
|
||||
var f : float = 1.0 - 2.0 * Commons.beehive_dist(Vector2(center.r, center.g));
|
||||
|
||||
return Color(f, f, f, 1)
|
||||
return Patterns.beehive_1c(uv, Vector2(p_o80035_sx, p_o80035_sy), seed_o80035)
|
||||
|
||||
func beehive_2_col(uv : Vector2) -> Color:
|
||||
var o80035_0_uv : Vector2 = ((uv)) * Vector2(p_o80035_sx, p_o80035_sy * 1.73205080757);
|
||||
var center : Color = Commons.beehive_center(o80035_0_uv);
|
||||
|
||||
var f : float = 1.0 - 2.0 * Commons.beehive_dist(Vector2(center.r, center.g));
|
||||
|
||||
var v : Vector3 = Commons.rand3(Commons.fractv2(Vector2(center.b, center.a) / Vector2(p_o80035_sx, p_o80035_sy)) + Vector2(float(seed_o80035),float(seed_o80035)));
|
||||
|
||||
return Color(v.x, v.y, v.z, 1)
|
||||
return Patterns.beehive_2c(uv, Vector2(p_o80035_sx, p_o80035_sy), seed_o80035)
|
||||
|
||||
func beehive_3_col(uv : Vector2) -> Color:
|
||||
var o80035_0_uv : Vector2 = ((uv)) * Vector2(p_o80035_sx, p_o80035_sy * 1.73205080757);
|
||||
var center : Color = Commons.beehive_center(o80035_0_uv);
|
||||
|
||||
#var f : float = 1.0 - 2.0 * beehive_dist(Vector2(center.r, center.g));
|
||||
|
||||
var v1 : Vector2 = Vector2(0.5, 0.5) + Vector2(center.r, center.g)
|
||||
var ff : float = Commons.rand(Commons.fractv2(Vector2(center.b, center.a) / Vector2(p_o80035_sx, p_o80035_sy)) + Vector2(float(seed_o80035), float(seed_o80035)))
|
||||
|
||||
var c : Color = Color(v1.x, v1.y, ff, ff);
|
||||
|
||||
return c
|
||||
|
||||
return Patterns.beehive_3c(uv, Vector2(p_o80035_sx, p_o80035_sy), seed_o80035)
|
||||
|
||||
func reffg():
|
||||
return false
|
||||
|
@ -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
|
||||
@ -37,7 +37,7 @@ func gen() -> void:
|
||||
for y in range(image.get_height()):
|
||||
var v : Vector2 = Vector2(x / w, y / h)
|
||||
|
||||
var f : float = Commons.pattern(v, 4, 4, Commons.CombinerType.MULTIPLY, Commons.CombinerAxisType.SINE, Commons.CombinerAxisType.SINE)
|
||||
var f : float = Patterns.pattern(v, 4, 4, Patterns.CombinerType.MULTIPLY, Patterns.CombinerAxisType.SINE, Patterns.CombinerAxisType.SINE)
|
||||
|
||||
var col : Color = Color(f, f, f, 1)
|
||||
|
||||
|
@ -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
|
||||
@ -40,7 +40,7 @@ func gen() -> void:
|
||||
|
||||
# var f : float = pattern(v, 4, 4, CombinerType.MULTIPLY, CombinerAxisType.SINE, CombinerAxisType.SINE)
|
||||
|
||||
var col : Color = runecol(v)
|
||||
var col : Color = IChingc(v)
|
||||
|
||||
image.set_pixel(x, y, col)
|
||||
|
||||
@ -54,17 +54,8 @@ var seed_o57193 = 16936;
|
||||
var p_o57193_columns = 2.000000000;
|
||||
var p_o57193_rows = 2.000000000;
|
||||
|
||||
func runecol(uv : Vector2) -> Color:
|
||||
var f : float = IChing(Vector2(p_o57193_columns, p_o57193_rows)*((uv)), float(seed_o57193));
|
||||
|
||||
return Color(f, f, f, 1)
|
||||
|
||||
func IChing(uv : Vector2, pseed : float) -> float:
|
||||
var value : int = int(32.0 * Commons.rand(Commons.floorv2(uv) + Vector2(pseed, pseed)));
|
||||
var base : float = Commons.step(0.5, Commons.fract(Commons.fract(uv.y)*6.5))*Commons.step(0.04, Commons.fract(uv.y+0.02)) * Commons.step(0.2, Commons.fract(uv.x+0.1));
|
||||
var bit : int = int(Commons.fract(uv.y)*6.5);
|
||||
|
||||
return base * Commons.step(0.1*Commons.step(float(bit & value), 0.5), Commons.fract(uv.x+0.55));
|
||||
func IChingc(uv : Vector2) -> Color:
|
||||
return Patterns.IChingc(uv, Vector2(p_o57193_columns, p_o57193_rows), float(seed_o57193));
|
||||
|
||||
func reffg():
|
||||
return false
|
||||
|
@ -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
|
||||
@ -54,9 +54,7 @@ var p_o49619_columns = 4.000000000;
|
||||
var p_o49619_rows = 4.000000000;
|
||||
|
||||
func runecol(uv : Vector2) -> Color:
|
||||
var f : float = Commons.Rune(Vector2(p_o49619_columns, p_o49619_rows)*((uv)));
|
||||
|
||||
return Color(f, f, f, 1)
|
||||
return Patterns.runesc(uv, Vector2(p_o49619_columns, p_o49619_rows))
|
||||
|
||||
func reffg():
|
||||
return false
|
||||
|
@ -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
|
||||
@ -59,9 +59,7 @@ var p_o74963_angle = -1.000000000;
|
||||
var p_o74963_randomness = 0.440000000;
|
||||
|
||||
func scratchescol(uv : Vector2) -> Color:
|
||||
var f : float = Commons.scratches(((uv)), int(p_o74963_layers), Vector2(p_o74963_length, p_o74963_width), p_o74963_waviness, p_o74963_angle, p_o74963_randomness, Vector2(float(seed_o74963), 0.0));
|
||||
|
||||
return Color(f, f, f, 1)
|
||||
return Patterns.scratchesc(uv, int(p_o74963_layers), Vector2(p_o74963_length, p_o74963_width), p_o74963_waviness, p_o74963_angle, p_o74963_randomness, Vector2(float(seed_o74963), 0.0));
|
||||
|
||||
func reffg():
|
||||
return false
|
||||
|
@ -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
|
||||
@ -57,11 +57,7 @@ var p_o7136_frequency = 2.000000000;
|
||||
var p_o7136_phase = 0.000000000;
|
||||
|
||||
func sinewave(uv : Vector2) -> Color:
|
||||
|
||||
var f : float = 1.0- abs(2.0 * (uv.y-0.5) - p_o7136_amplitude * sin((p_o7136_frequency* uv.x + p_o7136_phase) * 6.28318530718));
|
||||
|
||||
return Color(f, f, f, 1)
|
||||
|
||||
return Patterns.sinewavec(uv, p_o7136_amplitude, p_o7136_frequency, p_o7136_phase)
|
||||
|
||||
func reffg():
|
||||
return false
|
||||
|
Loading…
Reference in New Issue
Block a user