Comments from runes.mmg.

This commit is contained in:
Relintai 2021-10-12 10:58:39 +02:00
parent 13e3d248d0
commit eacc08e69a
3 changed files with 62 additions and 60 deletions

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@ -254,6 +254,8 @@ static func sinewave(uv : Vector2, amplitude : float, frequency : float, phase :
return Color(f, f, f, 1) return Color(f, f, f, 1)
#from runes.mmg (old)
static func ThickLine(uv : Vector2, posA : Vector2, posB : Vector2, radiusInv : float) -> float: static func ThickLine(uv : Vector2, posA : Vector2, posB : Vector2, radiusInv : float) -> float:
var dir : Vector2 = posA - posB; var dir : Vector2 = posA - posB;
var dirLen : float = dir.length() var dirLen : float = dir.length()

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@ -111,6 +111,18 @@ 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) #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 #corner, float, min: 0, max: 0.5, default: 0.1, step:0.01
#----------------------
#runes.mmg (includes sdline.mmg)
#Generates a grid filled with random runes
#Outputs:
#Output (float) - A greyscale image showing random runes.
#Rune(vec2($columns, $rows)*$uv, float($seed))
#Inputs:
#size, vector2, default: 4, min: 2, max: 32, step: 1
enum CombinerAxisType { enum CombinerAxisType {
SINE, SINE,
TRIANGLE, TRIANGLE,
@ -261,6 +273,54 @@ static func runesc(uv : Vector2, col_row : Vector2) -> Color:
static func runesf(uv : Vector2, col_row : Vector2) -> float: static func runesf(uv : Vector2, col_row : Vector2) -> float:
return rune(col_row * uv); return rune(col_row * uv);
#sdline.mmg
#vec2 sdLine(vec2 p, vec2 a, vec2 b) {
# vec2 pa = p-a, ba = b-a;
# float h = clamp(dot(pa,ba)/dot(ba,ba), 0.0, 1.0);
#
# return vec2(length(pa-ba*h), h);
#}
#float ThickLine(vec2 uv, vec2 posA, vec2 posB, float radiusInv){
# return clamp(1.1-20.0*sdLine(uv, posA, posB).x, 0.0, 1.0);
#}
#// 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
#float Rune(vec2 uv, float s) {
# float finalLine = 0.0;
# vec2 seed = floor(uv)-rand2(vec2(s));
# uv = fract(uv);
#
# for (int i = 0; i < 4; i++) // number of strokes
# {
# vec2 posA = rand2(floor(seed+0.5));
# vec2 posB = rand2(floor(seed+1.5));
# seed += 2.0;
# // expand the range and mod it to get a nicely distributed random number - hopefully. :)
# posA = fract(posA * 128.0);
# posB = fract(posB * 128.0);
# // each rune touches the edge of its box on all 4 sides
#
# if (i == 0) posA.y = 0.0;
# if (i == 1) posA.x = 0.999;
# if (i == 2) posA.x = 0.0;
# if (i == 3) posA.y = 0.999;
#
# // snap the random line endpoints to a grid 2x3
# vec2 snaps = vec2(2.0, 3.0);
# posA = (floor(posA * snaps) + 0.5) / snaps; // + 0.5 to center it in a grid cell
# posB = (floor(posB * snaps) + 0.5) / snaps;
#
# //if (distance(posA, posB) < 0.0001) continue;
# // eliminate dots.
# // Dots (degenerate lines) are not cross-GPU safe without adding 0.001 - divide by 0 error.
# finalLine = max(finalLine, ThickLine(uv, posA, posB + 0.001, 20.0));
# }
#
# return finalLine;
#}
# makes a rune in the 0..1 uv space. Seed is which rune to draw. # 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 # passes back gray in x and derivates for lighting in yz
static func rune(uv : Vector2) -> float: static func rune(uv : Vector2) -> float:

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@ -1,60 +0,0 @@
{
"name": "runes",
"node_position": {
"x": 0,
"y": 0
},
"parameters": {
"columns": 4,
"rows": 4
},
"shader_model": {
"code": "",
"global": "float ThickLine(vec2 uv, vec2 posA, vec2 posB, float radiusInv)\n{\n\treturn clamp(1.1-20.0*sdLine(uv, posA, posB).x, 0.0, 1.0);\n}\n\n// makes a rune in the 0..1 uv space. Seed is which rune to draw.\n// passes back gray in x and derivates for lighting in yz\nfloat Rune(vec2 uv, float s) {\n\tfloat finalLine = 0.0;\n\tvec2 seed = floor(uv)-rand2(vec2(s));\n\tuv = fract(uv);\n\tfor (int i = 0; i < 4; i++)\t// number of strokes\n\t{\n\t\tvec2 posA = rand2(floor(seed+0.5));\n\t\tvec2 posB = rand2(floor(seed+1.5));\n\t\tseed += 2.0;\n\t\t// expand the range and mod it to get a nicely distributed random number - hopefully. :)\n\t\tposA = fract(posA * 128.0);\n\t\tposB = fract(posB * 128.0);\n\t\t// each rune touches the edge of its box on all 4 sides\n\t\tif (i == 0) posA.y = 0.0;\n\t\tif (i == 1) posA.x = 0.999;\n\t\tif (i == 2) posA.x = 0.0;\n\t\tif (i == 3) posA.y = 0.999;\n\t\t// snap the random line endpoints to a grid 2x3\n\t\tvec2 snaps = vec2(2.0, 3.0);\n\t\tposA = (floor(posA * snaps) + 0.5) / snaps;\t// + 0.5 to center it in a grid cell\n\t\tposB = (floor(posB * snaps) + 0.5) / snaps;\n\t\t//if (distance(posA, posB) < 0.0001) continue;\t// eliminate dots.\n\t\t// Dots (degenerate lines) are not cross-GPU safe without adding 0.001 - divide by 0 error.\n\t\tfinalLine = max(finalLine, ThickLine(uv, posA, posB + 0.001, 20.0));\n\t}\n\treturn finalLine;\n}\n\n\n",
"includes": [
"sdline"
],
"inputs": [
],
"instance": "",
"longdesc": "Generates a grid filled with random runes",
"name": "Runes",
"outputs": [
{
"f": "Rune(vec2($columns, $rows)*$uv, float($seed))",
"longdesc": "A greyscale image showing random runes.",
"shortdesc": "Output",
"type": "f"
}
],
"parameters": [
{
"control": "None",
"default": 0,
"label": "Size X",
"longdesc": "The number of columns of the grid",
"max": 32,
"min": 2,
"name": "columns",
"shortdesc": "Size.x",
"step": 1,
"type": "float"
},
{
"control": "None",
"default": 0,
"label": "Size Y",
"longdesc": "The number of rows of the grid",
"max": 32,
"min": 2,
"name": "rows",
"shortdesc": "Size.y",
"step": 1,
"type": "float"
}
],
"shortdesc": "Simple runes"
},
"type": "shader"
}