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Anisotropic noise node.
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@ -34,64 +34,14 @@ const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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#noise_anisotropic.mmg
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#Generates x-axis interpolated value noise
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# "outputs": [
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# {
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# "f": "anisotropic($(uv), vec2($(scale_x), $(scale_y)), $(seed), $(smoothness), $(interpolation))",
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# "longdesc": "Shows a greyscale value noise",
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# "shortdesc": "Output",
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# "type": "f"
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# }
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# ],
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# "parameters": [
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# {
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# "control": "None",
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# "default": 4,
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# "label": "Scale X",
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# "longdesc": "The scale along the X axis",
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# "max": 32,
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# "min": 1,
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# "name": "scale_x",
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# "shortdesc": "Scale.x",
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# "step": 1,
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# "type": "float"
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# },
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# {
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# "control": "None",
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# "default": 256,
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# "label": "Scale Y",
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# "longdesc": "The scale along the Y axis",
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# "max": 1024,
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# "min": 1,
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# "name": "scale_y",
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# "shortdesc": "Scale.y",
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# "step": 1,
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# "type": "float"
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# },
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# {
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# "control": "None",
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# "default": 1,
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# "label": "Smoothness",
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# "longdesc": "Controls how much the noise is blurred along the x-axis",
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# "max": 1,
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# "min": 0,
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# "name": "smoothness",
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# "shortdesc": "Smoothness",
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# "step": 0.01,
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# "type": "float"
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# },
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# {
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# "control": "None",
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# "default": 1,
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# "label": "Interpolation",
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# "longdesc": "Controls the type of interpolation used for the smoothing. 0 is linear interpolation, 1 is smooth interpolation",
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# "max": 1,
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# "min": 0,
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# "name": "interpolation",
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# "shortdesc": "Interpolation",
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# "step": 0.01,
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# "type": "float"
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# }
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# ],
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#Output:
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#Output (float) - Shows a greyscale value noise
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#anisotropic($(uv), vec2($(scale_x), $(scale_y)), $(seed), $(smoothness), $(interpolation))
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#Input:
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#scale, Vector2, min: 1, 1, max: 32, 1024, step: 1, 1, default 4, 256
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#smoothness, float, min: 0, max: 1, step: 0,01, default: 1
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#Interpolation, float, min: 0, max: 1, step: 0,01, default: 1
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#float dots(vec2 uv, float size, float density, float seed) {
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# vec2 seed2 = rand2(vec2(seed, 1.0-seed));
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@ -108,22 +58,47 @@ static func dots(uv : Vector2, size : float, density : float, pseed : float) ->
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var color : float = Commons.step(Commons.rand2(seed2 + point_pos).x, density);
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return color
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#float anisotropic(vec2 uv, vec2 size, float seed, float smoothness, float interpolation) {\n\
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# tvec2 seed2 = rand2(vec2(seed, 1.0-seed));\n\t\n\t
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# vec2 xy = floor(uv*size);\n\t
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# vec2 offset = vec2(rand(seed2 + xy.y), 0.0);\n\t
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# vec2 xy_offset = floor(uv * size + offset );\n
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static func anisotropicc(uv : Vector2, size : Vector2, pseed : float, smoothness : float, interpolation : float) -> Color:
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var v : float = anisotropic(uv, size, pseed, smoothness, interpolation)
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return Color(v, v, v, 1)
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#float anisotropic(vec2 uv, vec2 size, float seed, float smoothness, float interpolation) {
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# vec2 seed2 = rand2(vec2(seed, 1.0-seed));
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# vec2 xy = floor(uv*size);
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# vec2 offset = vec2(rand(seed2 + xy.y), 0.0);
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# vec2 xy_offset = floor(uv * size + offset );
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#
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# float f0 = rand(seed2+mod(xy_offset, size));\n
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# float f1 = rand(seed2+mod(xy_offset+vec2(1.0, 0.0), size));\n\t
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# float mixer = clamp( (fract(uv.x*size.x+offset.x) -.5) / smoothness + 0.5, 0.0, 1.0 );\n
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# float smooth_mix = smoothstep(0.0, 1.0, mixer);\n\t
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# float linear = mix(f0, f1, mixer);\n\t
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# float smoothed = mix(f0, f1, smooth_mix);\n\t\n
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# float f0 = rand(seed2+mod(xy_offset, size));
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# float f1 = rand(seed2+mod(xy_offset+vec2(1.0, 0.0), size));
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# float mixer = clamp( (fract(uv.x*size.x+offset.x) -.5) / smoothness + 0.5, 0.0, 1.0 );
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# float smooth_mix = smoothstep(0.0, 1.0, mixer);
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# float linear = mix(f0, f1, mixer);
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# float smoothed = mix(f0, f1, smooth_mix);
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#
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# return mix(linear, smoothed, interpolation);\n
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# return mix(linear, smoothed, interpolation);
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#}
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static func anisotropic(uv : Vector2, size : Vector2, pseed : float, smoothness : float, interpolation : float) -> float:
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var seed2 : Vector2 = Commons.rand2(Vector2(pseed, 1.0 - pseed))
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var xy : Vector2 = Commons.floorv2(uv * size)
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var s2xy : Vector2 = seed2
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s2xy.x += xy.y
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s2xy.y += xy.y
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var offset : Vector2 = Vector2(Commons.rand(s2xy), 0.0)
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var xy_offset : Vector2 = Commons.floorv2(uv * size + offset)
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var f0 : float = Commons.rand(seed2 + Commons.modv2(xy_offset, size));
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var f1 : float = Commons.rand(seed2 + Commons.modv2(xy_offset + Vector2(1.0, 0.0), size))
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var mixer : float = clamp((Commons.fract(uv.x * size.x + offset.x) - 0.5) / smoothness + 0.5, 0.0, 1.0)
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var smooth_mix : float = smoothstep(0.0, 1.0, mixer)
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var linear : float = lerp(f0, f1, mixer)
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var smoothed : float = lerp(f0, f1, smooth_mix)
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return lerp(linear, smoothed, interpolation)
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#vec3 color_dots(vec2 uv, float size, float seed) {
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# vec2 seed2 = rand2(vec2(seed, 1.0-seed));
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# uv /= size;
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60
game/addons/mat_maker_gd/nodes/noise/anisotropic_noise.gd
Normal file
60
game/addons/mat_maker_gd/nodes/noise/anisotropic_noise.gd
Normal file
@ -0,0 +1,60 @@
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tool
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extends MMNode
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var Noises = preload("res://addons/mat_maker_gd/nodes/common/noises.gd")
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export(Resource) var image : Resource
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export(Vector2) var scale : Vector2 = Vector2(4, 256)
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export(float) var smoothness : float = 1
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export(float) var interpolation : float = 1
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func _init_properties():
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if !image:
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image = MMNodeUniversalProperty.new()
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image.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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image.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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register_output_property(image)
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func _register_methods(mm_graph_node) -> void:
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mm_graph_node.add_slot_texture_universal(image)
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mm_graph_node.add_slot_vector2("get_scale", "set_scale", "Scale", 1)#, Vector2(1, 10))
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mm_graph_node.add_slot_float("get_smoothness", "set_smoothness", "Smoothness", 0.01)#, Vector2(0, 1))
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mm_graph_node.add_slot_float("get_interpolation", "set_interpolation", "Interpolation", 0.01)#, Vector2(0, 1))
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func get_value_for(uv : Vector2, pseed : int) -> Color:
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var ps : float = 1.0 / float(pseed)
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#anisotropic($(uv), vec2($(scale_x), $(scale_y)), $(seed), $(smoothness), $(interpolation))
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return Noises.anisotropicc(uv, scale, ps, smoothness, interpolation)
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func _render(material) -> void:
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var img : Image = render_image(material)
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image.set_value(img)
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func get_scale() -> Vector2:
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return scale
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func set_scale(val : Vector2) -> void:
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scale = val
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set_dirty(true)
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func get_smoothness() -> float:
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return smoothness
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func set_smoothness(val : float) -> void:
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smoothness = val
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set_dirty(true)
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func get_interpolation() -> float:
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return interpolation
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func set_interpolation(val : float) -> void:
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interpolation = val
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set_dirty(true)
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