tool extends TextureRect 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(): pass #sdshow var p_o47009_bevel = 0.100000000; #circle var p_o11635_r = 0.400000000; var p_o11635_cx = 0.000000000; var p_o11635_cy = 0.000000000; #box var p_o48575_w = 0.300000000; var p_o48575_h = 0.200000000; var p_o48575_cx = 0.000000000; var p_o48575_cy = 0.000000000; #line var p_o49570_ax = -0.300000000; var p_o49570_ay = -0.300000000; var p_o49570_bx = 0.300000000; var p_o49570_by = 0.300000000; var p_o49570_r = 0.200000000; #rhombus var p_o50848_w = 0.300000000; var p_o50848_h = 0.200000000; var p_o50848_cx = 0.000000000; var p_o50848_cy = 0.000000000; #arc var p_o51990_a1 = 0.000000000; var p_o51990_a2 = 0.000000000; var p_o51990_r1 = 0.300000000; var p_o51990_r2 = 0.100000000; 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 fc : float = sdf_circle(v) # var fc : float = sdf_box(v) # var fc : float = sdf_line(v) # var fc : float = sdf_rhombus(v) # var fc : float = sdf_arc(v) # var fc : float = sdf_boolean_union(sdf_circle(v), sdf_box(v)) # var fc : float = sdf_boolean_substraction(sdf_circle(v), sdf_box(v)) # var fc : float = sdf_boolean_intersection(sdf_circle(v), sdf_box(v)) # var fc : float = sdf_smooth_boolean_union(sdf_circle(v), sdf_box(v), 0.15) # var fc : float = sdf_smooth_boolean_substraction(sdf_circle(v), sdf_box(v), 0.15) # var fc : float = sdf_smooth_boolean_intersection(sdf_circle(v), sdf_box(v), 0.15) # var fc : float = sdf_rounded_shape(sdf_box(v), 0.15) # var fc : float = sdf_annular_shape(sdf_box(v), 0.15) var fc : float = sdf_morph(sdf_circle(v), sdf_box(v), 0.5) var col : Color = sdf_show(fc) image.set_pixel(x, y, col) image.unlock() tex.create_from_image(image) texture = tex func sdf_show(val : float) -> Color: var o47009_0_1_f : float = clamp(-val / max(p_o47009_bevel, 0.00001), 0.0, 1.0); return Color(o47009_0_1_f, o47009_0_1_f, o47009_0_1_f, 1) func sdf_circle(uv : Vector2) -> float: return (uv - Vector2(p_o11635_cx + 0.5, p_o11635_cy + 0.5)).length() - p_o11635_r; func sdf_box(uv : Vector2) -> float: var o48575_0_d : Vector2 = absv2(uv - Vector2(p_o48575_cx+0.5, p_o48575_cy+0.5)) - Vector2(p_o48575_w, p_o48575_h) return maxv2(o48575_0_d, Vector2(0, 0)).length() + min(max(o48575_0_d.x, o48575_0_d.y), 0.0) func sdf_line(uv : Vector2) -> float: return sdLine(uv, Vector2(p_o49570_ax+0.5, p_o49570_ay+0.5), Vector2(p_o49570_bx+0.5, p_o49570_by+0.5)) - p_o49570_r; func sdLine(p : Vector2, a : Vector2, b : Vector2) -> float: var pa : Vector2 = p - a var ba : Vector2 = b - a var h : float = clamp(pa.dot(ba) / ba.dot(ba), 0.0, 1.0); return (pa - (ba * h)).length() func sdf_rhombus(uv : Vector2) -> float: return sdRhombus(uv - Vector2(p_o50848_cx + 0.5, p_o50848_cy+0.5), Vector2(p_o50848_w, p_o50848_h)); func sdr_ndot(a : Vector2, b : Vector2) -> float: return a.x * b.x - a.y * b.y; func sdRhombus(p : Vector2, b : Vector2) -> float: var q : Vector2 = absv2(p); var h : float = clamp((-2.0 * sdr_ndot(q,b) + sdr_ndot(b,b)) / b.dot(b), -1.0, 1.0); var d : float = ( q - 0.5*b * Vector2(1.0-h, 1.0+h)).length() return d * sign(q.x*b.y + q.y*b.x - b.x*b.y) func sdf_arc(uv : Vector2) -> float: return sdArc(uv - Vector2(0.5, 0.5), modf(p_o51990_a1, 360.0) * 0.01745329251, modf(p_o51990_a2, 360.0)*0.01745329251, p_o51990_r1, p_o51990_r2); func sdArc(p : Vector2, a1 : float, a2 : float, ra : float, rb : float) -> float: var amid : float = 0.5*(a1+a2)+1.6+3.14 * step(a1, a2); var alength : float = 0.5*(a1-a2)-1.6+3.14 * step(a1, a2); var sca : Vector2 = Vector2(cos(amid), sin(amid)); var scb : Vector2 = Vector2(cos(alength), sin(alength)); #p *= Matrix(Vector2(sca.x , sca.y), Vector2(-sca.y, sca.x)); var pt : Vector2 = p p.x = pt.x * sca.x + pt.y * sca.y p.y = pt.x * -sca.y + pt.y * sca.x p.x = abs(p.x); var k : float if (scb.y * p.x > scb.x * p.y): k = p.dot(scb) else: k = p.length(); return sqrt( p.dot(p) + ra * ra - 2.0 * ra * k ) - rb; func sdf_boolean_union(a : float, b : float) -> float: return min(a, b) func sdf_boolean_substraction(a : float, b : float) -> float: return max(-a, b) func sdf_boolean_intersection(a : float, b : float) -> float: return max(a, b) func sdf_smooth_boolean_union(d1 : float, d2 : float, k : float) -> float: var h : float = clamp( 0.5 + 0.5 * (d2 - d1) / k, 0.0, 1.0) return lerp(d2, d1, h) - k * h * (1.0 - h) func sdf_smooth_boolean_substraction(d1 : float, d2 : float, k : float) -> float: var h : float = clamp( 0.5 - 0.5 * (d2 + d1) / k, 0.0, 1.0) return lerp(d2, -d1, h) + k * h * (1.0 - h) func sdf_smooth_boolean_intersection(d1 : float, d2 : float, k : float) -> float: var h : float = clamp( 0.5 - 0.5 * (d2 - d1) / k, 0.0, 1.0) return lerp(d2, d1, h) + k * h * (1.0 - h) func sdf_rounded_shape(a : float, r : float) -> float: return a - r func sdf_annular_shape(a : float, r : float) -> float: return abs(a) - r func sdf_morph(a : float, b : float, amount : float) -> float: return lerp(a, b, amount) #Needs thought #func sdf_translate(a : float, x : float, y : float) -> float: # return lerp(a, b, amount) func sdf2d_rotate(uv : Vector2, a : float) -> Vector2: var rv : Vector2; var c : float = cos(a); var s : float = sin(a); uv -= Vector2(0.5, 0.5); rv.x = uv.x*c+uv.y*s; rv.y = -uv.x*s+uv.y*c; return rv+Vector2(0.5, 0.5); func maxv2(a : Vector2, b : Vector2) -> Vector2: var v : Vector2 = Vector2() v.x = max(a.x, b.x) v.y = max(a.y, b.y) return v func absv2(v : Vector2) -> Vector2: v.x = abs(v.x) v.y = abs(v.y) return v func modf(x : float, y : float) -> float: return x - y * floor(x / y) func fract(v : Vector2) -> Vector2: v.x = v.x - floor(v.x) v.y = v.y - floor(v.y) return v func fractf(f : float) -> float: return f - floor(f) func rand(x : Vector2) -> float: return fractf(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453); func step(edge : float, x : float) -> float: if x < edge: return 0.0 else: return 1.0 #common ----- #float rand(vec2 x) { # return fract(cos(dot(x, vec2(13.9898, 8.141))) * 43758.5453); #} # #vec2 rand2(vec2 x) { # return fract(cos(vec2(dot(x, vec2(13.9898, 8.141)), # dot(x, vec2(3.4562, 17.398)))) * 43758.5453); #} # #vec3 rand3(vec2 x) { # return fract(cos(vec3(dot(x, vec2(13.9898, 8.141)), # dot(x, vec2(3.4562, 17.398)), # dot(x, vec2(13.254, 5.867)))) * 43758.5453); #} # #vec3 rgb2hsv(vec3 c) { # vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); # vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy); # vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx); # # float d = q.x - min(q.w, q.y); # float e = 1.0e-10; # return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); #} # #vec3 hsv2rgb(vec3 c) { # vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); # vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); # return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); #} #end common func reffg(): return false func reff(bb): if bb: gen()