tool extends TextureRect var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") 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(): if !Engine.editor_hint: gen() var g_r = 0.010000000; #box var g_sx = 0.300000000; var g_sy = 0.250000000; var g_sz = 0.250000000; 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 col : Color = raymarch(v) # var col : Color = raymarch2(v) # var col : Color = raymarch3(v) image.set_pixel(x, y, col) image.unlock() tex.create_from_image(image) texture = tex var p_o22692_r = 0.400000000; func sdf3d_input(p : Vector3) -> Vector2: # return sdf3d_box(p, g_sx, g_sy, g_sz, g_r); # return sdf3d_sphere(p); # return sdf3d_cylinder_x(p); # return sdf3d_cylinder_y(p); # return sdf3d_cylinder_z(p); # return sdf3d_capsule_x(p); # return sdf3d_capsule_y(p); # return sdf3d_capsule_z(p); # return sdf3d_cone_px(p); # return sdf3d_cone_nx(p); # return sdf3d_cone_py(p); # return sdf3d_cone_ny(p); # return sdf3d_cone_pz(p); # return sdf3d_torus_x(p); # return sdf3d_torus_y(p); # return sdf3d_torus_z(p); # return sdf3dc_union(sdf3d_sphere(p),sdf3d_capsule_x(p)) ; # return sdf3d_smooth_union(sdf3d_sphere(p),sdf3d_capsule_x(p), 0.5) # return sdf3d_rounded(sdf3d_sphere(p)); # return sdf3d_sphere(sdf3d_elongation(p)) return sdf3d_sphere(sdf3d_repeat(p)) #vec2 o157216_0_1_sdf3dc = sdf3dc_union(vec2(o152465_0_1_sdf3d, 0.0), vec2(o153139_0_1_sdf3d, 0.0)); func raymarch(uv : Vector2) -> Color: var o21422_0_d : Vector2 = sdf3d_raymarch(uv); var o21422_0_1_f : float = 1.0 - o21422_0_d.x; return Color(o21422_0_1_f, o21422_0_1_f, o21422_0_1_f, 1) func raymarch2(uv : Vector2) -> Color: var o21422_0_d : Vector2 = sdf3d_raymarch(uv); var v : Vector3 = Vector3(0.5, 0.5, 0.5) + 0.5 * sdf3d_normal(Vector3(uv.x - 0.5, uv.y - 0.5, 1.0 - o21422_0_d.x)); return Color(v.x, v.y, v.z, 1) func raymarch3(uv : Vector2) -> Color: var v : Vector2 = sdf3d_raymarch(uv); return Color(v.y, v.y, v.y, 1) func sdf3d_sphere(p : Vector3) -> Vector2: var o22692_0_1_sdf3d : float = p.length() - p_o22692_r; return Vector2(o22692_0_1_sdf3d, 0.0); func sdf3d_box(p : Vector3, sx : float, sy : float, sz : float, r : float) -> Vector2: var v : Vector3 = Commons.absv3((p)) - Vector3(sx, sy, sz); var f : float = (Commons.maxv3(v,Vector3())).length() + min(max(v.x,max(v.y, v.z)),0.0) - r; return Vector2(f, 0.0); var p_o69351_l = 0.250000000; var p_o69351_r = 0.250000000; func sdf3d_cylinder_y(p : Vector3) -> Vector2: var o69351_0_d : Vector2 = Commons.absv2(Vector2(Vector2(p.x, p.z).length(),(p).y)) - Vector2(p_o69351_r,p_o69351_l); var o69351_0_1_sdf3d : float = min(max(o69351_0_d.x, o69351_0_d.y),0.0) + Commons.maxv2(o69351_0_d, Vector2()).length(); return Vector2(o69351_0_1_sdf3d, 0.0); func sdf3d_cylinder_x(p : Vector3) -> Vector2: var o69351_0_d : Vector2 = Commons.absv2(Vector2(Vector2(p.y, p.z).length(),(p).x)) - Vector2(p_o69351_r,p_o69351_l); var o69351_0_1_sdf3d : float = min(max(o69351_0_d.x, o69351_0_d.y),0.0) + Commons.maxv2(o69351_0_d, Vector2()).length(); return Vector2(o69351_0_1_sdf3d, 0.0); func sdf3d_cylinder_z(p : Vector3) -> Vector2: var o69351_0_d : Vector2 = Commons.absv2(Vector2(Vector2(p.x, p.y).length(),(p).z)) - Vector2(p_o69351_r,p_o69351_l); var o69351_0_1_sdf3d : float = min(max(o69351_0_d.x, o69351_0_d.y),0.0) + Commons.maxv2(o69351_0_d, Vector2()).length(); return Vector2(o69351_0_1_sdf3d, 0.0); var p_o100081_l = 0.300000000; var p_o100081_r = 0.200000000; func sdf3d_capsule_y(p : Vector3) -> Vector2: var o100081_0_p : Vector3 = p; o100081_0_p.y -= clamp(o100081_0_p.y, -p_o100081_l, p_o100081_l); var o100081_0_1_sdf3d : float = o100081_0_p.length() - p_o100081_r; return Vector2(o100081_0_1_sdf3d, 0.0); func sdf3d_capsule_x(p : Vector3) -> Vector2: var o100081_0_p : Vector3 = p; o100081_0_p.x -= clamp(o100081_0_p.x, -p_o100081_l, p_o100081_l); var o100081_0_1_sdf3d : float = o100081_0_p.length() - p_o100081_r; return Vector2(o100081_0_1_sdf3d, 0.0); func sdf3d_capsule_z(p : Vector3) -> Vector2: var o100081_0_p : Vector3 = p; o100081_0_p.z -= clamp(o100081_0_p.z, -p_o100081_l, p_o100081_l); var o100081_0_1_sdf3d : float = o100081_0_p.length() - p_o100081_r; return Vector2(o100081_0_1_sdf3d, 0.0); var p_o118934_a = 30.000000000; func sdf3d_cone_px(p : Vector3) -> Vector2: var f : float = Vector2(cos(p_o118934_a*0.01745329251),sin(p_o118934_a*0.01745329251)).dot(Vector2(Vector2(p.y, p.z).length(), - (p).x)); return Vector2(f, 0.0); func sdf3d_cone_nx(p : Vector3) -> Vector2: var f : float = Vector2(cos(p_o118934_a*0.01745329251),sin(p_o118934_a*0.01745329251)).dot(Vector2(Vector2(p.y, p.z).length(),(p).x)); return Vector2(f, 0.0); func sdf3d_cone_py(p : Vector3) -> Vector2: var f : float = Vector2(cos(p_o118934_a*0.01745329251),sin(p_o118934_a*0.01745329251)).dot(Vector2(Vector2(p.x, p.z).length(),(p).y)); return Vector2(f, 0.0); func sdf3d_cone_ny(p : Vector3) -> Vector2: var f : float = Vector2(cos(p_o118934_a*0.01745329251),sin(p_o118934_a*0.01745329251)).dot(Vector2(Vector2(p.x, p.z).length(),-(p).y)); return Vector2(f, 0.0); func sdf3d_cone_pz(p : Vector3) -> Vector2: var f : float = Vector2(cos(p_o118934_a*0.01745329251),sin(p_o118934_a*0.01745329251)).dot(Vector2(Vector2(p.x, p.y).length(),-(p).z)); return Vector2(f, 0.0); func sdf3d_cone_nz(p : Vector3) -> Vector2: var f : float = Vector2(cos(p_o118934_a*0.01745329251),sin(p_o118934_a*0.01745329251)).dot(Vector2(Vector2(p.x, p.y).length(),(p).z)); return Vector2(f, 0.0); var p_o136697_R = 0.300000000; var p_o136697_r = 0.150000000; func sdf3d_torus_x(p : Vector3) -> Vector2: var o136697_0_q : Vector2 = Vector2(Vector2(p.y, p.z).length() - p_o136697_R,(p).x); var o136697_0_1_sdf3d : float = o136697_0_q.length() - p_o136697_r; return Vector2(o136697_0_1_sdf3d, 0.0); func sdf3d_torus_y(p : Vector3) -> Vector2: var o136697_0_q : Vector2 = Vector2(Vector2(p.z, p.x).length() - p_o136697_R,(p).y); var o136697_0_1_sdf3d : float = o136697_0_q.length() - p_o136697_r; return Vector2(o136697_0_1_sdf3d, 0.0); func sdf3d_torus_z(p : Vector3) -> Vector2: var o136697_0_q : Vector2 = Vector2(Vector2(p.x, p.y).length() - p_o136697_R,(p).z); var o136697_0_1_sdf3d : float = o136697_0_q.length() - p_o136697_r; return Vector2(o136697_0_1_sdf3d, 0.0); func sdf3d_raymarch(uv : Vector2) -> Vector2: var ro : Vector3 = Vector3(uv.x - 0.5, uv.y - 0.5, 1.0); var rd : Vector3 = Vector3(0.0, 0.0, -1.0); var dO : float = 0.0; var c : float = 0.0; for i in range(100): var p : Vector3 = ro + rd * dO; var dS : Vector2 = sdf3d_input(p); dO += dS.x; if (dO >= 1.0): break; elif (dS.x < 0.0001): c = dS.y; break; return Vector2(dO, c); func sdf3d_normal(p : Vector3) -> Vector3: if (p.z <= 0.0): return Vector3(0.0, 0.0, 1.0); var d : float = sdf3d_input(p).x; var e : float = .001; var n : Vector3 = Vector3( d - sdf3d_input(p - Vector3(e, 0.0, 0.0)).x, d - sdf3d_input(p - Vector3(0.0, e, 0.0)).x, d - sdf3d_input(p - Vector3(0.0, 0.0, e)).x); return Vector3(-1.0, -1.0, -1.0) * n.normalized(); func sdf3dc_union(a : Vector2, b : Vector2) -> Vector2: return Vector2(min(a.x, b.x), lerp(b.y, a.y, Commons.step(a.x, b.x))); func sdf3dc_sub(a : Vector2, b : Vector2) -> Vector2: return Vector2(max(-a.x, b.x), a.y); func sdf3dc_inter(a : Vector2, b : Vector2) -> Vector2: return Vector2(max(a.x, b.x), lerp(a.y, b.y, Commons.step(a.x, b.x))); func sdf3d_smooth_union(d1 : Vector2, d2 : Vector2, k : float) -> Vector2: var h : float = clamp(0.5 + 0.5 * (d2.x - d1.x) / k, 0.0, 1.0); return Vector2(lerp(d2.x, d1.x, h)-k*h*(1.0 - h), lerp(d2.y, d1.y, Commons.step(d1.x, d2.x))); func sdf3d_smooth_subtraction(d1 : Vector2, d2 : Vector2, k : float) -> Vector2: var h : float = clamp(0.5 - 0.5 * (d2.x + d1.x) / k, 0.0, 1.0); return Vector2(lerp(d2.x, -d1.x, h )+k*h*(1.0-h), d2.y); func sdf3d_smooth_intersection(d1 : Vector2, d2 : Vector2, k : float) -> Vector2: var h : float = clamp(0.5 - 0.5 * (d2.x - d1.x) / k, 0.0, 1.0); return Vector2(lerp(d2.x, d1.x, h)+k*h*(1.0-h), lerp(d1.y, d2.y, Commons.step(d1.x, d2.x))); var p_o885532_r = 0.250000000; func sdf3d_rounded(v : Vector2) -> Vector2: return Vector2(v.x - p_o885532_r, v.y); var p_o900574_x = 0.200000000; var p_o900574_y = 0.000000000; var p_o900574_z = 0.000000000; func sdf3d_elongation(p : Vector3) -> Vector3: return ((p) - Commons.clampv3((p), - Commons.absv3(Vector3(p_o900574_x, p_o900574_y, p_o900574_z)), Commons.absv3(Vector3(p_o900574_x, p_o900574_y, p_o900574_z)))) var seed_o910161 = -49592; var p_o910161_rx = 3.000000000; var p_o910161_ry = 3.000000000; var p_o910161_r = 0.300000000; var p_o152465_r = 0.400000000; func sdf3d_repeat(p : Vector3) -> Vector3: return (repeat((p), Vector3(1.0/p_o910161_rx, 1.0/p_o910161_ry, 0.00001), float(seed_o910161), p_o910161_r)) #Needs work func repeat(p : Vector3, r : Vector3, pseed : float, randomness : float) -> Vector3: #fix division by zero # p.x += 0.000001 # p.y += 0.000001 # p.z += 0.000001 # r.x += 0.000001 # r.y += 0.000001 # r.z += 0.000001 var pxy : Vector2 = Vector2(p.x, p.y) var rxy : Vector2 = Vector2(r.x, r.y) var r3 : Vector2 = Commons.floorv2(Commons.modv2((pxy + 0.5 * rxy) / rxy, Vector2(1.0 / rxy.x, 1.0 / rxy.y)) + Vector2(pseed, pseed)) var rr : Vector3 = Commons.rand3(r3) rr.x -= 0.5 rr.y -= 0.5 rr.z -= 0.5 var a : Vector3 = (rr) * 6.28 * randomness; p = Commons.modv3(p + 0.5 * r, r) - 0.5*r; var rv : Vector3; var c : float; var s : float; c = cos(a.x); s = sin(a.x); rv.x = p.x; rv.y = p.y*c+p.z*s; rv.z = -p.y*s+p.z*c; c = cos(a.y); s = sin(a.y); p.x = rv.x*c+rv.z*s; p.y = rv.y; p.z = -rv.x*s+rv.z*c; c = cos(a.z); s = sin(a.z); rv.x = p.x*c+p.y*s; rv.y = -p.x*s+p.y*c; rv.z = p.z; return rv; # #vec2 o21422_input_sdf(vec3 p) { #float o152465_0_1_sdf3d = length((circle_repeat_transform((p), p_o928780_c)))-p_o152465_r; #vec2 o928780_0_1_sdf3dc = vec2(o152465_0_1_sdf3d, 0.0); # #return o928780_0_1_sdf3dc; # #var p_o928780_c = 5.000000000; # #func circle_repeat_transform(p : Vector3, r : Vector3, pseed : float, randomness : float) -> Vector3: # float r = 6.28/count; # float pa = atan(p.x, p.y); # float a = mod(pa+0.5*r, r)-0.5*r; # vec3 rv; # float c = cos(a-pa); # float s = sin(a-pa); # rv.x = p.x*c+p.y*s; # rv.y = -p.x*s+p.y*c; # rv.z = p.z; # return rv; func reffg(): return false func reff(bb): if bb: gen()