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 var p_o3704_albedo_color_r : float = 1.000000000; var p_o3704_albedo_color_g : float = 1.000000000; var p_o3704_albedo_color_b : float = 1.000000000; var p_o3704_albedo_color_a : float = 1.000000000; var p_o3704_metallic : float = 1.000000000; var p_o3704_roughness : float = 1.000000000; var p_o3704_emission_energy : float = 1.000000000; var p_o3704_normal : float = 1.000000000; var p_o3704_ao : float = 1.000000000; var p_o3704_depth_scale : float = 0.500000000; var p_o3704_sss : float = 0.000000000; var p_o69054_sides : float = 6.000000000; var p_o69054_radius : float = 0.845361000; var p_o69054_edge : float = 0.051546000; 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 c : float = shape_circle(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0) # var c : float = shape_polygon(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0) # var c : float = shape_star(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0) # var c : float = shape_curved_star(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0) var c : float = shape_rays(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0) image.set_pixel(x, y, Color(c, c, c, 1)) image.unlock() tex.create_from_image(image) texture = tex func shape_circle(uv : Vector2, sides : float, size : float, edge : float) -> float: uv.x = 2.0 * uv.x - 1.0 uv.y = 2.0 * uv.y - 1.0 edge = max(edge, 1.0e-8) var distance : float = uv.length() return clamp((1.0 - distance / size) / edge, 0.0, 1.0) func shape_polygon(uv : Vector2, sides : float, size : float, edge : float) -> float: uv.x = 2.0 * uv.x - 1.0 uv.y = 2.0 * uv.y - 1.0 edge = max(edge, 1.0e-8) #simple no branch for division by zero uv.x += 0.0000001 var angle : float = atan(uv.y / uv.x) + 3.14159265359 var slice : float = 6.28318530718 / sides return clamp((size - cos(floor(0.5 + angle / slice) * slice - angle) * uv.length()) / (edge * size), 0.0, 1.0) func shape_star(uv : Vector2, sides : float, size : float, edge : float) -> float: uv.x = 2.0 * uv.x - 1.0 uv.y = 2.0 * uv.y - 1.0 edge = max(edge, 1.0e-8); #simple no branch for division by zero uv.x += 0.0000001 var angle : float = atan(uv.y / uv.x) var slice : float = 6.28318530718 / sides return clamp((size - cos(floor(1.5 + angle / slice - 2.0 * step(0.5 * slice, modf(angle, slice))) * slice - angle) * uv.length()) / (edge * size), 0.0, 1.0); func shape_curved_star(uv : Vector2, sides : float, size : float, edge : float) -> float: uv.x = 2.0 * uv.x - 1.0 uv.y = 2.0 * uv.y - 1.0 edge = max(edge, 1.0e-8); #simple no branch for division by zero uv.x += 0.0000001 var angle : float = 2.0*(atan(uv.y / uv.x) + 3.14159265359) var slice : float = 6.28318530718 / sides return clamp((size - cos(floor(0.5 + 0.5 * angle / slice) * 2.0 * slice - angle) * uv.length())/(edge * size), 0.0, 1.0); func shape_rays(uv : Vector2, sides : float, size : float, edge : float) -> float: uv.x = 2.0 * uv.x - 1.0 uv.y = 2.0 * uv.y - 1.0 edge = 0.5 * max(edge, 1.0e-8) * size #simple no branch for division by zero uv.x += 0.0000001 var slice : float = 6.28318530718 / sides var angle : float = modf(atan(uv.y / uv.x) + 3.14159265359, slice) / slice return clamp(min((size - angle) / edge, angle / edge), 0.0, 1.0); 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()