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(): if !Engine.editor_hint: gen() 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 f : float = pattern(v, 4, 4, CombinerType.MULTIPLY, CombinerAxisType.SINE, CombinerAxisType.SINE) var col : Color = sinewave(v) # var col : Color = beehive_2_col(v) # var col : Color = beehive_3_col(v) image.set_pixel(x, y, col) image.unlock() tex.create_from_image(image) texture = tex var p_o41835_translate_x = 0.500000000; var p_o41835_translate_y = 0.500000000; var p_o41835_rotate = 0.000000000; var p_o41835_scale_x = 1.000000000; var p_o41835_scale_y = 1.000000000; var seed_o41836 = 31052; var p_o41836_scale_x = 4.000000000; var p_o41836_scale_y = 4.000000000; var p_o41836_iterations = 3.000000000; var p_o41836_persistence = 0.500000000; func sinewave(uv : Vector2) -> Color: var f : float = perlin((((uv))), Vector2(p_o41836_scale_x, p_o41836_scale_y), int(p_o41836_iterations), p_o41836_persistence, seed_o41836); var ff : float = perlin((transform(((uv)), Vector2(p_o41835_translate_x*(2.0*f-1.0), p_o41835_translate_y*(2.0*f-1.0)), p_o41835_rotate*0.01745329251*(2.0*1.0-1.0), Vector2(p_o41835_scale_x*(2.0*1.0-1.0), p_o41835_scale_y*(2.0*1.0-1.0)), true)), Vector2(p_o41836_scale_x, p_o41836_scale_y), int(p_o41836_iterations), p_o41836_persistence, seed_o41836); return Color(ff, ff, ff, 1) func perlin(uv : Vector2, size : Vector2, iterations : int, persistence : float, pseed : int) -> float: var seed2 : Vector2 = rand2(Vector2(float(pseed), 1.0-float(pseed))); var rv : float = 0.0; var coef : float = 1.0; var acc : float = 0.0; for i in range(iterations): var step : Vector2 = Vector2(1, 1) / size; var xy : Vector2 = floorv2(uv * size); var f0 : float = rand(seed2 + modv2(xy, size)); var f1 : float = rand(seed2 + modv2(xy + Vector2(1.0, 0.0), size)); var f2 : float = rand(seed2 + modv2(xy + Vector2(0.0, 1.0), size)); var f3 : float = rand(seed2 + modv2(xy + Vector2(1.0, 1.0), size)); var mixval : Vector2 = smoothstepv2(0.0, 1.0, fractv2(uv * size)); rv += coef * lerp(lerp(f0, f1, mixval.x), lerp(f2, f3, mixval.x), mixval.y); acc += coef; size *= 2.0; coef *= persistence; return rv / acc; func transform(uv : Vector2, translate : Vector2, rotate : float, scale : Vector2, repeat : bool) -> Vector2: var rv : Vector2 = Vector2(); uv -= translate; uv -= Vector2(0.5, 0.5); rv.x = cos(rotate)*uv.x + sin(rotate)*uv.y; rv.y = -sin(rotate)*uv.x + cos(rotate)*uv.y; rv /= scale; rv += Vector2(0.5, 0.5); if (repeat): return fractv2(rv); else: return clampv2(rv, Vector2(0, 0), Vector2(1, 1)); func clampv3(v : Vector3, mi : Vector3, ma : Vector3) -> Vector3: v.x = clamp(v.x, mi.x, ma.x) v.y = clamp(v.y, mi.y, ma.y) v.y = clamp(v.z, mi.z, ma.z) return v func floorc(a : Color) -> Color: var v : Color = Color() v.r = floor(a.r) v.g = floor(a.g) v.b = floor(a.b) v.a = floor(a.a) return v func floorv2(a : Vector2) -> Vector2: var v : Vector2 = Vector2() v.x = floor(a.x) v.y = floor(a.y) return v func smoothstepv2(a : float, b : float, c : Vector2) -> Vector2: var v : Vector2 = Vector2() v.x = smoothstep(a, b, c.x) v.y = smoothstep(a, b, c.y) return v 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 maxv3(a : Vector3, b : Vector3) -> Vector3: var v : Vector3 = Vector3() v.x = max(a.x, b.x) v.y = max(a.y, b.y) v.z = max(a.z, b.z) return v func absv2(v : Vector2) -> Vector2: v.x = abs(v.x) v.y = abs(v.y) return v func absv3(v : Vector3) -> Vector3: v.x = abs(v.x) v.y = abs(v.y) v.y = abs(v.y) return v func cosv2(v : Vector2) -> Vector2: v.x = cos(v.x) v.y = cos(v.y) return v func cosv3(v : Vector3) -> Vector3: v.x = cos(v.x) v.y = cos(v.y) v.y = cos(v.y) return v func modv3(a : Vector3, b : Vector3) -> Vector3: var v : Vector3 = Vector3() v.x = modf(a.x, b.x) v.y = modf(a.y, b.y) v.z = modf(a.z, b.z) return v func modv2(a : Vector2, b : Vector2) -> Vector2: var v : Vector2 = Vector2() v.x = modf(a.x, b.x) v.y = modf(a.y, b.y) return v func modf(x : float, y : float) -> float: return x - y * floor(x / y) func fractv2(v : Vector2) -> Vector2: v.x = v.x - floor(v.x) v.y = v.y - floor(v.y) return v func fractv3(v : Vector3) -> Vector3: v.x = v.x - floor(v.x) v.y = v.y - floor(v.y) v.z = v.z - floor(v.z) return v func fract(f : float) -> float: return f - floor(f) func clampv2(v : Vector2, pmin : Vector2, pmax : Vector2) -> Vector2: v.x = clamp(v.x, pmin.x, pmax.x) v.y = clamp(v.y, pmin.y, pmax.y) return v func rand(x : Vector2) -> float: return fract(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453); func rand2(x : Vector2) -> Vector2: return fractv2(cosv2(Vector2(x.dot(Vector2(13.9898, 8.141)), x.dot(Vector2(3.4562, 17.398)))) * 43758.5453); func rand3(x : Vector2) -> Vector3: return fractv3(cosv3(Vector3(x.dot(Vector2(13.9898, 8.141)), x.dot(Vector2(3.4562, 17.398)), x.dot(Vector2(13.254, 5.867)))) * 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()