broken_seals/game/addons/mat_maker_gd/nodes/common/gradients.gd

226 lines
10 KiB
GDScript

tool
extends Reference
const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
#note: data : PoolRealArray -> pos, r, g, b, a, pos, r, g, b, a ....
#gradient.mmg
#float $(name_uv)_r = 0.5+(cos($rotate*0.01745329251)*($uv.x-0.5)+sin($rotate*0.01745329251)*($uv.y-0.5))/(cos(abs(mod($rotate, 90.0)-45.0)*0.01745329251)*1.41421356237);"
#output: $gradient(fract($(name_uv)_r*$repeat))
#repeat: default: 1, min: 1, max : 32, step: 1
#rotate: default: 0, min: -180, max: 180, step: 0.1
#default: "interpolation": 1,
# "points": [{"a": 1,"b": 0,"g": 0,"pos": 0,"r": 0},{"a": 1,"b": 1,"g": 1,"pos": 1,"r": 1} ],
#radial_gradient.mmg
#output: $gradient(fract($repeat*1.41421356237*length(fract($uv)-vec2(0.5, 0.5))))
#repeat: default: 1, min: 1, max : 32, step: 1
#circular_gradient.mmg
#output: gradient(fract($repeat*0.15915494309*atan($uv.y-0.5, $uv.x-0.5)))
#repeat: default: 1, min: 1, max : 32, step: 1
#gradient.gd
static func radial_gradient_type_1(uv : Vector2, repeat : float, data : PoolRealArray) -> Color:
return gradient_type_1(Commons.fractf(repeat * 1.41421356237* (Commons.fractv2(uv) - Vector2(0.5, 0.5)).length()), data)
static func radial_gradient_type_2(uv : Vector2, repeat : float, data : PoolRealArray) -> Color:
return gradient_type_2(Commons.fractf(repeat * 1.41421356237* (Commons.fractv2(uv) - Vector2(0.5, 0.5)).length()), data)
static func radial_gradient_type_3(uv : Vector2, repeat : float, data : PoolRealArray) -> Color:
return gradient_type_3(Commons.fractf(repeat * 1.41421356237* (Commons.fractv2(uv) - Vector2(0.5, 0.5)).length()), data)
static func radial_gradient_type_4(uv : Vector2, repeat : float, data : PoolRealArray) -> Color:
return gradient_type_4(Commons.fractf(repeat * 1.41421356237* (Commons.fractv2(uv) - Vector2(0.5, 0.5)).length()), data)
static func normal_gradient_type_1(uv : Vector2, repeat : float, rotate : float, data : PoolRealArray) -> Color:
var rr : float = 0.5+(cos(rotate*0.01745329251)*(uv.x-0.5)+sin(rotate*0.01745329251)*(uv.y-0.5))/(cos(abs(Commons.modf(rotate, 90.0)-45.0)*0.01745329251)*1.41421356237);
return gradient_type_1(Commons.fractf(rr * repeat), data)
static func normal_gradient_type_2(uv : Vector2, repeat : float, rotate : float, data : PoolRealArray) -> Color:
var rr : float = 0.5+(cos(rotate*0.01745329251)*(uv.x-0.5)+sin(rotate*0.01745329251)*(uv.y-0.5))/(cos(abs(Commons.modf(rotate, 90.0)-45.0)*0.01745329251)*1.41421356237);
return gradient_type_2(Commons.fractf(rr * repeat), data)
static func normal_gradient_type_3(uv : Vector2, repeat : float, rotate : float, data : PoolRealArray) -> Color:
var rr : float = 0.5+(cos(rotate*0.01745329251)*(uv.x-0.5)+sin(rotate*0.01745329251)*(uv.y-0.5))/(cos(abs(Commons.modf(rotate, 90.0)-45.0)*0.01745329251)*1.41421356237);
return gradient_type_3(Commons.fractf(rr * repeat), data)
static func normal_gradient_type_4(uv : Vector2, repeat : float, rotate : float, data : PoolRealArray) -> Color:
var rr : float = 0.5+(cos(rotate*0.01745329251)*(uv.x-0.5)+sin(rotate*0.01745329251)*(uv.y-0.5))/(cos(abs(Commons.modf(rotate, 90.0)-45.0)*0.01745329251)*1.41421356237);
return gradient_type_4(Commons.fractf(rr * repeat), data)
static func circular_gradient_type_1(uv : Vector2, repeat : float, data : PoolRealArray) -> Color:
return gradient_type_1(Commons.fractf(repeat * 0.15915494309 * atan2((uv.y - 0.5), uv.x - 0.5)), data)
static func circular_gradient_type_2(uv : Vector2, repeat : float, data : PoolRealArray) -> Color:
return gradient_type_2(Commons.fractf(repeat * 0.15915494309 * atan2((uv.y - 0.5), uv.x - 0.5)), data)
static func circular_gradient_type_3(uv : Vector2, repeat : float, data : PoolRealArray) -> Color:
return gradient_type_3(Commons.fractf(repeat * 0.15915494309 * atan2((uv.y - 0.5), uv.x - 0.5)), data)
static func circular_gradient_type_4(uv : Vector2, repeat : float, data : PoolRealArray) -> Color:
return gradient_type_4(Commons.fractf(repeat * 0.15915494309 * atan2((uv.y - 0.5), uv.x - 0.5)), data)
static func gradient_type_1(x : float, data : PoolRealArray) -> Color:
if data.size() % 5 != 0 || data.size() == 0:
return Color()
for i in range(0, data.size() - 5, 5):
if x < 0.5 * (data[i] + data[i + 5]):
return Color(data[i + 1], data[i + 2], data[i + 3], data[i + 4])
var ds = data.size() - 5
return Color(data[ds + 1], data[ds + 2], data[ds + 3], data[ds + 4])
static func gradient_type_2(x : float, data : PoolRealArray) -> Color:
if data.size() % 5 != 0 || data.size() == 0:
return Color()
for i in range(0, data.size(), 5):
if x < data[i]:
if i == 0:
return Color(data[i + 1], data[i + 2], data[i + 3], data[i + 4])
var cprev : Color = Color(data[i - 4], data[i - 3], data[i - 2], data[i - 1])
var ccurr : Color = Color(data[i + 1], data[i + 2], data[i + 3], data[i + 4])
return lerp(cprev, ccurr, (x - data[i - 5]) / (data[i] - data[i - 5]));
var ds = data.size() - 5
return Color(data[ds + 1], data[ds + 2], data[ds + 3], data[ds + 4])
static func gradient_type_3(x : float, data : PoolRealArray) -> Color:
if data.size() % 5 != 0 || data.size() == 0:
return Color()
for i in range(0, data.size(), 5):
if x < data[i]:
if i == 0:
return Color(data[i + 1], data[i + 2], data[i + 3], data[i + 4])
var cprev : Color = Color(data[i - 4], data[i - 3], data[i - 2], data[i - 1])
var ccurr : Color = Color(data[i + 1], data[i + 2], data[i + 3], data[i + 4])
return lerp(cprev, ccurr, 0.5 - 0.5 * cos(3.14159265359 * ((x - data[i - 5]) / (data[i] - data[i - 5]))))
var ds = data.size() - 5
return Color(data[ds + 1], data[ds + 2], data[ds + 3], data[ds + 4])
static func get_data_color(index : int, data : PoolRealArray) -> Color:
var i : int = index * 5
return Color(data[i + 1], data[i + 2],data[i + 3], data[i + 4])
static func get_data_pos(index : int, data : PoolRealArray) -> float:
return data[index * 5]
static func gradient_type_4(x : float, data : PoolRealArray) -> Color:
if data.size() % 5 != 0 || data.size() == 0:
return Color()
var ds : int = data.size() / 5
var s : int = ds - 1
for i in range(0, s):
if x < get_data_pos(i, data):
if i == 0:
return get_data_color(i, data)
# var dx : String = "(x-%s)/(%s-%s)" % [ pv(name, i), pv(name, i+1), pv(name, i) ]
var dx : float = (x - get_data_pos(i, data))/(get_data_pos(i + 1, data) - get_data_pos(i, data))
# var b : String = "mix(%s, %s, %s)" % [ pc(name, i), pc(name, i+1), dx ]
var b : Color = lerp(get_data_color(i - 1, data), get_data_color(i - 1, data), dx)
if i == 1:
# var c : String = "mix(%s, %s, (x-%s)/(%s-%s))" % [ pc(name, i+1), pc(name, i+2), pv(name, i+1), pv(name, i+2), pv(name, i+1) ]
var c : Color = lerp(get_data_color(i + 1, data), get_data_color(i + 2, data), (x - get_data_pos(i + 1, data))/(get_data_pos(i + 2, data) - get_data_pos(i + 1, data)))
# shader += " return mix("+c+", "+b+", 1.0-0.5*"+dx+");\n"
return lerp(c, b, 1.0 - 0.5 * dx)
# var a : String = "mix(%s, %s, (x-%s)/(%s-%s))" % [ pc(name, i-1), pc(name, i), pv(name, i-1), pv(name, i), pv(name, i-1) ]
var a : Color = lerp(get_data_color(i - 1, data), get_data_color(i, data), (x - get_data_pos(i - 1, data)) / (get_data_pos(i, data) - get_data_pos(i - 1, data)))
# if i < s-1:
if i < s - 1:
# var c : String = "mix(%s, %s, (x-%s)/(%s-%s))" % [ pc(name, i+1), pc(name, i+2), pv(name, i+1), pv(name, i+2), pv(name, i+1) ]
var c : Color = lerp(get_data_color(i + 1, data), get_data_color(i + 2, data), (x - get_data_pos(i + 1, data)) / (get_data_pos(i + 2, data) - get_data_pos(i + 1, data)))
# var ac : String = "mix("+a+", "+c+", 0.5-0.5*cos(3.14159265359*"+dx+"))"
var ac : Color = lerp(a, c, 0.5-0.5*cos(3.14159265359 * dx))
# shader += " return 0.5*("+b+" + "+ac+");\n"
var dt : Color = b + ac
dt.r *= 0.5
dt.g *= 0.5
dt.b *= 0.5
dt.a = clamp(0, 1, dt.a)
return dt
# else
else:
# shader += " return mix("+a+", "+b+", 0.5+0.5*"+dx+");\n"
return lerp(a, b, 0.5 + 0.5 * dx)
return get_data_color(ds - 1, data)
#todo make it selectable
static func gradient_type_5(x : float, data : PoolRealArray) -> Color:
if data.size() % 5 != 0 || data.size() == 0:
return Color()
var ds : int = data.size() / 5
var s : int = ds - 1
for i in range(0, s):
if x < get_data_pos(i, data):
if i == 0:
return get_data_color(i, data)
# var dx : String = "(x-%s)/(%s-%s)" % [ pv(name, i), pv(name, i+1), pv(name, i) ]
var dx : float = (x - get_data_pos(i, data))/(get_data_pos(i + 1, data) - get_data_pos(i, data))
# var b : String = "mix(%s, %s, %s)" % [ pc(name, i), pc(name, i+1), dx ]
var b : Color = lerp(get_data_color(i - 1, data), get_data_color(i - 1, data), dx)
if i == 1:
# var c : String = "mix(%s, %s, (x-%s)/(%s-%s))" % [ pc(name, i+1), pc(name, i+2), pv(name, i+1), pv(name, i+2), pv(name, i+1) ]
var c : Color = lerp(get_data_color(i + 1, data), get_data_color(i + 2, data), (x - get_data_pos(i + 1, data))/(get_data_pos(i + 2, data) - get_data_pos(i + 1, data)))
# shader += " return mix("+c+", "+b+", 1.0-0.5*"+dx+");\n"
return lerp(c, b, 1.0 - 0.5 * dx)
# var a : String = "mix(%s, %s, (x-%s)/(%s-%s))" % [ pc(name, i-1), pc(name, i), pv(name, i-1), pv(name, i), pv(name, i-1) ]
var a : Color = lerp(get_data_color(i - 1, data), get_data_color(i, data), (x - get_data_pos(i - 1, data)) / (get_data_pos(i, data) - get_data_pos(i - 1, data)))
# if i < s-1:
if i < s - 1:
# var c : String = "mix(%s, %s, (x-%s)/(%s-%s))" % [ pc(name, i+1), pc(name, i+2), pv(name, i+1), pv(name, i+2), pv(name, i+1) ]
var c : Color = lerp(get_data_color(i+1, data), get_data_color(i+2, data), (x - get_data_pos(i + 1, data)) / (get_data_pos(i + 2, data) - get_data_pos(i + 1, data)))
# var ac : String = "mix("+a+", "+c+", 0.5-0.5*cos(3.14159265359*"+dx+"))"
var ac : Color = lerp(a, c, 0.5-0.5*cos(3.14159265359 * dx))
# shader += " return 0.5*("+b+" + "+ac+");\n"
var dt : Color = b + ac
dt.r *= 0.5
dt.g *= 0.5
dt.b *= 0.5
dt.a = clamp(0, 1, dt.a)
return dt
# else
else:
# shader += " return mix("+a+", "+b+", 0.5+0.5*"+dx+");\n"
return lerp(a, b, 0.5 + 0.5 * dx)
return get_data_color(ds - 1, data)