broken_seals/game/addons/mat_maker_gd/nodes/noise/perlin.gd

267 lines
5.7 KiB
GDScript

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 seed_o12297 = -26656;
var p_o12297_scale_x = 4.000000000;
var p_o12297_scale_y = 4.000000000;
var p_o12297_iterations = 3.000000000;
var p_o12297_persistence = 0.500000000;
func sinewave(uv : Vector2) -> Color:
var f : float = perlin(((uv)), Vector2(p_o12297_scale_x, p_o12297_scale_y), int(p_o12297_iterations), p_o12297_persistence, seed_o12297);
return Color(f, f, f, 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 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 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()