mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
226 lines
10 KiB
GDScript
226 lines
10 KiB
GDScript
tool
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extends Reference
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const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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#note: data : PoolRealArray -> pos, r, g, b, a, pos, r, g, b, a ....
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#gradient.mmg
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#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);"
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#output: $gradient(fract($(name_uv)_r*$repeat))
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#repeat: default: 1, min: 1, max : 32, step: 1
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#rotate: default: 0, min: -180, max: 180, step: 0.1
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#default: "interpolation": 1,
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# "points": [{"a": 1,"b": 0,"g": 0,"pos": 0,"r": 0},{"a": 1,"b": 1,"g": 1,"pos": 1,"r": 1} ],
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#radial_gradient.mmg
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#output: $gradient(fract($repeat*1.41421356237*length(fract($uv)-vec2(0.5, 0.5))))
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#repeat: default: 1, min: 1, max : 32, step: 1
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#circular_gradient.mmg
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#output: gradient(fract($repeat*0.15915494309*atan($uv.y-0.5, $uv.x-0.5)))
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#repeat: default: 1, min: 1, max : 32, step: 1
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#gradient.gd
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static func radial_gradient_type_1(uv : Vector2, repeat : float, data : PoolRealArray) -> Color:
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return gradient_type_1(Commons.fractf(repeat * 1.41421356237* (Commons.fractv2(uv) - Vector2(0.5, 0.5)).length()), data)
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static func radial_gradient_type_2(uv : Vector2, repeat : float, data : PoolRealArray) -> Color:
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return gradient_type_2(Commons.fractf(repeat * 1.41421356237* (Commons.fractv2(uv) - Vector2(0.5, 0.5)).length()), data)
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static func radial_gradient_type_3(uv : Vector2, repeat : float, data : PoolRealArray) -> Color:
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return gradient_type_3(Commons.fractf(repeat * 1.41421356237* (Commons.fractv2(uv) - Vector2(0.5, 0.5)).length()), data)
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static func radial_gradient_type_4(uv : Vector2, repeat : float, data : PoolRealArray) -> Color:
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return gradient_type_4(Commons.fractf(repeat * 1.41421356237* (Commons.fractv2(uv) - Vector2(0.5, 0.5)).length()), data)
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static func normal_gradient_type_1(uv : Vector2, repeat : float, rotate : float, data : PoolRealArray) -> Color:
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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);
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return gradient_type_1(Commons.fractf(rr * repeat), data)
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static func normal_gradient_type_2(uv : Vector2, repeat : float, rotate : float, data : PoolRealArray) -> Color:
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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);
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return gradient_type_2(Commons.fractf(rr * repeat), data)
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static func normal_gradient_type_3(uv : Vector2, repeat : float, rotate : float, data : PoolRealArray) -> Color:
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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);
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return gradient_type_3(Commons.fractf(rr * repeat), data)
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static func normal_gradient_type_4(uv : Vector2, repeat : float, rotate : float, data : PoolRealArray) -> Color:
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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);
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return gradient_type_4(Commons.fractf(rr * repeat), data)
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static func circular_gradient_type_1(uv : Vector2, repeat : float, data : PoolRealArray) -> Color:
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return gradient_type_1(Commons.fractf(repeat * 0.15915494309 * atan2((uv.y - 0.5), uv.x - 0.5)), data)
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static func circular_gradient_type_2(uv : Vector2, repeat : float, data : PoolRealArray) -> Color:
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return gradient_type_2(Commons.fractf(repeat * 0.15915494309 * atan2((uv.y - 0.5), uv.x - 0.5)), data)
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static func circular_gradient_type_3(uv : Vector2, repeat : float, data : PoolRealArray) -> Color:
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return gradient_type_3(Commons.fractf(repeat * 0.15915494309 * atan2((uv.y - 0.5), uv.x - 0.5)), data)
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static func circular_gradient_type_4(uv : Vector2, repeat : float, data : PoolRealArray) -> Color:
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return gradient_type_4(Commons.fractf(repeat * 0.15915494309 * atan2((uv.y - 0.5), uv.x - 0.5)), data)
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static func gradient_type_1(x : float, data : PoolRealArray) -> Color:
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if data.size() % 5 != 0 || data.size() == 0:
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return Color()
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for i in range(0, data.size() - 5, 5):
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if x < 0.5 * (data[i] + data[i + 5]):
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return Color(data[i + 1], data[i + 2], data[i + 3], data[i + 4])
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var ds = data.size() - 5
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return Color(data[ds + 1], data[ds + 2], data[ds + 3], data[ds + 4])
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static func gradient_type_2(x : float, data : PoolRealArray) -> Color:
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if data.size() % 5 != 0 || data.size() == 0:
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return Color()
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for i in range(0, data.size(), 5):
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if x < data[i]:
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if i == 0:
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return Color(data[i + 1], data[i + 2], data[i + 3], data[i + 4])
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var cprev : Color = Color(data[i - 4], data[i - 3], data[i - 2], data[i - 1])
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var ccurr : Color = Color(data[i + 1], data[i + 2], data[i + 3], data[i + 4])
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return lerp(cprev, ccurr, (x - data[i - 5]) / (data[i] - data[i - 5]));
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var ds = data.size() - 5
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return Color(data[ds + 1], data[ds + 2], data[ds + 3], data[ds + 4])
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static func gradient_type_3(x : float, data : PoolRealArray) -> Color:
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if data.size() % 5 != 0 || data.size() == 0:
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return Color()
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for i in range(0, data.size(), 5):
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if x < data[i]:
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if i == 0:
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return Color(data[i + 1], data[i + 2], data[i + 3], data[i + 4])
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var cprev : Color = Color(data[i - 4], data[i - 3], data[i - 2], data[i - 1])
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var ccurr : Color = Color(data[i + 1], data[i + 2], data[i + 3], data[i + 4])
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return lerp(cprev, ccurr, 0.5 - 0.5 * cos(3.14159265359 * ((x - data[i - 5]) / (data[i] - data[i - 5]))))
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var ds = data.size() - 5
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return Color(data[ds + 1], data[ds + 2], data[ds + 3], data[ds + 4])
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static func get_data_color(index : int, data : PoolRealArray) -> Color:
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var i : int = index * 5
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return Color(data[i + 1], data[i + 2],data[i + 3], data[i + 4])
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static func get_data_pos(index : int, data : PoolRealArray) -> float:
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return data[index * 5]
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static func gradient_type_4(x : float, data : PoolRealArray) -> Color:
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if data.size() % 5 != 0 || data.size() == 0:
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return Color()
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var ds : int = data.size() / 5
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var s : int = ds - 1
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for i in range(0, s):
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if x < get_data_pos(i, data):
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if i == 0:
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return get_data_color(i, data)
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# var dx : String = "(x-%s)/(%s-%s)" % [ pv(name, i), pv(name, i+1), pv(name, i) ]
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var dx : float = (x - get_data_pos(i, data))/(get_data_pos(i + 1, data) - get_data_pos(i, data))
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# var b : String = "mix(%s, %s, %s)" % [ pc(name, i), pc(name, i+1), dx ]
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var b : Color = lerp(get_data_color(i - 1, data), get_data_color(i - 1, data), dx)
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if i == 1:
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# 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) ]
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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)))
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# shader += " return mix("+c+", "+b+", 1.0-0.5*"+dx+");\n"
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return lerp(c, b, 1.0 - 0.5 * dx)
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# 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) ]
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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)))
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# if i < s-1:
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if i < s - 1:
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# 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) ]
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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)))
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# var ac : String = "mix("+a+", "+c+", 0.5-0.5*cos(3.14159265359*"+dx+"))"
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var ac : Color = lerp(a, c, 0.5-0.5*cos(3.14159265359 * dx))
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# shader += " return 0.5*("+b+" + "+ac+");\n"
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var dt : Color = b + ac
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dt.r *= 0.5
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dt.g *= 0.5
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dt.b *= 0.5
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dt.a = clamp(0, 1, dt.a)
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return dt
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# else
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else:
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# shader += " return mix("+a+", "+b+", 0.5+0.5*"+dx+");\n"
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return lerp(a, b, 0.5 + 0.5 * dx)
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return get_data_color(ds - 1, data)
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#todo make it selectable
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static func gradient_type_5(x : float, data : PoolRealArray) -> Color:
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if data.size() % 5 != 0 || data.size() == 0:
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return Color()
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var ds : int = data.size() / 5
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var s : int = ds - 1
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for i in range(0, s):
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if x < get_data_pos(i, data):
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if i == 0:
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return get_data_color(i, data)
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# var dx : String = "(x-%s)/(%s-%s)" % [ pv(name, i), pv(name, i+1), pv(name, i) ]
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var dx : float = (x - get_data_pos(i, data))/(get_data_pos(i + 1, data) - get_data_pos(i, data))
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# var b : String = "mix(%s, %s, %s)" % [ pc(name, i), pc(name, i+1), dx ]
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var b : Color = lerp(get_data_color(i - 1, data), get_data_color(i - 1, data), dx)
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if i == 1:
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# 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) ]
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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)))
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# shader += " return mix("+c+", "+b+", 1.0-0.5*"+dx+");\n"
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return lerp(c, b, 1.0 - 0.5 * dx)
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# 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) ]
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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)))
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# if i < s-1:
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if i < s - 1:
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# 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) ]
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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)))
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# var ac : String = "mix("+a+", "+c+", 0.5-0.5*cos(3.14159265359*"+dx+"))"
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var ac : Color = lerp(a, c, 0.5-0.5*cos(3.14159265359 * dx))
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# shader += " return 0.5*("+b+" + "+ac+");\n"
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var dt : Color = b + ac
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dt.r *= 0.5
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dt.g *= 0.5
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dt.b *= 0.5
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dt.a = clamp(0, 1, dt.a)
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return dt
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# else
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else:
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# shader += " return mix("+a+", "+b+", 0.5+0.5*"+dx+");\n"
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return lerp(a, b, 0.5 + 0.5 * dx)
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return get_data_color(ds - 1, data)
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