broken_seals/game/addons/mat_maker_gd/nodes/sdf2d/sdf.gd

136 lines
3.5 KiB
GDScript

tool
extends TextureRect
var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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():
pass
#sdshow
var p_o47009_bevel = 0.100000000;
#circle
var p_o11635_r = 0.400000000;
var p_o11635_cx = 0.000000000;
var p_o11635_cy = 0.000000000;
#box
var p_o48575_w = 0.300000000;
var p_o48575_h = 0.200000000;
var p_o48575_cx = 0.000000000;
var p_o48575_cy = 0.000000000;
#line
var p_o49570_ax = -0.300000000;
var p_o49570_ay = -0.300000000;
var p_o49570_bx = 0.300000000;
var p_o49570_by = 0.300000000;
var p_o49570_r = 0.200000000;
#rhombus
var p_o50848_w = 0.300000000;
var p_o50848_h = 0.200000000;
var p_o50848_cx = 0.000000000;
var p_o50848_cy = 0.000000000;
#arc
var p_o51990_a1 = 0.000000000;
var p_o51990_a2 = 0.000000000;
var p_o51990_r1 = 0.300000000;
var p_o51990_r2 = 0.100000000;
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 fc : float = sdf_circle(v)
# var fc : float = sdf_box(v)
# var fc : float = sdf_line(v)
# var fc : float = sdf_rhombus(v)
# var fc : float = sdf_arc(v)
# var fc : float = sdf_boolean_union(sdf_circle(v), sdf_box(v))
# var fc : float = sdf_boolean_substraction(sdf_circle(v), sdf_box(v))
# var fc : float = sdf_boolean_intersection(sdf_circle(v), sdf_box(v))
# var fc : float = sdf_smooth_boolean_union(sdf_circle(v), sdf_box(v), 0.15)
# var fc : float = sdf_smooth_boolean_substraction(sdf_circle(v), sdf_box(v), 0.15)
# var fc : float = sdf_smooth_boolean_intersection(sdf_circle(v), sdf_box(v), 0.15)
# var fc : float = sdf_rounded_shape(sdf_box(v), 0.15)
# var fc : float = sdf_annular_shape(sdf_box(v), 0.15)
var fc : float = Commons.sdf_morph(sdf_circle(v), sdf_box(v), 0.5)
var col : Color = sdf_show(fc)
image.set_pixel(x, y, col)
image.unlock()
tex.create_from_image(image)
texture = tex
func sdf_show(val : float) -> Color:
var o47009_0_1_f : float = clamp(-val / max(p_o47009_bevel, 0.00001), 0.0, 1.0);
return Color(o47009_0_1_f, o47009_0_1_f, o47009_0_1_f, 1)
func sdf_circle(uv : Vector2) -> float:
return (uv - Vector2(p_o11635_cx + 0.5, p_o11635_cy + 0.5)).length() - p_o11635_r;
func sdf_box(uv : Vector2) -> float:
var o48575_0_d : Vector2 = Commons.absv2(uv - Vector2(p_o48575_cx+0.5, p_o48575_cy+0.5)) - Vector2(p_o48575_w, p_o48575_h)
return Commons.maxv2(o48575_0_d, Vector2(0, 0)).length() + min(max(o48575_0_d.x, o48575_0_d.y), 0.0)
func sdf_line(uv : Vector2) -> float:
return Commons.sdLine(uv, Vector2(p_o49570_ax+0.5, p_o49570_ay+0.5), Vector2(p_o49570_bx+0.5, p_o49570_by+0.5)) - p_o49570_r;
func sdf_rhombus(uv : Vector2) -> float:
return Commons.sdRhombus(uv - Vector2(p_o50848_cx + 0.5, p_o50848_cy+0.5), Vector2(p_o50848_w, p_o50848_h));
func sdf_arc(uv : Vector2) -> float:
return Commons.sdArc(uv - Vector2(0.5, 0.5), Commons.modf(p_o51990_a1, 360.0) * 0.01745329251, Commons.modf(p_o51990_a2, 360.0)*0.01745329251, p_o51990_r1, p_o51990_r2);
func reffg():
return false
func reff(bb):
if bb:
gen()