mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
233 lines
4.6 KiB
GDScript
233 lines
4.6 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 p_o7136_amplitude = 0.500000000;
|
|
var p_o7136_frequency = 2.000000000;
|
|
var p_o7136_phase = 0.000000000;
|
|
|
|
func sinewave(uv : Vector2) -> Color:
|
|
|
|
var f : float = 1.0- abs(2.0 * (uv.y-0.5) - p_o7136_amplitude * sin((p_o7136_frequency* uv.x + p_o7136_phase) * 6.28318530718));
|
|
|
|
return Color(f, f, f, 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 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()
|
|
|