broken_seals/game/addons/mat_maker_gd/pattern/pattern_rune.gd

278 lines
6.1 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 = runecol(v)
image.set_pixel(x, y, col)
image.unlock()
tex.create_from_image(image)
texture = tex
var p_o49619_columns = 4.000000000;
var p_o49619_rows = 4.000000000;
func runecol(uv : Vector2) -> Color:
var f : float = Rune(Vector2(p_o49619_columns, p_o49619_rows)*((uv)));
return Color(f, f, f, 1)
func ThickLine(uv : Vector2, posA : Vector2, posB : Vector2, radiusInv : float) -> float:
var dir : Vector2 = posA - posB;
var dirLen : float = dir.length()
var dirN : Vector2 = dir.normalized()
var dotTemp : float = clamp((uv - posB).dot(dirN), 0.0, dirLen);
var proj : Vector2 = dotTemp * dirN + posB;
var d1 : float = (uv - proj).length()
var finalGray : float = clamp(1.0 - d1 * radiusInv, 0.0, 1.0);
return finalGray;
# makes a rune in the 0..1 uv space. Seed is which rune to draw.
# passes back gray in x and derivates for lighting in yz
func Rune(uv : Vector2) -> float:
var finalLine : float = 0.0;
var pseed : Vector2 = floorv2(uv) - Vector2(0.41, 0.41);
uv = fractv2(uv);
for i in range(4):# (int i = 0; i < 4; i++): # // number of strokes
var posA : Vector2 = rand2(floorv2(pseed + Vector2(0.5, 0.5)));
var posB : Vector2 = rand2(floorv2(pseed + Vector2(1.5, 1.5)));
pseed.x += 2.0;
pseed.y += 2.0;
# expand the range and mod it to get a nicely distributed random number - hopefully. :)
posA = fractv2(posA * 128.0);
posB = fractv2(posB * 128.0);
# each rune touches the edge of its box on all 4 sides
if (i == 0):
posA.y = 0.0;
if (i == 1):
posA.x = 0.999;
if (i == 2):
posA.x = 0.0;
if (i == 3):
posA.y = 0.999;
# snap the random line endpoints to a grid 2x3
var snaps : Vector2 = Vector2(2.0, 3.0);
posA = (floorv2(posA * snaps) + Vector2(0.5, 0.5)) / snaps; # + 0.5 to center it in a grid cell
posB = (floorv2(posB * snaps) + Vector2(0.5, 0.5)) / snaps;
#if (distance(posA, posB) < 0.0001) continue; // eliminate dots.
# Dots (degenerate lines) are not cross-GPU safe without adding 0.001 - divide by 0 error.
finalLine = max(finalLine, ThickLine(uv, posA, posB + Vector2(0.001, 0.001), 20.0));
return finalLine;
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 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()