mirror of
https://github.com/Relintai/broken_seals.git
synced 2025-01-25 14:19:19 +01:00
278 lines
6.1 KiB
GDScript
278 lines
6.1 KiB
GDScript
tool
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extends TextureRect
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var image : Image
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var tex : ImageTexture
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export(Vector2) var bmin : Vector2 = Vector2(0.1, 0.1)
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export(Vector2) var bmax : Vector2 = Vector2(1, 1)
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export(bool) var refresh setget reff,reffg
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func _ready():
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if !Engine.editor_hint:
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gen()
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func gen() -> void:
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if !image:
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image = Image.new()
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image.create(300, 300, false, Image.FORMAT_RGBA8)
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if !tex:
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tex = ImageTexture.new()
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# var bmin : Vector2 = Vector2(0.1, 0.1)
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# var bmax : Vector2 = Vector2(1, 1)
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image.lock()
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var w : float = image.get_width()
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var h : float = image.get_width()
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var pseed : float = randf() + randi()
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for x in range(image.get_width()):
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for y in range(image.get_height()):
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var v : Vector2 = Vector2(x / w, y / h)
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# var f : float = pattern(v, 4, 4, CombinerType.MULTIPLY, CombinerAxisType.SINE, CombinerAxisType.SINE)
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var col : Color = runecol(v)
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image.set_pixel(x, y, col)
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image.unlock()
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tex.create_from_image(image)
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texture = tex
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var p_o49619_columns = 4.000000000;
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var p_o49619_rows = 4.000000000;
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func runecol(uv : Vector2) -> Color:
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var f : float = Rune(Vector2(p_o49619_columns, p_o49619_rows)*((uv)));
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return Color(f, f, f, 1)
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func ThickLine(uv : Vector2, posA : Vector2, posB : Vector2, radiusInv : float) -> float:
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var dir : Vector2 = posA - posB;
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var dirLen : float = dir.length()
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var dirN : Vector2 = dir.normalized()
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var dotTemp : float = clamp((uv - posB).dot(dirN), 0.0, dirLen);
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var proj : Vector2 = dotTemp * dirN + posB;
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var d1 : float = (uv - proj).length()
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var finalGray : float = clamp(1.0 - d1 * radiusInv, 0.0, 1.0);
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return finalGray;
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# makes a rune in the 0..1 uv space. Seed is which rune to draw.
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# passes back gray in x and derivates for lighting in yz
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func Rune(uv : Vector2) -> float:
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var finalLine : float = 0.0;
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var pseed : Vector2 = floorv2(uv) - Vector2(0.41, 0.41);
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uv = fractv2(uv);
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for i in range(4):# (int i = 0; i < 4; i++): # // number of strokes
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var posA : Vector2 = rand2(floorv2(pseed + Vector2(0.5, 0.5)));
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var posB : Vector2 = rand2(floorv2(pseed + Vector2(1.5, 1.5)));
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pseed.x += 2.0;
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pseed.y += 2.0;
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# expand the range and mod it to get a nicely distributed random number - hopefully. :)
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posA = fractv2(posA * 128.0);
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posB = fractv2(posB * 128.0);
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# each rune touches the edge of its box on all 4 sides
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if (i == 0):
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posA.y = 0.0;
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if (i == 1):
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posA.x = 0.999;
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if (i == 2):
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posA.x = 0.0;
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if (i == 3):
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posA.y = 0.999;
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# snap the random line endpoints to a grid 2x3
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var snaps : Vector2 = Vector2(2.0, 3.0);
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posA = (floorv2(posA * snaps) + Vector2(0.5, 0.5)) / snaps; # + 0.5 to center it in a grid cell
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posB = (floorv2(posB * snaps) + Vector2(0.5, 0.5)) / snaps;
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#if (distance(posA, posB) < 0.0001) continue; // eliminate dots.
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# Dots (degenerate lines) are not cross-GPU safe without adding 0.001 - divide by 0 error.
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finalLine = max(finalLine, ThickLine(uv, posA, posB + Vector2(0.001, 0.001), 20.0));
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return finalLine;
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func clampv3(v : Vector3, mi : Vector3, ma : Vector3) -> Vector3:
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v.x = clamp(v.x, mi.x, ma.x)
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v.y = clamp(v.y, mi.y, ma.y)
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v.y = clamp(v.z, mi.z, ma.z)
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return v
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func floorv2(a : Vector2) -> Vector2:
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var v : Vector2 = Vector2()
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v.x = floor(a.x)
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v.y = floor(a.y)
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return v
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func maxv2(a : Vector2, b : Vector2) -> Vector2:
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var v : Vector2 = Vector2()
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v.x = max(a.x, b.x)
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v.y = max(a.y, b.y)
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return v
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func maxv3(a : Vector3, b : Vector3) -> Vector3:
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var v : Vector3 = Vector3()
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v.x = max(a.x, b.x)
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v.y = max(a.y, b.y)
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v.z = max(a.z, b.z)
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return v
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func absv2(v : Vector2) -> Vector2:
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v.x = abs(v.x)
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v.y = abs(v.y)
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return v
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func absv3(v : Vector3) -> Vector3:
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v.x = abs(v.x)
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v.y = abs(v.y)
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v.y = abs(v.y)
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return v
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func cosv2(v : Vector2) -> Vector2:
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v.x = cos(v.x)
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v.y = cos(v.y)
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return v
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func cosv3(v : Vector3) -> Vector3:
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v.x = cos(v.x)
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v.y = cos(v.y)
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v.y = cos(v.y)
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return v
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func modv3(a : Vector3, b : Vector3) -> Vector3:
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var v : Vector3 = Vector3()
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v.x = modf(a.x, b.x)
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v.y = modf(a.y, b.y)
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v.z = modf(a.z, b.z)
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return v
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func modv2(a : Vector2, b : Vector2) -> Vector2:
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var v : Vector2 = Vector2()
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v.x = modf(a.x, b.x)
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v.y = modf(a.y, b.y)
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return v
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func modf(x : float, y : float) -> float:
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return x - y * floor(x / y)
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func fractv2(v : Vector2) -> Vector2:
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v.x = v.x - floor(v.x)
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v.y = v.y - floor(v.y)
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return v
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func fractv3(v : Vector3) -> Vector3:
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v.x = v.x - floor(v.x)
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v.y = v.y - floor(v.y)
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v.z = v.z - floor(v.z)
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return v
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func fract(f : float) -> float:
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return f - floor(f)
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func rand(x : Vector2) -> float:
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return fract(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453);
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func rand2(x : Vector2) -> Vector2:
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return fractv2(cosv2(Vector2(x.dot(Vector2(13.9898, 8.141)),
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x.dot(Vector2(3.4562, 17.398)))) * 43758.5453);
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func rand3(x : Vector2) -> Vector3:
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return fractv3(cosv3(Vector3(x.dot(Vector2(13.9898, 8.141)),
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x.dot(Vector2(3.4562, 17.398)),
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x.dot(Vector2(13.254, 5.867)))) * 43758.5453);
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func step(edge : float, x : float) -> float:
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if x < edge:
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return 0.0
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else:
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return 1.0
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#common -----
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#float rand(vec2 x) {
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# return fract(cos(dot(x, vec2(13.9898, 8.141))) * 43758.5453);
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#}
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#
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#vec2 rand2(vec2 x) {
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# return fract(cos(vec2(dot(x, vec2(13.9898, 8.141)),
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# dot(x, vec2(3.4562, 17.398)))) * 43758.5453);
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#}
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#
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#vec3 rand3(vec2 x) {
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# return fract(cos(vec3(dot(x, vec2(13.9898, 8.141)),
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# dot(x, vec2(3.4562, 17.398)),
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# dot(x, vec2(13.254, 5.867)))) * 43758.5453);
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#}
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#
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#vec3 rgb2hsv(vec3 c) {
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# vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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# vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
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# vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
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#
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# float d = q.x - min(q.w, q.y);
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# float e = 1.0e-10;
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# return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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#}
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#
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#vec3 hsv2rgb(vec3 c) {
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# vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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# vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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# return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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#}
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#end common
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func reffg():
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return false
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func reff(bb):
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if bb:
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gen()
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