Ported the rest of the brick types.

This commit is contained in:
Relintai 2020-12-08 19:15:41 +01:00
parent 3134a3e91d
commit 0ec0dbf02a
2 changed files with 118 additions and 2 deletions

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@ -68,8 +68,23 @@ func gen() -> void:
# var cc : Color = Color(vb.x, vb.y, vb.z, 1) # var cc : Color = Color(vb.x, vb.y, vb.z, 1)
# image.set_pixel(x, y, cc) # image.set_pixel(x, y, cc)
#Running Bond
# var brect : Color = bricks_rb(v, Vector2(p_o39644_columns, p_o39644_rows), p_o39644_repeat, p_o39644_row_offset);
#RunningBond2
# var brect : Color = bricks_rb2(v, Vector2(p_o39644_columns, p_o39644_rows), p_o39644_repeat, p_o39644_row_offset);
#HerringBone
# var brect : Color = bricks_hb(v, Vector2(p_o39644_columns, p_o39644_rows), p_o39644_repeat, p_o39644_row_offset);
#BasketWeave
# var brect : Color = bricks_bw(v, Vector2(p_o39644_columns, p_o39644_rows), p_o39644_repeat, p_o39644_row_offset);
#SpanishBond
var brect : Color = bricks_sb(v, Vector2(p_o39644_columns, p_o39644_rows), p_o39644_repeat, p_o39644_row_offset);
# 1, 2 # 1, 2
var brect : Color = bricks_rb(v, Vector2(p_o39644_columns, p_o39644_rows), p_o39644_repeat, p_o39644_row_offset);
var fcolor : Color = brick(v, Vector2(brect.r, brect.g), Vector2(brect.b, brect.a), p_o39644_mortar*1.0, p_o39644_round*1.0, max(0.001, p_o39644_bevel*1.0)); var fcolor : Color = brick(v, Vector2(brect.r, brect.g), Vector2(brect.b, brect.a), p_o39644_mortar*1.0, p_o39644_round*1.0, max(0.001, p_o39644_bevel*1.0));
# image.set_pixel(x, y, brect) # image.set_pixel(x, y, brect)
@ -102,6 +117,7 @@ func gen() -> void:
# image.set_pixel(x, y, Color(f, f, f, 1)) # image.set_pixel(x, y, Color(f, f, f, 1))
image.unlock() image.unlock()
tex.create_from_image(image) tex.create_from_image(image)
@ -178,6 +194,106 @@ func bricks_rb(uv : Vector2, count : Vector2, repeat : float, offset : float) ->
var bmc : Vector2 = bmin + Vector2(1.0, 1.0) / count var bmc : Vector2 = bmin + Vector2(1.0, 1.0) / count
return Color(bmin.x, bmin.y, bmc.x, bmc.y) return Color(bmin.x, bmin.y, bmc.x, bmc.y)
func bricks_rb2(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color:
count *= repeat
var x_offset : float = offset * step(0.5, fractf(uv.y * count.y * 0.5))
count.x = count.x * (1.0+step(0.5, fractf(uv.y * count.y * 0.5)))
var bmin : Vector2 = Vector2()
bmin.x = floor(uv.x * count.x - x_offset)
bmin.y = floor(uv.y * count.y)
bmin.x += x_offset
bmin /= count
var b : Vector2 = bmin + Vector2(1, 1) / count
return Color(bmin.x, bmin.y, b.x, b.y)
func bricks_hb(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color:
var pc : float = count.x + count.y
var c : float = pc * repeat
var corner : Vector2 = Vector2(floor(uv.x * c), floor(uv.y * c))
var cdiff : float = modf(corner.x - corner.y, pc)
if (cdiff < count.x):
var col : Color = Color()
col.r = (corner.x - cdiff) / c
col.g = corner.y / c
col.b = (corner.x - cdiff + count.x) / c
col.a = (corner.y + 1.0) / c
return col
else:
var col : Color = Color()
col.r = corner.x / c
col.g = (corner.y - (pc - cdiff - 1.0)) / c
col.b = (corner.x + 1.0) / c
col.a = (corner.y - (pc - cdiff - 1.0) + count.y) / c
return col
func bricks_bw(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color:
var c : Vector2 = 2.0 * count * repeat
var mc : float = max(c.x, c.y)
var corner1 : Vector2 = Vector2(floor(uv.x * c.x), floor(uv.y * c.y))
var corner2 : Vector2 = Vector2(count.x * floor(repeat* 2.0 * uv.x), count.y * floor(repeat * 2.0 * uv.y))
var tmp : Vector2 = Vector2(floor(repeat * 2.0 * uv.x), floor(repeat * 2.0 * uv.y))
var cdiff : float = modf(tmp.dot(Vector2(1, 1)), 2.0)
var corner : Vector2
var size : Vector2
if cdiff == 0:
corner = Vector2(corner1.x, corner2.y)
size = Vector2(1.0, count.y)
else:
corner = Vector2(corner2.x, corner1.y)
size = Vector2(count.x, 1.0)
return Color(corner.x / c.x, corner.y / c.y, (corner.x + size.x) / c.x, (corner.y + size.y) / c.y)
func bricks_sb(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color:
var c : Vector2 = (count + Vector2(1, 1)) * repeat
var mc : float = max(c.x, c.y)
var corner1 : Vector2 = Vector2(floor(uv.x * c.x), floor(uv.y * c.y))
var corner2 : Vector2 = (count + Vector2(1, 1)) * Vector2(floor(repeat * uv.x), floor(repeat * uv.y))
var rcorner : Vector2 = corner1 - corner2
var corner : Vector2
var size : Vector2
if (rcorner.x == 0.0 && rcorner.y < count.y):
corner = corner2
size = Vector2(1.0, count.y)
elif (rcorner.y == 0.0):
corner = corner2 + Vector2(1.0, 0.0)
size = Vector2(count.x, 1.0)
elif (rcorner.x == count.x):
corner = corner2 + Vector2(count.x, 1.0)
size = Vector2(1.0, count.y)
elif (rcorner.y == count.y):
corner = corner2 + Vector2(0.0, count.y)
size = Vector2(count.x, 1.0)
else:
corner = corner2 + Vector2(1, 1)
size = Vector2(count.x-1.0, count.y-1.0)
return Color(corner.x / c.x, corner.y / c.y, (corner.x + size.x) / c.x, (corner.y + size.y) / c.y)
#from https://www.geeksforgeeks.org/modulus-two-float-double-numbers/
#there is probably a better way of doing this
func modf(x : float, y : float) -> float:
return x - y * floor(x / y)
func fract(v : Vector2) -> Vector2: func fract(v : Vector2) -> Vector2:
v.x = v.x - floor(v.x) v.x = v.x - floor(v.x)

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