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() enum CombinerAxisType { SINE, TRIANGLE, SQUARE, SAWTOOTH, CONSTANT, BOUNCE } enum CombinerType { MULTIPLY, ADD, MAX, MIN, XOR, POW } 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 = Color(f, f, f, 1) image.set_pixel(x, y, col) image.unlock() tex.create_from_image(image) texture = tex #var p_o7009_x_scale = 4.000000000; #var p_o7009_y_scale = 4.000000000; func pattern(uv : Vector2, x_scale : float, y_scale : float, ct : int, catx : int, caty : int) -> float: var x : float = 0 var y : float = 0 #in c++ these ifs should be function pointers or macros in the caller if catx == CombinerAxisType.SINE: x = wave_sine(x_scale * uv.x) elif catx == CombinerAxisType.TRIANGLE: x = wave_triangle(x_scale * uv.x) elif catx == CombinerAxisType.SQUARE: x = wave_square(x_scale * uv.x) elif catx == CombinerAxisType.SAWTOOTH: x = wave_sawtooth(x_scale * uv.x) elif catx == CombinerAxisType.CONSTANT: x = wave_constant(x_scale * uv.x) elif catx == CombinerAxisType.BOUNCE: x = wave_bounce(x_scale * uv.x) if caty == CombinerAxisType.SINE: y = wave_sine(y_scale * uv.y) elif caty == CombinerAxisType.TRIANGLE: y = wave_triangle(y_scale * uv.y) elif caty == CombinerAxisType.SQUARE: y = wave_square(y_scale * uv.y) elif caty == CombinerAxisType.SAWTOOTH: y = wave_sawtooth(y_scale * uv.y) elif caty == CombinerAxisType.CONSTANT: y = wave_constant(y_scale * uv.y) elif caty == CombinerAxisType.BOUNCE: y = wave_bounce(y_scale * uv.y) if ct == CombinerType.MULTIPLY: return mix_mul(x, y) elif ct == CombinerType.ADD: return mix_add(x, y); elif ct == CombinerType.MAX: return mix_max(x, y); elif ct == CombinerType.MIN: return mix_min(x, y); elif ct == CombinerType.XOR: return mix_xor(x, y); elif ct == CombinerType.POW: return mix_pow(x, y); return 0.0 func wave_constant(x : float) -> float: return 1.0; func wave_sine(x : float) -> float: return 0.5-0.5*cos(3.14159265359*2.0*x); func wave_triangle(x : float) -> float: x = fractf(x); return min(2.0*x, 2.0-2.0*x); func wave_sawtooth(x : float) -> float: return fractf(x); func wave_square(x : float) -> float: if (fractf(x) < 0.5): return 0.0 else: return 1.0 func wave_bounce(x : float) -> float: x = 2.0*(fractf(x)-0.5); return sqrt(1.0-x*x); func mix_mul(x : float, y : float) -> float: return x*y; func mix_add(x : float, y : float) -> float: return min(x+y, 1.0); func mix_max(x : float, y : float) -> float: return max(x, y); func mix_min(x : float, y : float) -> float: return min(x, y); func mix_xor(x : float, y : float) -> float: return min(x+y, 2.0-x-y); func mix_pow(x : float, y : float) -> float: return pow(x, y); 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 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 fract(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 fractf(f : float) -> float: return f - floor(f) func rand(x : Vector2) -> float: return fractf(cos(x.dot(Vector2(13.9898, 8.141))) * 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()