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()