tool extends TextureRect var image : Image var tex : ImageTexture export(bool) var refresh setget reff,reffg func _ready(): pass 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(0.3, 0.3) 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 vb : Vector3 = brick_uv(v, bmin, bmax, pseed) # var col : Color = Color(vb.x, vb.y, vb.z, 1) var col : Color = brick(v, bmin, bmax, 0.2, 0.2, 0.2) image.set_pixel(x, y, col) #vec4 $(name_uv)_rect = bricks_$pattern($uv, vec2($columns, $rows), $repeat, $row_offset); #vec4 $(name_uv) = brick($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $round*$round_map($uv), max(0.001, $bevel*$bevel_map($uv))); image.unlock() tex.create_from_image(image) texture = tex #func b2(UV : Vector2): # var ms : float = max(size.x, size.y) # var uv : Vector2 = 0.5+(UV-vec2(0.5))*ms/size.yx # #var is : float = min(size.x, size.y) # vec4 image = preview_2d(uv) # var image_with_background : Vector3 = mix(vec3(mod(floor(uv.x*32.0)+floor(uv.y*32.0), 2.0)), image.xyz, image.a) # uv -= vec2(0.5) # uv = abs(uv) # return Color(image_with_background, step(max(uv.x, uv.y), 0.5)*0.8+0.2) func brick(uv : Vector2, bmin : Vector2, bmax : Vector2, mortar : float, pround : float, bevel : float) -> Color: var color : float var size : Vector2 = bmax - bmin var min_size : float = min(size.x, size.y) mortar *= min_size bevel *= min_size pround *= min_size var center : Vector2 = 0.5 * (bmin + bmax) var d : Vector2 = Vector2() d.x = abs(uv.x - center.x) - 0.5 * (size.x) + (pround + mortar) d.y = abs(uv.y - center.y) - 0.5 * (size.y) + (pround + mortar) color = Vector2(max(d.x, 0), max(d.y, 0)).length() + min(max(d.x, d.y), 0.0) - pround color = clamp(-color / bevel, 0.0, 1.0) # var tiled_brick_pos : Vector2 = Vector2(bmin.x - 1.0 * floor(bmin.x / 1.0), bmin.y - 1.0 * floor(bmin.y / 1.0)) var tiled_brick_pos_x : float = bmin.x - 1.0 * floor(bmin.x / 1.0) var tiled_brick_pos_y : float = bmin.y - 1.0 * floor(bmin.y / 1.0) #vec2 tiled_brick_pos = mod(bmin, vec2(1.0, 1.0)); return Color(color, center.x, center.y, tiled_brick_pos_x + 7.0 * tiled_brick_pos_y) func brick_uv(uv : Vector2, bmin : Vector2, bmax : Vector2, pseed : float) -> Vector3: var center : Vector2 = 0.5 * (bmin + bmax) var size : Vector2 = bmax - bmin var max_size : float = max(size.x, size.y) var x : float = 0.5+ (uv.x - center.x) / max_size var y : float = 0.5+ (uv.y - center.y) /max_size return Vector3(x, y, rand(fract(center) + Vector2(pseed, pseed))) func fract(v : Vector2) -> Vector2: v.x = v.x - floor(v.x) v.y = v.y - floor(v.y) 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); #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 # #vec4 $(name_uv)_rect = bricks_$pattern($uv, vec2($columns, $rows), $repeat, $row_offset); #vec4 $(name_uv) = brick($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $round*$round_map($uv), max(0.001, $bevel*$bevel_map($uv))); # #vec4 brick(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float round, float bevel) { # float color; # vec2 size = bmax - bmin; # float min_size = min(size.x, size.y); # mortar *= min_size; # bevel *= min_size; # round *= min_size; # vec2 center = 0.5*(bmin+bmax); # # vec2 d = abs(uv-center)-0.5*(size)+vec2(round+mortar); # color = length(max(d,vec2(0))) + min(max(d.x,d.y),0.0)-round; # color = clamp(-color/bevel, 0.0, 1.0); # vec2 tiled_brick_pos = mod(bmin, vec2(1.0, 1.0)); # # return vec4(color, center, tiled_brick_pos.x+7.0*tiled_brick_pos.y); #} # #vec3 brick_uv(vec2 uv, vec2 bmin, vec2 bmax, float seed) { # vec2 center = 0.5*(bmin + bmax); # vec2 size = bmax - bmin; # float max_size = max(size.x, size.y); # # return vec3(0.5+(uv-center)/max_size, rand(fract(center)+vec2(seed))); #} # #vec3 brick_corner_uv(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float corner, float seed) { # vec2 center = 0.5*(bmin + bmax); # vec2 size = bmax - bmin; # float max_size = max(size.x, size.y); # float min_size = min(size.x, size.y); # mortar *= min_size;\n\tcorner *= min_size; # # return vec3(clamp((0.5*size-vec2(mortar)-abs(uv-center))/corner, vec2(0.0), vec2(1.0)), rand(fract(center)+vec2(seed))); #} # #vec4 bricks_rb(vec2 uv, vec2 count, float repeat, float offset) { # count *= repeat; # float x_offset = offset*step(0.5, fract(uv.y*count.y*0.5)); # vec2 bmin = floor(vec2(uv.x*count.x-x_offset, uv.y*count.y)); # bmin.x += x_offset;\n\tbmin /= count; # # return vec4(bmin, bmin+vec2(1.0)/count); #} # #vec4 bricks_rb2(vec2 uv, vec2 count, float repeat, float offset) { # count *= repeat; # # float x_offset = offset*step(0.5, fract(uv.y*count.y*0.5)); # count.x = count.x*(1.0+step(0.5, fract(uv.y*count.y*0.5))); # vec2 bmin = floor(vec2(uv.x*count.x-x_offset, uv.y*count.y)); # # bmin.x += x_offset; # bmin /= count; # return vec4(bmin, bmin+vec2(1.0)/count); #} # #vec4 bricks_hb(vec2 uv, vec2 count, float repeat, float offset) { # float pc = count.x+count.y; # float c = pc*repeat; # vec2 corner = floor(uv*c); # float cdiff = mod(corner.x-corner.y, pc); # # if (cdiff < count.x) { # return vec4((corner-vec2(cdiff, 0.0))/c, (corner-vec2(cdiff, 0.0)+vec2(count.x, 1.0))/c); # } else { # return vec4((corner-vec2(0.0, pc-cdiff-1.0))/c, (corner-vec2(0.0, pc-cdiff-1.0)+vec2(1.0, count.y))/c); # } #} # #vec4 bricks_bw(vec2 uv, vec2 count, float repeat, float offset) { # vec2 c = 2.0*count*repeat; # float mc = max(c.x, c.y); # vec2 corner1 = floor(uv*c); # vec2 corner2 = count*floor(repeat*2.0*uv); # float cdiff = mod(dot(floor(repeat*2.0*uv), vec2(1.0)), 2.0); # vec2 corner; # vec2 size; # # if (cdiff == 0.0) { # corner = vec2(corner1.x, corner2.y); # size = vec2(1.0, count.y); # } else { # corner = vec2(corner2.x, corner1.y); # size = vec2(count.x, 1.0); # } # # return vec4(corner/c, (corner+size)/c); #} # #vec4 bricks_sb(vec2 uv, vec2 count, float repeat, float offset) { # vec2 c = (count+vec2(1.0))*repeat; # float mc = max(c.x, c.y); # vec2 corner1 = floor(uv*c); # vec2 corner2 = (count+vec2(1.0))*floor(repeat*uv); # vec2 rcorner = corner1 - corner2; # # vec2 corner; # vec2 size; # # if (rcorner.x == 0.0 && rcorner.y < count.y) { # corner = corner2; # size = vec2(1.0, count.y); # } else if (rcorner.y == 0.0) { # corner = corner2+vec2(1.0, 0.0); # size = vec2(count.x, 1.0); # } else if (rcorner.x == count.x) { # corner = corner2+vec2(count.x, 1.0); # size = vec2(1.0, count.y); # } else if (rcorner.y == count.y) { # corner = corner2+vec2(0.0, count.y); # size = vec2(count.x, 1.0); # } else { # corner = corner2+vec2(1.0); # size = vec2(count.x-1.0, count.y-1.0); # } # # return vec4(corner/c, (corner+size)/c); #} func reffg(): return false func reff(bb): if bb: gen()