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 = fbmval(v) # var col : Color = perlin(v) # var col : Color = cellular(v) # var col : Color = cellular2(v) # var col : Color = cellular3(v) # var col : Color = cellular4(v) # var col : Color = cellular5(v) var col : Color = cellular6(v) image.set_pixel(x, y, col) image.unlock() tex.create_from_image(image) texture = tex var seed_o33355 = 26177; var p_o33355_scale_x = 2.000000000; var p_o33355_scale_y = 2.000000000; var p_o33355_iterations = 5.000000000; var p_o33355_persistence = 0.500000000; func fbmval(uv : Vector2) -> Color: var f : float = o33355_fbm(((uv)), Vector2(p_o33355_scale_x, p_o33355_scale_y), int(p_o33355_iterations), p_o33355_persistence, float(seed_o33355)); return Color(f, f, f, 1) func perlin(uv : Vector2) -> Color: var f : float = o33355_perlin(((uv)), Vector2(p_o33355_scale_x, p_o33355_scale_y), int(p_o33355_iterations), p_o33355_persistence, float(seed_o33355)); return Color(f, f, f, 1) func cellular(uv : Vector2) -> Color: var f : float = o33355_cellular(((uv)), Vector2(p_o33355_scale_x, p_o33355_scale_y), int(p_o33355_iterations), p_o33355_persistence, float(seed_o33355)); return Color(f, f, f, 1) func cellular2(uv : Vector2) -> Color: var f : float = o33355_cellular2(((uv)), Vector2(p_o33355_scale_x, p_o33355_scale_y), int(p_o33355_iterations), p_o33355_persistence, float(seed_o33355)); return Color(f, f, f, 1) func cellular3(uv : Vector2) -> Color: var f : float = o33355_cellular3(((uv)), Vector2(p_o33355_scale_x, p_o33355_scale_y), int(p_o33355_iterations), p_o33355_persistence, float(seed_o33355)); return Color(f, f, f, 1) func cellular4(uv : Vector2) -> Color: var f : float = o33355_cellular4(((uv)), Vector2(p_o33355_scale_x, p_o33355_scale_y), int(p_o33355_iterations), p_o33355_persistence, float(seed_o33355)); return Color(f, f, f, 1) func cellular5(uv : Vector2) -> Color: var f : float = o33355_cellular5(((uv)), Vector2(p_o33355_scale_x, p_o33355_scale_y), int(p_o33355_iterations), p_o33355_persistence, float(seed_o33355)); return Color(f, f, f, 1) func cellular6(uv : Vector2) -> Color: var f : float = o33355_cellular6(((uv)), Vector2(p_o33355_scale_x, p_o33355_scale_y), int(p_o33355_iterations), p_o33355_persistence, float(seed_o33355)); return Color(f, f, f, 1) func o33355_fbm(coord : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> float: var normalize_factor : float = 0.0; var value : float = 0.0; var scale : float = 1.0; for i in range(octaves):# (int i = 0; i < octaves; i++) { value += fbm_value(coord*size, size, pseed) * scale; normalize_factor += scale; size *= 2.0; scale *= persistence; return value / normalize_factor; func o33355_perlin(coord : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> float: var normalize_factor : float = 0.0; var value : float = 0.0; var scale : float = 1.0; for i in range(octaves):# (int i = 0; i < octaves; i++) { value += fbm_perlin(coord*size, size, pseed) * scale; normalize_factor += scale; size *= 2.0; scale *= persistence; return value / normalize_factor; func o33355_cellular(coord : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> float: var normalize_factor : float = 0.0; var value : float = 0.0; var scale : float = 1.0; for i in range(octaves):# (int i = 0; i < octaves; i++) { value += fbm_cellular(coord*size, size, pseed) * scale; normalize_factor += scale; size *= 2.0; scale *= persistence; return value / normalize_factor; func o33355_cellular2(coord : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> float: var normalize_factor : float = 0.0; var value : float = 0.0; var scale : float = 1.0; for i in range(octaves):# (int i = 0; i < octaves; i++) { value += fbm_cellular2(coord*size, size, pseed) * scale; normalize_factor += scale; size *= 2.0; scale *= persistence; return value / normalize_factor; func o33355_cellular3(coord : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> float: var normalize_factor : float = 0.0; var value : float = 0.0; var scale : float = 1.0; for i in range(octaves):# (int i = 0; i < octaves; i++) { value += fbm_cellular3(coord*size, size, pseed) * scale; normalize_factor += scale; size *= 2.0; scale *= persistence; return value / normalize_factor; func o33355_cellular4(coord : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> float: var normalize_factor : float = 0.0; var value : float = 0.0; var scale : float = 1.0; for i in range(octaves):# (int i = 0; i < octaves; i++) { value += fbm_cellular4(coord*size, size, pseed) * scale; normalize_factor += scale; size *= 2.0; scale *= persistence; return value / normalize_factor; func o33355_cellular5(coord : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> float: var normalize_factor : float = 0.0; var value : float = 0.0; var scale : float = 1.0; for i in range(octaves):# (int i = 0; i < octaves; i++) { value += fbm_cellular5(coord*size, size, pseed) * scale; normalize_factor += scale; size *= 2.0; scale *= persistence; return value / normalize_factor; func o33355_cellular6(coord : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> float: var normalize_factor : float = 0.0; var value : float = 0.0; var scale : float = 1.0; for i in range(octaves):# (int i = 0; i < octaves; i++) { value += fbm_cellular6(coord*size, size, pseed) * scale; normalize_factor += scale; size *= 2.0; scale *= persistence; return value / normalize_factor; func fbm_value(coord : Vector2, size : Vector2, pseed : float) -> float: var o : Vector2 = floorv2(coord) + rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size; var f : Vector2 = fractv2(coord); var p00 : float = rand(modv2(o, size)); var p01 : float = rand(modv2(o + Vector2(0.0, 1.0), size)); var p10 : float = rand(modv2(o + Vector2(1.0, 0.0), size)); var p11 : float = rand(modv2(o + Vector2(1.0, 1.0), size)); var t : Vector2 = f * f * (Vector2(3, 3) - 2.0 * f); return lerp(lerp(p00, p10, t.x), lerp(p01, p11, t.x), t.y); func fbm_perlin(coord : Vector2, size : Vector2, pseed : float) -> float: var o : Vector2 = floorv2(coord) + rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size; var f : Vector2 = fractv2(coord); var a00 : float = rand(modv2(o, size)) * 6.28318530718; var a01 : float = rand(modv2(o + Vector2(0.0, 1.0), size)) * 6.28318530718; var a10 : float = rand(modv2(o + Vector2(1.0, 0.0), size)) * 6.28318530718; var a11 : float = rand(modv2(o + Vector2(1.0, 1.0), size)) * 6.28318530718; var v00 : Vector2 = Vector2(cos(a00), sin(a00)); var v01 : Vector2 = Vector2(cos(a01), sin(a01)); var v10 : Vector2 = Vector2(cos(a10), sin(a10)); var v11 : Vector2 = Vector2(cos(a11), sin(a11)); var p00 : float = v00.dot(f); var p01 : float = v01.dot(f - Vector2(0.0, 1.0)); var p10 : float = v10.dot(f - Vector2(1.0, 0.0)); var p11 : float = v11.dot(f - Vector2(1.0, 1.0)); var t : Vector2 = f * f * (Vector2(3, 3) - 2.0 * f); return 0.5 + lerp(lerp(p00, p10, t.x), lerp(p01, p11, t.x), t.y); func fbm_cellular(coord : Vector2, size : Vector2, pseed : float) -> float: var o : Vector2 = floorv2(coord) + rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size; var f : Vector2 = fractv2(coord); var min_dist : float = 2.0; for xx in range(-1, 2): #(float x = -1.0; x <= 1.0; x++) { var x : float = xx for yy in range(-1, 2):#(float y = -1.0; y <= 1.0; y++) { var y : float = yy var node : Vector2 = rand2(modv2(o + Vector2(x, y), size)) + Vector2(x, y); var dist : float = sqrt((f - node).x * (f - node).x + (f - node).y * (f - node).y); min_dist = min(min_dist, dist); return min_dist; func fbm_cellular2(coord : Vector2, size : Vector2, pseed : float) -> float: var o : Vector2 = floorv2(coord) + rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size; var f : Vector2 = fractv2(coord); var min_dist1 : float = 2.0; var min_dist2 : float = 2.0; for xx in range(-1, 2): #(float x = -1.0; x <= 1.0; x++) { var x : float = xx for yy in range(-1, 2):#(float y = -1.0; y <= 1.0; y++) { var y : float = yy var node : Vector2 = rand2(modv2(o + Vector2(x, y), size)) + Vector2(x, y); var dist : float = sqrt((f - node).x * (f - node).x + (f - node).y * (f - node).y); if (min_dist1 > dist): min_dist2 = min_dist1; min_dist1 = dist; elif (min_dist2 > dist): min_dist2 = dist; return min_dist2-min_dist1; func fbm_cellular3(coord : Vector2, size : Vector2, pseed : float) -> float: var o : Vector2 = floorv2(coord) + rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size; var f : Vector2 = fractv2(coord); var min_dist : float = 2.0; for xx in range(-1, 2): #(float x = -1.0; x <= 1.0; x++) { var x : float = xx for yy in range(-1, 2):#(float y = -1.0; y <= 1.0; y++) { var y : float = yy var node : Vector2 = rand2(modv2(o + Vector2(x, y), size))*0.5 + Vector2(x, y); var dist : float = abs((f - node).x) + abs((f - node).y); min_dist = min(min_dist, dist); return min_dist; func fbm_cellular4(coord : Vector2, size : Vector2, pseed : float) -> float: var o : Vector2 = floorv2(coord) + rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size; var f : Vector2 = fractv2(coord); var min_dist1 : float = 2.0; var min_dist2 : float = 2.0; for xx in range(-1, 2): #(float x = -1.0; x <= 1.0; x++) { var x : float = xx for yy in range(-1, 2):#(float y = -1.0; y <= 1.0; y++) { var y : float = yy var node : Vector2 = rand2(modv2(o + Vector2(x, y), size))*0.5 + Vector2(x, y); var dist : float = abs((f - node).x) + abs((f - node).y); if (min_dist1 > dist): min_dist2 = min_dist1; min_dist1 = dist; elif (min_dist2 > dist): min_dist2 = dist; return min_dist2 - min_dist1; func fbm_cellular5(coord : Vector2, size : Vector2, pseed : float) -> float: var o : Vector2 = floorv2(coord) + rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size; var f : Vector2 = fractv2(coord); var min_dist : float = 2.0; for xx in range(-1, 2): #(float x = -1.0; x <= 1.0; x++) { var x : float = xx for yy in range(-1, 2):#(float y = -1.0; y <= 1.0; y++) { var y : float = yy var node : Vector2 = rand2(modv2(o + Vector2(x, y), size)) + Vector2(x, y); var dist : float = max(abs((f - node).x), abs((f - node).y)); min_dist = min(min_dist, dist); return min_dist; func fbm_cellular6(coord : Vector2, size : Vector2, pseed : float) -> float: var o : Vector2 = floorv2(coord) + rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size; var f : Vector2 = fractv2(coord); var min_dist1 : float = 2.0; var min_dist2 : float = 2.0; for xx in range(-1, 2): #(float x = -1.0; x <= 1.0; x++) { var x : float = xx for yy in range(-1, 2):#(float y = -1.0; y <= 1.0; y++) { var y : float = yy var node : Vector2 = rand2(modv2(o + Vector2(x, y), size)) + Vector2(x, y); var dist : float = max(abs((f - node).x), abs((f - node).y)); if (min_dist1 > dist): min_dist2 = min_dist1; min_dist1 = dist; elif (min_dist2 > dist): min_dist2 = dist; return min_dist2 - min_dist1; func transform(uv : Vector2, translate : Vector2, rotate : float, scale : Vector2, repeat : bool) -> Vector2: var rv : Vector2 = Vector2(); uv -= translate; uv -= Vector2(0.5, 0.5); rv.x = cos(rotate)*uv.x + sin(rotate)*uv.y; rv.y = -sin(rotate)*uv.x + cos(rotate)*uv.y; rv /= scale; rv += Vector2(0.5, 0.5); if (repeat): return fractv2(rv); else: return clampv2(rv, Vector2(0, 0), Vector2(1, 1)); 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 floorc(a : Color) -> Color: var v : Color = Color() v.r = floor(a.r) v.g = floor(a.g) v.b = floor(a.b) v.a = floor(a.a) return v func floorv2(a : Vector2) -> Vector2: var v : Vector2 = Vector2() v.x = floor(a.x) v.y = floor(a.y) return v func smoothstepv2(a : float, b : float, c : Vector2) -> Vector2: var v : Vector2 = Vector2() v.x = smoothstep(a, b, c.x) v.y = smoothstep(a, b, c.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 clampv2(v : Vector2, pmin : Vector2, pmax : Vector2) -> Vector2: v.x = clamp(v.x, pmin.x, pmax.x) v.y = clamp(v.y, pmin.y, pmax.y) return v 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()