mat_maker_gd/pattern_generic.gd
2020-12-13 19:04:25 +01:00

310 lines
6.3 KiB
GDScript

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()