mirror of
https://github.com/Relintai/mat_maker_gd.git
synced 2025-04-19 10:43:12 +02:00
310 lines
6.3 KiB
GDScript
310 lines
6.3 KiB
GDScript
tool
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extends TextureRect
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var image : Image
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var tex : ImageTexture
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export(Vector2) var bmin : Vector2 = Vector2(0.1, 0.1)
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export(Vector2) var bmax : Vector2 = Vector2(1, 1)
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export(bool) var refresh setget reff,reffg
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func _ready():
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if !Engine.editor_hint:
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gen()
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enum CombinerAxisType {
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SINE,
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TRIANGLE,
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SQUARE,
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SAWTOOTH,
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CONSTANT,
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BOUNCE
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}
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enum CombinerType {
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MULTIPLY,
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ADD,
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MAX,
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MIN,
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XOR,
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POW
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}
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func gen() -> void:
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if !image:
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image = Image.new()
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image.create(300, 300, false, Image.FORMAT_RGBA8)
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if !tex:
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tex = ImageTexture.new()
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# var bmin : Vector2 = Vector2(0.1, 0.1)
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# var bmax : Vector2 = Vector2(1, 1)
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image.lock()
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var w : float = image.get_width()
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var h : float = image.get_width()
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var pseed : float = randf() + randi()
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for x in range(image.get_width()):
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for y in range(image.get_height()):
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var v : Vector2 = Vector2(x / w, y / h)
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var f : float = pattern(v, 4, 4, CombinerType.MULTIPLY, CombinerAxisType.SINE, CombinerAxisType.SINE)
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var col : Color = Color(f, f, f, 1)
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image.set_pixel(x, y, col)
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image.unlock()
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tex.create_from_image(image)
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texture = tex
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#var p_o7009_x_scale = 4.000000000;
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#var p_o7009_y_scale = 4.000000000;
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func pattern(uv : Vector2, x_scale : float, y_scale : float, ct : int, catx : int, caty : int) -> float:
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var x : float = 0
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var y : float = 0
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#in c++ these ifs should be function pointers or macros in the caller
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if catx == CombinerAxisType.SINE:
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x = wave_sine(x_scale * uv.x)
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elif catx == CombinerAxisType.TRIANGLE:
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x = wave_triangle(x_scale * uv.x)
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elif catx == CombinerAxisType.SQUARE:
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x = wave_square(x_scale * uv.x)
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elif catx == CombinerAxisType.SAWTOOTH:
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x = wave_sawtooth(x_scale * uv.x)
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elif catx == CombinerAxisType.CONSTANT:
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x = wave_constant(x_scale * uv.x)
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elif catx == CombinerAxisType.BOUNCE:
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x = wave_bounce(x_scale * uv.x)
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if caty == CombinerAxisType.SINE:
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y = wave_sine(y_scale * uv.y)
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elif caty == CombinerAxisType.TRIANGLE:
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y = wave_triangle(y_scale * uv.y)
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elif caty == CombinerAxisType.SQUARE:
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y = wave_square(y_scale * uv.y)
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elif caty == CombinerAxisType.SAWTOOTH:
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y = wave_sawtooth(y_scale * uv.y)
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elif caty == CombinerAxisType.CONSTANT:
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y = wave_constant(y_scale * uv.y)
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elif caty == CombinerAxisType.BOUNCE:
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y = wave_bounce(y_scale * uv.y)
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if ct == CombinerType.MULTIPLY:
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return mix_mul(x, y)
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elif ct == CombinerType.ADD:
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return mix_add(x, y);
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elif ct == CombinerType.MAX:
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return mix_max(x, y);
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elif ct == CombinerType.MIN:
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return mix_min(x, y);
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elif ct == CombinerType.XOR:
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return mix_xor(x, y);
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elif ct == CombinerType.POW:
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return mix_pow(x, y);
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return 0.0
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func wave_constant(x : float) -> float:
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return 1.0;
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func wave_sine(x : float) -> float:
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return 0.5-0.5*cos(3.14159265359*2.0*x);
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func wave_triangle(x : float) -> float:
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x = fractf(x);
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return min(2.0*x, 2.0-2.0*x);
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func wave_sawtooth(x : float) -> float:
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return fractf(x);
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func wave_square(x : float) -> float:
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if (fractf(x) < 0.5):
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return 0.0
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else:
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return 1.0
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func wave_bounce(x : float) -> float:
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x = 2.0*(fractf(x)-0.5);
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return sqrt(1.0-x*x);
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func mix_mul(x : float, y : float) -> float:
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return x*y;
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func mix_add(x : float, y : float) -> float:
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return min(x+y, 1.0);
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func mix_max(x : float, y : float) -> float:
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return max(x, y);
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func mix_min(x : float, y : float) -> float:
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return min(x, y);
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func mix_xor(x : float, y : float) -> float:
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return min(x+y, 2.0-x-y);
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func mix_pow(x : float, y : float) -> float:
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return pow(x, y);
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func clampv3(v : Vector3, mi : Vector3, ma : Vector3) -> Vector3:
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v.x = clamp(v.x, mi.x, ma.x)
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v.y = clamp(v.y, mi.y, ma.y)
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v.y = clamp(v.z, mi.z, ma.z)
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return v
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func floorv2(a : Vector2) -> Vector2:
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var v : Vector2 = Vector2()
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v.x = floor(a.x)
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v.y = floor(a.y)
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return v
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func maxv2(a : Vector2, b : Vector2) -> Vector2:
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var v : Vector2 = Vector2()
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v.x = max(a.x, b.x)
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v.y = max(a.y, b.y)
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return v
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func maxv3(a : Vector3, b : Vector3) -> Vector3:
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var v : Vector3 = Vector3()
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v.x = max(a.x, b.x)
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v.y = max(a.y, b.y)
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v.z = max(a.z, b.z)
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return v
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func absv2(v : Vector2) -> Vector2:
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v.x = abs(v.x)
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v.y = abs(v.y)
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return v
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func absv3(v : Vector3) -> Vector3:
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v.x = abs(v.x)
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v.y = abs(v.y)
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v.y = abs(v.y)
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return v
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func cosv3(v : Vector3) -> Vector3:
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v.x = cos(v.x)
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v.y = cos(v.y)
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v.y = cos(v.y)
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return v
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func modv3(a : Vector3, b : Vector3) -> Vector3:
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var v : Vector3 = Vector3()
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v.x = modf(a.x, b.x)
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v.y = modf(a.y, b.y)
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v.z = modf(a.z, b.z)
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return v
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func modv2(a : Vector2, b : Vector2) -> Vector2:
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var v : Vector2 = Vector2()
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v.x = modf(a.x, b.x)
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v.y = modf(a.y, b.y)
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return v
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func modf(x : float, y : float) -> float:
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return x - y * floor(x / y)
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func fract(v : Vector2) -> Vector2:
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v.x = v.x - floor(v.x)
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v.y = v.y - floor(v.y)
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return v
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func fractv3(v : Vector3) -> Vector3:
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v.x = v.x - floor(v.x)
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v.y = v.y - floor(v.y)
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v.z = v.z - floor(v.z)
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return v
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func fractf(f : float) -> float:
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return f - floor(f)
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func rand(x : Vector2) -> float:
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return fractf(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453);
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func rand3(x : Vector2) -> Vector3:
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return fractv3(cosv3(Vector3(x.dot(Vector2(13.9898, 8.141)),
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x.dot(Vector2(3.4562, 17.398)),
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x.dot(Vector2(13.254, 5.867)))) * 43758.5453);
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func step(edge : float, x : float) -> float:
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if x < edge:
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return 0.0
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else:
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return 1.0
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#common -----
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#float rand(vec2 x) {
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# return fract(cos(dot(x, vec2(13.9898, 8.141))) * 43758.5453);
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#}
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#
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#vec2 rand2(vec2 x) {
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# return fract(cos(vec2(dot(x, vec2(13.9898, 8.141)),
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# dot(x, vec2(3.4562, 17.398)))) * 43758.5453);
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#}
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#
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#vec3 rand3(vec2 x) {
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# return fract(cos(vec3(dot(x, vec2(13.9898, 8.141)),
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# dot(x, vec2(3.4562, 17.398)),
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# dot(x, vec2(13.254, 5.867)))) * 43758.5453);
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#}
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#
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#vec3 rgb2hsv(vec3 c) {
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# vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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# vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
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# vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
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#
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# float d = q.x - min(q.w, q.y);
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# float e = 1.0e-10;
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# return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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#}
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#
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#vec3 hsv2rgb(vec3 c) {
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# vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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# vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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# return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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#}
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#end common
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func reffg():
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return false
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func reff(bb):
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if bb:
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gen()
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