pandemonium_engine/modules/material_maker/nodes/pattern/bricks.cpp

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2022-06-16 15:29:08 +02:00
#include "bricks.h"
Ref<Resource> Bricks::get_out_bricks_pattern() {
return out_bricks_pattern;
}
void Bricks::set_out_bricks_pattern(const Ref<Resource> &val) {
out_bricks_pattern = val;
}
Ref<Resource> Bricks::get_out_random_color() {
return out_random_color;
}
void Bricks::set_out_random_color(const Ref<Resource> &val) {
out_random_color = val;
}
Ref<Resource> Bricks::get_out_position_x() {
return out_position_x;
}
void Bricks::set_out_position_x(const Ref<Resource> &val) {
out_position_x = val;
}
Ref<Resource> Bricks::get_out_position_y() {
return out_position_y;
}
void Bricks::set_out_position_y(const Ref<Resource> &val) {
out_position_y = val;
}
Ref<Resource> Bricks::get_out_brick_uv() {
return out_brick_uv;
}
void Bricks::set_out_brick_uv(const Ref<Resource> &val) {
out_brick_uv = val;
}
Ref<Resource> Bricks::get_out_corner_uv() {
return out_corner_uv;
}
void Bricks::set_out_corner_uv(const Ref<Resource> &val) {
out_corner_uv = val;
}
Ref<Resource> Bricks::get_out_direction() {
return out_direction;
}
void Bricks::set_out_direction(const Ref<Resource> &val) {
out_direction = val;
}
int Bricks::get_type() const {
return type;
}
void Bricks::set_type(const int val) {
type = val;
}
int Bricks::get_repeat() const {
return repeat;
}
void Bricks::set_repeat(const int val) {
repeat = val;
}
Vector2 Bricks::get_col_row() {
return col_row;
}
void Bricks::set_col_row(const Vector2 &val) {
col_row = val;
}
float Bricks::get_offset() const {
return offset;
}
void Bricks::set_offset(const float val) {
offset = val;
}
Ref<Resource> Bricks::get_mortar() {
return mortar;
}
void Bricks::set_mortar(const Ref<Resource> &val) {
mortar = val;
}
Ref<Resource> Bricks::get_bevel() {
return bevel;
}
void Bricks::set_bevel(const Ref<Resource> &val) {
bevel = val;
}
Ref<Resource> Bricks::get_roundness() {
return roundness;
}
void Bricks::set_roundness(const Ref<Resource> &val) {
roundness = val;
}
float Bricks::get_corner() const {
return corner;
}
void Bricks::set_corner(const float val) {
corner = val;
}
//tool;
//export(Resource) ;
Ref<Resource> out_bricks_pattern;
//export(Resource) ;
Ref<Resource> out_random_color;
//export(Resource) ;
Ref<Resource> out_position_x;
//export(Resource) ;
Ref<Resource> out_position_y;
//export(Resource) ;
Ref<Resource> out_brick_uv;
//export(Resource) ;
Ref<Resource> out_corner_uv;
//export(Resource) ;
Ref<Resource> out_direction;
//export(int, "Running Bond,Running Bond (2),HerringBone,Basket Weave,Spanish Bond") ;
int type = 0;
//export(int) ;
int repeat = 1;
//export(Vector2) ;
Vector2 col_row = Vector2(4, 4);
//export(float) ;
float offset = 0.5;
//export(Resource) ;
Ref<Resource> mortar;
//export(Resource) ;
Ref<Resource> bevel;
//export(Resource) ;
Ref<Resource> roundness;
//export(float) ;
float corner = 0.3;
void Bricks::_init_properties() {
if (!out_bricks_pattern) {
out_bricks_pattern = MMNodeUniversalProperty.new();
out_bricks_pattern.default_type = MMNodeUniversalProperty.DEFAULT_TYPE_IMAGE;
}
out_bricks_pattern.output_slot_type = MMNodeUniversalProperty.SLOT_TYPE_IMAGE;
if (!out_random_color) {
out_random_color = MMNodeUniversalProperty.new();
out_random_color.default_type = MMNodeUniversalProperty.DEFAULT_TYPE_IMAGE;
}
out_random_color.output_slot_type = MMNodeUniversalProperty.SLOT_TYPE_IMAGE;
if (!out_position_x) {
out_position_x = MMNodeUniversalProperty.new();
out_position_x.default_type = MMNodeUniversalProperty.DEFAULT_TYPE_IMAGE;
}
out_position_x.output_slot_type = MMNodeUniversalProperty.SLOT_TYPE_IMAGE;
if (!out_position_y) {
out_position_y = MMNodeUniversalProperty.new();
out_position_y.default_type = MMNodeUniversalProperty.DEFAULT_TYPE_IMAGE;
}
out_position_y.output_slot_type = MMNodeUniversalProperty.SLOT_TYPE_IMAGE;
if (!out_brick_uv) {
out_brick_uv = MMNodeUniversalProperty.new();
out_brick_uv.default_type = MMNodeUniversalProperty.DEFAULT_TYPE_IMAGE;
}
out_brick_uv.output_slot_type = MMNodeUniversalProperty.SLOT_TYPE_IMAGE;
if (!out_corner_uv) {
out_corner_uv = MMNodeUniversalProperty.new();
out_corner_uv.default_type = MMNodeUniversalProperty.DEFAULT_TYPE_IMAGE;
}
out_corner_uv.output_slot_type = MMNodeUniversalProperty.SLOT_TYPE_IMAGE;
if (!out_direction) {
out_direction = MMNodeUniversalProperty.new();
out_direction.default_type = MMNodeUniversalProperty.DEFAULT_TYPE_IMAGE;
}
out_direction.output_slot_type = MMNodeUniversalProperty.SLOT_TYPE_IMAGE;
if (!mortar) {
mortar = MMNodeUniversalProperty.new();
mortar.default_type = MMNodeUniversalProperty.DEFAULT_TYPE_FLOAT;
mortar.set_default_value(0.1);
}
mortar.input_slot_type = MMNodeUniversalProperty.SLOT_TYPE_UNIVERSAL;
mortar.slot_name = "Mortar";
mortar.value_step = 0.01;
mortar.value_range = Vector2(0, 0.5);
if (!bevel) {
bevel = MMNodeUniversalProperty.new();
bevel.default_type = MMNodeUniversalProperty.DEFAULT_TYPE_FLOAT;
bevel.set_default_value(0.1);
}
bevel.input_slot_type = MMNodeUniversalProperty.SLOT_TYPE_UNIVERSAL;
bevel.slot_name = "Bevel";
bevel.value_step = 0.01;
bevel.value_range = Vector2(0, 0.5);
if (!roundness) {
roundness = MMNodeUniversalProperty.new();
roundness.default_type = MMNodeUniversalProperty.DEFAULT_TYPE_FLOAT;
roundness.set_default_value(0.1);
}
roundness.input_slot_type = MMNodeUniversalProperty.SLOT_TYPE_UNIVERSAL;
roundness.slot_name = "Roundness";
roundness.value_step = 0.01;
roundness.value_range = Vector2(0, 0.5);
register_output_property(out_bricks_pattern);
register_output_property(out_random_color);
register_output_property(out_position_x);
register_output_property(out_position_y);
register_output_property(out_brick_uv);
register_output_property(out_corner_uv);
register_output_property(out_direction);
register_input_property(mortar);
register_input_property(bevel);
register_input_property(roundness);
}
void Bricks::_register_methods(const Variant &mm_graph_node) {
mm_graph_node.add_slot_texture_universal(out_bricks_pattern);
mm_graph_node.add_slot_texture_universal(out_random_color);
mm_graph_node.add_slot_texture_universal(out_position_x);
mm_graph_node.add_slot_texture_universal(out_position_y);
mm_graph_node.add_slot_texture_universal(out_brick_uv);
mm_graph_node.add_slot_texture_universal(out_corner_uv);
mm_graph_node.add_slot_texture_universal(out_direction);
mm_graph_node.add_slot_enum("get_type", "set_type", "Type", [ "Running Bond", "Running Bond (2)", "HerringBone", "Basket Weave", "Spanish Bond" ]);
mm_graph_node.add_slot_int("get_repeat", "set_repeat", "Repeat");
//, Vector2(1, 32))//, Vector2(0, 32));
mm_graph_node.add_slot_vector2("get_col_row", "set_col_row", "Col, Row");
mm_graph_node.add_slot_float("get_offset", "set_offset", "Offset");
mm_graph_node.add_slot_float_universal(mortar);
mm_graph_node.add_slot_float_universal(bevel);
mm_graph_node.add_slot_float_universal(roundness);
mm_graph_node.add_slot_float("get_corner", "set_corner", "Corner");
}
void Bricks::_render(const Variant &material) {
Ref<Image> bricks_pattern = Image.new();
Ref<Image> random_color = Image.new();
Ref<Image> position_x = Image.new();
Ref<Image> position_y = Image.new();
Ref<Image> brick_uv = Image.new();
Ref<Image> corner_uv = Image.new();
Ref<Image> direction = Image.new();
bricks_pattern.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8);
random_color.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8);
position_x.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8);
position_y.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8);
brick_uv.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8);
corner_uv.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8);
direction.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8);
bricks_pattern.lock();
random_color.lock();
position_x.lock();
position_y.lock();
brick_uv.lock();
corner_uv.lock();
direction.lock();
float w = material.image_size.x;
float h = material.image_size.y;
float pseed = randf() + randi();
for (int x = 0; x < material.image_size.x; ++x) { //x in range(material.image_size.x)
for (int y = 0; y < material.image_size.y; ++y) { //y in range(material.image_size.y)
Vector2 uv = Vector2(x / w, y / h);
//vec4 $(name_uv)_rect = bricks_$pattern($uv, vec2($columns, $rows), $repeat, $row_offset);
Color brick_rect = Color();
//"Running Bond,Running Bond (2),HerringBone,Basket Weave,Spanish Bond";
if (type == 0) {
brick_rect = MMAlgos.bricks_rb(uv, col_row, repeat, offset);
}
else if (type == 1) {
brick_rect = MMAlgos.bricks_rb2(uv, col_row, repeat, offset);
}
else if (type == 2) {
brick_rect = MMAlgos.bricks_hb(uv, col_row, repeat, offset);
}
else if (type == 3) {
brick_rect = MMAlgos.bricks_bw(uv, col_row, repeat, offset);
}
else if (type == 4) {
brick_rect = MMAlgos.bricks_sb(uv, col_row, repeat, 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($uv)));
Color brick = MMAlgos.brick(uv, Vector2(brick_rect.r, brick_rect.g), Vector2(brick_rect.b, brick_rect.a), mortar.get_value(uv), roundness.get_value(uv), max(0.001, bevel.get_value(uv)));
//Bricks pattern (float) - A greyscale image that shows the bricks pattern;
//$(name_uv).x;
Color bricks_pattern_col = Color(brick.r, brick.r, brick.r, 1);
//Random color (rgb) - A random color for each brick;
//brick_random_color($(name_uv)_rect.xy, $(name_uv)_rect.zw, float($seed));
Vector3 brc = MMAlgos.brick_random_color(Vector2(brick_rect.r, brick_rect.g), Vector2(brick_rect.b, brick_rect.a), 1 / float(pseed));
Color random_color_col = Color(brc.x, brc.y, brc.z, 1);
//Position.x (float) - The position of each brick along the X axis",;
//$(name_uv).y;
Color position_x_col = Color(brick.g, brick.g, brick.g, 1);
//Position.y (float) - The position of each brick along the Y axis;
//$(name_uv).z;
Color position_y_col = Color(brick.b, brick.b, brick.b, 1);
//Brick UV (rgb) - An UV map output for each brick, to be connected to the Map input of a CustomUV node;
//brick_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, float($seed));
Vector3 buv = MMAlgos.brick_uv(uv, Vector2(brick_rect.r, brick_rect.g), Vector2(brick_rect.b, brick_rect.a), pseed);
Color brick_uv_col = Color(buv.x, buv.y, buv.z, 1);
//Corner UV (rgb) - An UV map output for each brick corner, to be connected to the Map input of a CustomUV node;
//brick_corner_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $corner, float($seed));
Vector3 bcuv = MMAlgos.brick_corner_uv(uv, Vector2(brick_rect.r, brick_rect.g), Vector2(brick_rect.b, brick_rect.a), mortar.get_value(uv), corner, pseed);
Color corner_uv_col = Color(bcuv.x, bcuv.y, bcuv.z, 1);
//Direction (float) - The direction of each brick (white: horizontal, black: vertical);
//0.5*(sign($(name_uv)_rect.z-$(name_uv)_rect.x-$(name_uv)_rect.w+$(name_uv)_rect.y)+1.0);
float d = 0.5 * (sign(brick_rect.b - brick_rect.r - brick_rect.a + brick_rect.g) + 1.0);
Color direction_col = Color(d, d, d, 1);
bricks_pattern.set_pixel(x, y, bricks_pattern_col);
random_color.set_pixel(x, y, random_color_col);
position_x.set_pixel(x, y, position_x_col);
position_y.set_pixel(x, y, position_y_col);
brick_uv.set_pixel(x, y, brick_uv_col);
corner_uv.set_pixel(x, y, corner_uv_col);
direction.set_pixel(x, y, direction_col);
}
}
bricks_pattern.unlock();
random_color.unlock();
position_x.unlock();
position_y.unlock();
brick_uv.unlock();
corner_uv.unlock();
direction.unlock();
out_bricks_pattern.set_value(bricks_pattern);
out_random_color.set_value(random_color);
out_position_x.set_value(position_x);
out_position_y.set_value(position_y);
out_brick_uv.set_value(brick_uv);
out_corner_uv.set_value(corner_uv);
out_direction.set_value(direction);
}
Color Bricks::_get_value_for(const Vector2 &uv, const int pseed) {
return Color();
}
//type;
int Bricks::get_type() {
return type;
}
void Bricks::set_type(const int val) {
type = val;
set_dirty(true);
}
//repeat;
int Bricks::get_repeat() {
return repeat;
}
void Bricks::set_repeat(const int val) {
repeat = val;
set_dirty(true);
}
//col_row;
Vector2 Bricks::get_col_row() {
return col_row;
}
void Bricks::set_col_row(const Vector2 &val) {
col_row = val;
set_dirty(true);
}
//offset;
float Bricks::get_offset() {
return offset;
}
void Bricks::set_offset(const float val) {
offset = val;
set_dirty(true);
}
//corner;
float Bricks::get_corner() {
return corner;
}
void Bricks::set_corner(const float val) {
corner = val;
set_dirty(true);
}
}
Bricks::Bricks() {
out_bricks_pattern;
out_random_color;
out_position_x;
out_position_y;
out_brick_uv;
out_corner_uv;
out_direction;
type = 0;
repeat = 1;
col_row = Vector2(4, 4);
offset = 0.5;
mortar;
bevel;
roundness;
corner = 0.3;
}
Bricks::~Bricks() {
}
static void Bricks::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_out_bricks_pattern"), &Bricks::get_out_bricks_pattern);
ClassDB::bind_method(D_METHOD("set_out_bricks_pattern", "value"), &Bricks::set_out_bricks_pattern);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_bricks_pattern", PROPERTY_HINT_RESOURCE_TYPE, "Ref<Resource>"), "set_out_bricks_pattern", "get_out_bricks_pattern");
ClassDB::bind_method(D_METHOD("get_out_random_color"), &Bricks::get_out_random_color);
ClassDB::bind_method(D_METHOD("set_out_random_color", "value"), &Bricks::set_out_random_color);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_random_color", PROPERTY_HINT_RESOURCE_TYPE, "Ref<Resource>"), "set_out_random_color", "get_out_random_color");
ClassDB::bind_method(D_METHOD("get_out_position_x"), &Bricks::get_out_position_x);
ClassDB::bind_method(D_METHOD("set_out_position_x", "value"), &Bricks::set_out_position_x);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_position_x", PROPERTY_HINT_RESOURCE_TYPE, "Ref<Resource>"), "set_out_position_x", "get_out_position_x");
ClassDB::bind_method(D_METHOD("get_out_position_y"), &Bricks::get_out_position_y);
ClassDB::bind_method(D_METHOD("set_out_position_y", "value"), &Bricks::set_out_position_y);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_position_y", PROPERTY_HINT_RESOURCE_TYPE, "Ref<Resource>"), "set_out_position_y", "get_out_position_y");
ClassDB::bind_method(D_METHOD("get_out_brick_uv"), &Bricks::get_out_brick_uv);
ClassDB::bind_method(D_METHOD("set_out_brick_uv", "value"), &Bricks::set_out_brick_uv);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_brick_uv", PROPERTY_HINT_RESOURCE_TYPE, "Ref<Resource>"), "set_out_brick_uv", "get_out_brick_uv");
ClassDB::bind_method(D_METHOD("get_out_corner_uv"), &Bricks::get_out_corner_uv);
ClassDB::bind_method(D_METHOD("set_out_corner_uv", "value"), &Bricks::set_out_corner_uv);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_corner_uv", PROPERTY_HINT_RESOURCE_TYPE, "Ref<Resource>"), "set_out_corner_uv", "get_out_corner_uv");
ClassDB::bind_method(D_METHOD("get_out_direction"), &Bricks::get_out_direction);
ClassDB::bind_method(D_METHOD("set_out_direction", "value"), &Bricks::set_out_direction);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_direction", PROPERTY_HINT_RESOURCE_TYPE, "Ref<Resource>"), "set_out_direction", "get_out_direction");
ClassDB::bind_method(D_METHOD("get_type"), &Bricks::get_type);
ClassDB::bind_method(D_METHOD("set_type", "value"), &Bricks::set_type);
ADD_PROPERTY(PropertyInfo(Variant::INT, "type"), "set_type", "get_type");
ClassDB::bind_method(D_METHOD("get_repeat"), &Bricks::get_repeat);
ClassDB::bind_method(D_METHOD("set_repeat", "value"), &Bricks::set_repeat);
ADD_PROPERTY(PropertyInfo(Variant::INT, "repeat"), "set_repeat", "get_repeat");
ClassDB::bind_method(D_METHOD("get_col_row"), &Bricks::get_col_row);
ClassDB::bind_method(D_METHOD("set_col_row", "value"), &Bricks::set_col_row);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "col_row"), "set_col_row", "get_col_row");
ClassDB::bind_method(D_METHOD("get_offset"), &Bricks::get_offset);
ClassDB::bind_method(D_METHOD("set_offset", "value"), &Bricks::set_offset);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "offset"), "set_offset", "get_offset");
ClassDB::bind_method(D_METHOD("get_mortar"), &Bricks::get_mortar);
ClassDB::bind_method(D_METHOD("set_mortar", "value"), &Bricks::set_mortar);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mortar", PROPERTY_HINT_RESOURCE_TYPE, "Ref<Resource>"), "set_mortar", "get_mortar");
ClassDB::bind_method(D_METHOD("get_bevel"), &Bricks::get_bevel);
ClassDB::bind_method(D_METHOD("set_bevel", "value"), &Bricks::set_bevel);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "bevel", PROPERTY_HINT_RESOURCE_TYPE, "Ref<Resource>"), "set_bevel", "get_bevel");
ClassDB::bind_method(D_METHOD("get_roundness"), &Bricks::get_roundness);
ClassDB::bind_method(D_METHOD("set_roundness", "value"), &Bricks::set_roundness);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "roundness", PROPERTY_HINT_RESOURCE_TYPE, "Ref<Resource>"), "set_roundness", "get_roundness");
ClassDB::bind_method(D_METHOD("get_corner"), &Bricks::get_corner);
ClassDB::bind_method(D_METHOD("set_corner", "value"), &Bricks::set_corner);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "corner"), "set_corner", "get_corner");
ClassDB::bind_method(D_METHOD("_init_properties"), &Bricks::_init_properties);
ClassDB::bind_method(D_METHOD("_register_methods", "mm_graph_node"), &Bricks::_register_methods);
ClassDB::bind_method(D_METHOD("_render", "material"), &Bricks::_render);
ClassDB::bind_method(D_METHOD("_get_value_for", "uv", "pseed"), &Bricks::_get_value_for);
ClassDB::bind_method(D_METHOD("get_type"), &Bricks::get_type);
ClassDB::bind_method(D_METHOD("set_type", "val"), &Bricks::set_type);
ClassDB::bind_method(D_METHOD("get_repeat"), &Bricks::get_repeat);
ClassDB::bind_method(D_METHOD("set_repeat", "val"), &Bricks::set_repeat);
ClassDB::bind_method(D_METHOD("get_col_row"), &Bricks::get_col_row);
ClassDB::bind_method(D_METHOD("set_col_row", "val"), &Bricks::set_col_row);
ClassDB::bind_method(D_METHOD("get_offset"), &Bricks::get_offset);
ClassDB::bind_method(D_METHOD("set_offset", "val"), &Bricks::set_offset);
ClassDB::bind_method(D_METHOD("get_corner"), &Bricks::get_corner);
ClassDB::bind_method(D_METHOD("set_corner", "val"), &Bricks::set_corner);
}