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

472 lines
19 KiB
C++

/*************************************************************************/
/* bricks.cpp */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "bricks.h"
#include "../../algos/mm_algos.h"
#include "../../editor/mm_graph_node.h"
#include "../mm_material.h"
Ref<MMNodeUniversalProperty> MMBricks::get_out_bricks_pattern() {
return out_bricks_pattern;
}
void MMBricks::set_out_bricks_pattern(const Ref<MMNodeUniversalProperty> &val) {
out_bricks_pattern = val;
}
Ref<MMNodeUniversalProperty> MMBricks::get_out_random_color() {
return out_random_color;
}
void MMBricks::set_out_random_color(const Ref<MMNodeUniversalProperty> &val) {
out_random_color = val;
}
Ref<MMNodeUniversalProperty> MMBricks::get_out_position_x() {
return out_position_x;
}
void MMBricks::set_out_position_x(const Ref<MMNodeUniversalProperty> &val) {
out_position_x = val;
}
Ref<MMNodeUniversalProperty> MMBricks::get_out_position_y() {
return out_position_y;
}
void MMBricks::set_out_position_y(const Ref<MMNodeUniversalProperty> &val) {
out_position_y = val;
}
Ref<MMNodeUniversalProperty> MMBricks::get_out_brick_uv() {
return out_brick_uv;
}
void MMBricks::set_out_brick_uv(const Ref<MMNodeUniversalProperty> &val) {
out_brick_uv = val;
}
Ref<MMNodeUniversalProperty> MMBricks::get_out_corner_uv() {
return out_corner_uv;
}
void MMBricks::set_out_corner_uv(const Ref<MMNodeUniversalProperty> &val) {
out_corner_uv = val;
}
Ref<MMNodeUniversalProperty> MMBricks::get_out_direction() {
return out_direction;
}
void MMBricks::set_out_direction(const Ref<MMNodeUniversalProperty> &val) {
out_direction = val;
}
int MMBricks::get_type() const {
return type;
}
void MMBricks::set_type(const int val) {
type = val;
set_dirty(true);
}
int MMBricks::get_repeat() const {
return repeat;
}
void MMBricks::set_repeat(const int val) {
repeat = val;
set_dirty(true);
}
Vector2 MMBricks::get_col_row() {
return col_row;
}
void MMBricks::set_col_row(const Vector2 &val) {
col_row = val;
set_dirty(true);
}
float MMBricks::get_offset() const {
return offset;
}
void MMBricks::set_offset(const float val) {
offset = val;
set_dirty(true);
}
Ref<MMNodeUniversalProperty> MMBricks::get_mortar() {
return mortar;
}
void MMBricks::set_mortar(const Ref<MMNodeUniversalProperty> &val) {
mortar = val;
}
Ref<MMNodeUniversalProperty> MMBricks::get_bevel() {
return bevel;
}
void MMBricks::set_bevel(const Ref<MMNodeUniversalProperty> &val) {
bevel = val;
}
Ref<MMNodeUniversalProperty> MMBricks::get_roundness() {
return roundness;
}
void MMBricks::set_roundness(const Ref<MMNodeUniversalProperty> &val) {
roundness = val;
}
float MMBricks::get_corner() const {
return corner;
}
void MMBricks::set_corner(const float val) {
corner = val;
set_dirty(true);
}
void MMBricks::_init_properties() {
if (!out_bricks_pattern.is_valid()) {
out_bricks_pattern.instance();
out_bricks_pattern->set_default_type(MMNodeUniversalProperty::DEFAULT_TYPE_IMAGE);
}
out_bricks_pattern->set_output_slot_type(MMNodeUniversalProperty::SLOT_TYPE_IMAGE);
if (!out_random_color.is_valid()) {
out_random_color.instance();
out_random_color->set_default_type(MMNodeUniversalProperty::DEFAULT_TYPE_IMAGE);
}
out_random_color->set_output_slot_type(MMNodeUniversalProperty::SLOT_TYPE_IMAGE);
if (!out_position_x.is_valid()) {
out_position_x.instance();
out_position_x->set_default_type(MMNodeUniversalProperty::DEFAULT_TYPE_IMAGE);
}
out_position_x->set_output_slot_type(MMNodeUniversalProperty::SLOT_TYPE_IMAGE);
if (!out_position_y.is_valid()) {
out_position_y.instance();
out_position_y->set_default_type(MMNodeUniversalProperty::DEFAULT_TYPE_IMAGE);
}
out_position_y->set_output_slot_type(MMNodeUniversalProperty::SLOT_TYPE_IMAGE);
if (!out_brick_uv.is_valid()) {
out_brick_uv.instance();
out_brick_uv->set_default_type(MMNodeUniversalProperty::DEFAULT_TYPE_IMAGE);
}
out_brick_uv->set_output_slot_type(MMNodeUniversalProperty::SLOT_TYPE_IMAGE);
if (!out_corner_uv.is_valid()) {
out_corner_uv.instance();
out_corner_uv->set_default_type(MMNodeUniversalProperty::DEFAULT_TYPE_IMAGE);
}
out_corner_uv->set_output_slot_type(MMNodeUniversalProperty::SLOT_TYPE_IMAGE);
if (!out_direction.is_valid()) {
out_direction.instance();
out_direction->set_default_type(MMNodeUniversalProperty::DEFAULT_TYPE_IMAGE);
}
out_direction->set_output_slot_type(MMNodeUniversalProperty::SLOT_TYPE_IMAGE);
if (!mortar.is_valid()) {
mortar.instance();
mortar->set_default_type(MMNodeUniversalProperty::DEFAULT_TYPE_FLOAT);
mortar->set_default_value(0.1);
}
mortar->set_input_slot_type(MMNodeUniversalProperty::SLOT_TYPE_UNIVERSAL);
mortar->set_slot_name("Mortar");
mortar->set_value_step(0.01);
mortar->set_value_range(Vector2(0, 0.5));
if (!bevel.is_valid()) {
bevel.instance();
bevel->set_default_type(MMNodeUniversalProperty::DEFAULT_TYPE_FLOAT);
bevel->set_default_value(0.1);
}
bevel->set_input_slot_type(MMNodeUniversalProperty::SLOT_TYPE_UNIVERSAL);
bevel->set_slot_name("Bevel");
bevel->set_value_step(0.01);
bevel->set_value_range(Vector2(0, 0.5));
if (!roundness.is_valid()) {
roundness.instance();
roundness->set_default_type(MMNodeUniversalProperty::DEFAULT_TYPE_FLOAT);
roundness->set_default_value(0.1);
}
roundness->set_input_slot_type(MMNodeUniversalProperty::SLOT_TYPE_UNIVERSAL);
roundness->set_slot_name("Roundness");
roundness->set_value_step(0.01);
roundness->set_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 MMBricks::_register_methods(MMGraphNode *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);
Array arr;
arr.push_back("Running Bond");
arr.push_back("Running Bond (2)");
arr.push_back("HerringBone");
arr.push_back("Basket Weave");
arr.push_back("Spanish Bond");
mm_graph_node->add_slot_enum("get_type", "set_type", "Type", arr);
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 MMBricks::_render(const Ref<MMMaterial> &material) {
Ref<Image> bricks_pattern;
Ref<Image> random_color;
Ref<Image> position_x;
Ref<Image> position_y;
Ref<Image> brick_uv;
Ref<Image> corner_uv;
Ref<Image> direction;
bricks_pattern.instance();
random_color.instance();
position_x.instance();
position_y.instance();
brick_uv.instance();
corner_uv.instance();
direction.instance();
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 = Math::randf() + Math::rand();
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($uv)));
Color brick = MMAlgos::brick(uv, Vector2(brick_rect.r, brick_rect.g), Vector2(brick_rect.b, brick_rect.a), mortar->get_value(uv), roundness->get_value(uv), MAX(0.001, float(bevel->get_value(uv))));
//MMBricks pattern (float) - A greyscale image that shows the bricks pattern;
//$(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 * (SGN(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 MMBricks::_get_value_for(const Vector2 &uv, const int pseed) {
return Color();
}
MMBricks::MMBricks() {
type = 0;
repeat = 1;
col_row = Vector2(4, 4);
offset = 0.5;
corner = 0.3;
}
MMBricks::~MMBricks() {
}
void MMBricks::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_out_bricks_pattern"), &MMBricks::get_out_bricks_pattern);
ClassDB::bind_method(D_METHOD("set_out_bricks_pattern", "value"), &MMBricks::set_out_bricks_pattern);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_bricks_pattern", PROPERTY_HINT_RESOURCE_TYPE, "MMNodeUniversalProperty"), "set_out_bricks_pattern", "get_out_bricks_pattern");
ClassDB::bind_method(D_METHOD("get_out_random_color"), &MMBricks::get_out_random_color);
ClassDB::bind_method(D_METHOD("set_out_random_color", "value"), &MMBricks::set_out_random_color);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_random_color", PROPERTY_HINT_RESOURCE_TYPE, "MMNodeUniversalProperty"), "set_out_random_color", "get_out_random_color");
ClassDB::bind_method(D_METHOD("get_out_position_x"), &MMBricks::get_out_position_x);
ClassDB::bind_method(D_METHOD("set_out_position_x", "value"), &MMBricks::set_out_position_x);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_position_x", PROPERTY_HINT_RESOURCE_TYPE, "MMNodeUniversalProperty"), "set_out_position_x", "get_out_position_x");
ClassDB::bind_method(D_METHOD("get_out_position_y"), &MMBricks::get_out_position_y);
ClassDB::bind_method(D_METHOD("set_out_position_y", "value"), &MMBricks::set_out_position_y);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_position_y", PROPERTY_HINT_RESOURCE_TYPE, "MMNodeUniversalProperty"), "set_out_position_y", "get_out_position_y");
ClassDB::bind_method(D_METHOD("get_out_brick_uv"), &MMBricks::get_out_brick_uv);
ClassDB::bind_method(D_METHOD("set_out_brick_uv", "value"), &MMBricks::set_out_brick_uv);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_brick_uv", PROPERTY_HINT_RESOURCE_TYPE, "MMNodeUniversalProperty"), "set_out_brick_uv", "get_out_brick_uv");
ClassDB::bind_method(D_METHOD("get_out_corner_uv"), &MMBricks::get_out_corner_uv);
ClassDB::bind_method(D_METHOD("set_out_corner_uv", "value"), &MMBricks::set_out_corner_uv);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_corner_uv", PROPERTY_HINT_RESOURCE_TYPE, "MMNodeUniversalProperty"), "set_out_corner_uv", "get_out_corner_uv");
ClassDB::bind_method(D_METHOD("get_out_direction"), &MMBricks::get_out_direction);
ClassDB::bind_method(D_METHOD("set_out_direction", "value"), &MMBricks::set_out_direction);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_direction", PROPERTY_HINT_RESOURCE_TYPE, "MMNodeUniversalProperty"), "set_out_direction", "get_out_direction");
ClassDB::bind_method(D_METHOD("get_type"), &MMBricks::get_type);
ClassDB::bind_method(D_METHOD("set_type", "value"), &MMBricks::set_type);
ADD_PROPERTY(PropertyInfo(Variant::INT, "type"), "set_type", "get_type");
ClassDB::bind_method(D_METHOD("get_repeat"), &MMBricks::get_repeat);
ClassDB::bind_method(D_METHOD("set_repeat", "value"), &MMBricks::set_repeat);
ADD_PROPERTY(PropertyInfo(Variant::INT, "repeat"), "set_repeat", "get_repeat");
ClassDB::bind_method(D_METHOD("get_col_row"), &MMBricks::get_col_row);
ClassDB::bind_method(D_METHOD("set_col_row", "value"), &MMBricks::set_col_row);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "col_row"), "set_col_row", "get_col_row");
ClassDB::bind_method(D_METHOD("get_offset"), &MMBricks::get_offset);
ClassDB::bind_method(D_METHOD("set_offset", "value"), &MMBricks::set_offset);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "offset"), "set_offset", "get_offset");
ClassDB::bind_method(D_METHOD("get_mortar"), &MMBricks::get_mortar);
ClassDB::bind_method(D_METHOD("set_mortar", "value"), &MMBricks::set_mortar);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mortar", PROPERTY_HINT_RESOURCE_TYPE, "MMNodeUniversalProperty"), "set_mortar", "get_mortar");
ClassDB::bind_method(D_METHOD("get_bevel"), &MMBricks::get_bevel);
ClassDB::bind_method(D_METHOD("set_bevel", "value"), &MMBricks::set_bevel);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "bevel", PROPERTY_HINT_RESOURCE_TYPE, "MMNodeUniversalProperty"), "set_bevel", "get_bevel");
ClassDB::bind_method(D_METHOD("get_roundness"), &MMBricks::get_roundness);
ClassDB::bind_method(D_METHOD("set_roundness", "value"), &MMBricks::set_roundness);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "roundness", PROPERTY_HINT_RESOURCE_TYPE, "MMNodeUniversalProperty"), "set_roundness", "get_roundness");
ClassDB::bind_method(D_METHOD("get_corner"), &MMBricks::get_corner);
ClassDB::bind_method(D_METHOD("set_corner", "value"), &MMBricks::set_corner);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "corner"), "set_corner", "get_corner");
}