270 lines
8.5 KiB
GDScript3
270 lines
8.5 KiB
GDScript3
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extends Node
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var _cache: Dictionary = {}
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func _make_image(w: int, h: int, fill: Color) -> Image:
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var img: Image = Image.create(w, h, false, Image.FORMAT_RGB8)
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img.fill(fill)
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return img
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func _to_texture(img: Image) -> ImageTexture:
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return ImageTexture.create_from_image(img)
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func _get_or_create(key: String, maker: Callable) -> ImageTexture:
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if _cache.has(key):
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return _cache[key]
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var tex: ImageTexture = maker.call()
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_cache[key] = tex
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return tex
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# Бежевые обои с растительным узором (мелкие точки)
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func wallpaper() -> ImageTexture:
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return _get_or_create("wallpaper", func() -> ImageTexture:
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var base: Color = Color(0.83, 0.72, 0.55)
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var dot: Color = Color(0.72, 0.6, 0.42)
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var darker: Color = Color(0.78, 0.68, 0.5)
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var img: Image = _make_image(64, 64, base)
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# мелкие крестики-цветы
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for y in range(0, 64, 8):
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for x in range(0, 64, 8):
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var ox: int = 4 if (y / 8) % 2 == 0 else 0
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var px: int = (x + ox) % 64
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img.set_pixel(px, y, dot)
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if px + 1 < 64:
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img.set_pixel(px + 1, y, darker)
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if y + 1 < 64:
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img.set_pixel(px, y + 1, darker)
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return _to_texture(img)
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)
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# Линолеум жёлто-коричневый с горизонтальными полосами под паркет
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func linoleum() -> ImageTexture:
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return _get_or_create("linoleum", func() -> ImageTexture:
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var a: Color = Color(0.72, 0.6, 0.41)
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var b: Color = Color(0.65, 0.53, 0.36)
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var c: Color = Color(0.58, 0.46, 0.3)
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var img: Image = _make_image(64, 64, a)
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# полосы паркета
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for y in range(64):
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var stripe: int = y / 8
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var col: Color = a if stripe % 2 == 0 else b
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for x in range(64):
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img.set_pixel(x, y, col)
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# швы между досками
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for y in range(0, 64, 8):
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for x in range(64):
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img.set_pixel(x, y, c)
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# вертикальные швы пэчворк
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for y in range(64):
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var stripe: int = y / 8
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var seam_x: int = ((stripe * 23) % 32) + 16
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img.set_pixel(seam_x, y, c)
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return _to_texture(img)
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)
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# Потолок: светлая побелка с лёгким шумом
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func ceiling() -> ImageTexture:
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return _get_or_create("ceiling", func() -> ImageTexture:
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var base: Color = Color(0.92, 0.9, 0.85)
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var spot: Color = Color(0.88, 0.86, 0.82)
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var img: Image = _make_image(32, 32, base)
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var rng: RandomNumberGenerator = RandomNumberGenerator.new()
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rng.seed = 4242
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for i in range(20):
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var x: int = rng.randi_range(0, 31)
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var y: int = rng.randi_range(0, 31)
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img.set_pixel(x, y, spot)
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return _to_texture(img)
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)
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# Бордовый ковёр с персидским ромбовидным узором
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func wall_carpet() -> ImageTexture:
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return _get_or_create("wall_carpet", func() -> ImageTexture:
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var base: Color = Color(0.36, 0.12, 0.13)
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var pattern: Color = Color(0.78, 0.62, 0.2)
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var dark: Color = Color(0.22, 0.07, 0.08)
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var img: Image = _make_image(64, 64, base)
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# ромбы
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for cy in [16, 48]:
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for cx in [16, 48]:
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for r in range(6):
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var px1: int = cx - r
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var px2: int = cx + r
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var py1: int = cy - (6 - r)
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var py2: int = cy + (6 - r)
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if px1 >= 0 and py1 >= 0 and px1 < 64 and py1 < 64:
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img.set_pixel(px1, py1, pattern)
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if px2 < 64 and py1 >= 0:
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img.set_pixel(px2, py1, pattern)
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if px1 >= 0 and py2 < 64:
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img.set_pixel(px1, py2, pattern)
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if px2 < 64 and py2 < 64:
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img.set_pixel(px2, py2, pattern)
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# рамка
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for i in range(64):
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img.set_pixel(i, 0, dark)
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img.set_pixel(i, 63, dark)
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img.set_pixel(0, i, dark)
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img.set_pixel(63, i, dark)
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return _to_texture(img)
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)
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# Тёмно-синее одеяло «звёзды»
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func blanket() -> ImageTexture:
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return _get_or_create("blanket", func() -> ImageTexture:
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var base: Color = Color(0.13, 0.16, 0.32)
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var star: Color = Color(0.85, 0.85, 0.75)
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var img: Image = _make_image(32, 32, base)
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var stars: Array = [[5,5],[14,3],[24,7],[8,12],[20,16],[3,21],[27,22],[15,26],[10,28]]
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for s in stars:
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img.set_pixel(s[0], s[1], star)
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if s[0] + 1 < 32:
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img.set_pixel(s[0] + 1, s[1], star)
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if s[0] - 1 >= 0:
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img.set_pixel(s[0] - 1, s[1], star)
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if s[1] + 1 < 32:
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img.set_pixel(s[0], s[1] + 1, star)
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if s[1] - 1 >= 0:
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img.set_pixel(s[0], s[1] - 1, star)
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return _to_texture(img)
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)
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# CS:GO постер (жёлтый с силуэтом AWP)
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func poster_csgo() -> ImageTexture:
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return _get_or_create("poster_csgo", func() -> ImageTexture:
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var base: Color = Color(0.94, 0.71, 0.1)
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var dark: Color = Color(0.18, 0.13, 0.08)
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var img: Image = _make_image(32, 40, base)
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# рамка
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for i in range(32):
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img.set_pixel(i, 0, dark)
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img.set_pixel(i, 39, dark)
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for i in range(40):
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img.set_pixel(0, i, dark)
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img.set_pixel(31, i, dark)
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# буквы CS внизу (примитивно)
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for x in range(8, 12):
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img.set_pixel(x, 32, dark)
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img.set_pixel(x, 35, dark)
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img.set_pixel(8, 33, dark)
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img.set_pixel(8, 34, dark)
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for x in range(14, 18):
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img.set_pixel(x, 32, dark)
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img.set_pixel(x, 35, dark)
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img.set_pixel(14, 33, dark)
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img.set_pixel(17, 34, dark)
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# силуэт AWP (горизонталь сверху)
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for x in range(6, 26):
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img.set_pixel(x, 18, dark)
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img.set_pixel(x, 19, dark)
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for x in range(20, 26):
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img.set_pixel(x, 17, dark)
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img.set_pixel(7, 20, dark)
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img.set_pixel(8, 20, dark)
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return _to_texture(img)
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)
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# Моргенштерн постер (тёмно-красный с белым контуром головы)
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func poster_morgen() -> ImageTexture:
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return _get_or_create("poster_morgen", func() -> ImageTexture:
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var base: Color = Color(0.7, 0.13, 0.13)
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var light: Color = Color(0.9, 0.85, 0.8)
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var dark: Color = Color(0.2, 0.05, 0.05)
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var img: Image = _make_image(32, 40, base)
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# рамка
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for i in range(32):
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img.set_pixel(i, 0, dark)
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img.set_pixel(i, 39, dark)
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for i in range(40):
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img.set_pixel(0, i, dark)
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img.set_pixel(31, i, dark)
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# силуэт головы по центру
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var cx: int = 16
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var cy: int = 18
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for r in range(7):
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var w: int = int(sqrt(49 - r * r))
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for dx in range(-w, w + 1):
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if cy - r >= 0 and cy - r < 40 and cx + dx >= 0 and cx + dx < 32:
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img.set_pixel(cx + dx, cy - r, light)
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if cy + r < 40 and cx + dx >= 0 and cx + dx < 32:
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img.set_pixel(cx + dx, cy + r, light)
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return _to_texture(img)
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)
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# Двери: деревянная текстура с волокном
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func door() -> ImageTexture:
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return _get_or_create("door", func() -> ImageTexture:
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var a: Color = Color(0.36, 0.23, 0.12)
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var b: Color = Color(0.45, 0.31, 0.18)
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var c: Color = Color(0.28, 0.18, 0.09)
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var img: Image = _make_image(32, 64, a)
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for y in range(64):
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for x in range(32):
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var v: float = sin(float(x) * 0.5 + float(y) * 0.1) * 0.5 + 0.5
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if v > 0.6:
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img.set_pixel(x, y, b)
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elif v < 0.3:
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img.set_pixel(x, y, c)
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return _to_texture(img)
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)
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# Стол MICKE: белый с малозаметной шумной текстурой
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func desk_white() -> ImageTexture:
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return _get_or_create("desk_white", func() -> ImageTexture:
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var base: Color = Color(0.96, 0.95, 0.93)
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var nick: Color = Color(0.88, 0.86, 0.82)
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var img: Image = _make_image(32, 32, base)
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var rng: RandomNumberGenerator = RandomNumberGenerator.new()
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rng.seed = 1337
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for i in range(8):
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var x: int = rng.randi_range(0, 31)
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var y: int = rng.randi_range(0, 31)
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img.set_pixel(x, y, nick)
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return _to_texture(img)
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)
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# Книжный корешок (несколько цветов)
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func book_color(color_idx: int) -> ImageTexture:
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var key: String = "book_%d" % color_idx
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return _get_or_create(key, func() -> ImageTexture:
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var palette: Array[Color] = [
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Color(0.36, 0.18, 0.15),
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Color(0.2, 0.35, 0.5),
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Color(0.13, 0.13, 0.15),
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Color(0.55, 0.45, 0.25),
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Color(0.3, 0.5, 0.3),
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]
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var base: Color = palette[color_idx % palette.size()]
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var trim: Color = Color(base.r * 0.6, base.g * 0.6, base.b * 0.6)
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var img: Image = _make_image(16, 32, base)
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# узкие линии-трим сверху и снизу
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for x in range(16):
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img.set_pixel(x, 0, trim)
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img.set_pixel(x, 31, trim)
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img.set_pixel(x, 5, trim)
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img.set_pixel(x, 26, trim)
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return _to_texture(img)
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)
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# Применить текстуру к материалу с заданным uv-scale
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func apply_to_material(mat: BaseMaterial3D, texture: ImageTexture, scale: Vector3 = Vector3.ONE) -> void:
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if mat == null:
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return
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mat.albedo_texture = texture
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mat.uv1_scale = scale
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mat.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST # пиксель-арт
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