Using viewport texture instead of manual rect blending
parent
4501b19bc4
commit
52e3db3041
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@ -0,0 +1,34 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://vcebfpqo2ko7"
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path="res://.godot/imported/player_bomb_mask.png-d9f1c068bea19451ba5b876c7e08dc0c.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://assets/textures/player_bomb_mask.png"
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dest_files=["res://.godot/imported/player_bomb_mask.png-d9f1c068bea19451ba5b876c7e08dc0c.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=false
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@ -1,4 +1,4 @@
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class Player extends CharacterBody3D
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extends CharacterBody3D
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@export var color : Color = Color.DODGER_BLUE
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@export var color : Color = Color.DODGER_BLUE
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@ -7,9 +7,12 @@ class Player extends CharacterBody3D
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@export var move_down_action := "move_down"
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@export var move_down_action := "move_down"
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@export var move_up_action := "move_up"
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@export var move_up_action := "move_up"
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@export var dash_action := "dash"
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@export var dash_action := "dash"
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@export var bomb_action := "bomp"
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@onready var geometry = $Geometry
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@onready var geometry = $Geometry
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signal bomb_triggered
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var angle = 0
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var angle = 0
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var is_dashing = false
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var is_dashing = false
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var dash_time = 0
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var dash_time = 0
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@ -30,6 +33,9 @@ func _physics_process(delta):
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# Handle jump.
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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velocity.y = JUMP_VELOCITY
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if Input.is_action_just_pressed(bomb_action):
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emit_signal("bomb_triggered", self)
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# Get the input direction and handle the movement/deceleration.
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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# As good practice, you should replace UI actions with custom gameplay actions.
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@ -1,6 +1,4 @@
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[gd_resource type="StandardMaterial3D" load_steps=4 format=3 uid="uid://bg3dawo5kkosg"]
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[gd_resource type="StandardMaterial3D" load_steps=3 format=3 uid="uid://bg3dawo5kkosg"]
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[ext_resource type="Material" uid="uid://c60s78p4g17ye" path="res://materials/WorldColoringMaterialPass.tres" id="1_3d3it"]
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_wonuc"]
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_wonuc"]
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noise_type = 0
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noise_type = 0
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@ -16,7 +14,6 @@ normalize = false
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noise = SubResource("FastNoiseLite_wonuc")
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noise = SubResource("FastNoiseLite_wonuc")
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[resource]
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[resource]
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next_pass = ExtResource("1_3d3it")
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albedo_color = Color(0.113725, 0.431373, 0.266667, 0.933333)
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albedo_color = Color(0.113725, 0.431373, 0.266667, 0.933333)
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albedo_texture = SubResource("NoiseTexture2D_iklfu")
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albedo_texture = SubResource("NoiseTexture2D_iklfu")
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uv1_scale = Vector3(20, 1, 20)
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uv1_scale = Vector3(20, 1, 20)
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@ -11,9 +11,14 @@ void fragment() {
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vec4 projected_coords = INV_VIEW_MATRIX * vec4(VERTEX, 1.0);
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vec4 projected_coords = INV_VIEW_MATRIX * vec4(VERTEX, 1.0);
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vec4 currentColor = textureLod(screen_texture, SCREEN_UV, 0.0);
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vec4 currentColor = textureLod(screen_texture, SCREEN_UV, 0.0);
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vec4 worldColor = textureLod(world_color_texture, projected_coords.xz * 0.01 + vec2(0.5), 0.0);
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vec4 playerColorationColor = textureLod(world_color_texture, projected_coords.xz * 0.01 + vec2(0.5), 0.0);
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vec3 colorToLuminance = vec3(0.2126, 0.7152, 0.0722);
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vec3 colorToLuminance = vec3(0.2126, 0.7152, 0.0722);
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ALBEDO = vec3(dot(currentColor.rgb, colorToLuminance) * 0.4) + 0.2 * currentColor.rgb + 0.4 * worldColor.rgb;
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vec3 desaturatedColor = vec3(dot(currentColor.rgb, colorToLuminance) * 0.4) + 0.1 * currentColor.rgb;
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ALBEDO = desaturatedColor * (1.0 - playerColorationColor.a) + currentColor.rgb * playerColorationColor.a;
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ALBEDO = desaturatedColor * (1.0 - playerColorationColor.a) + (playerColorationColor.rgb * 0.3 + currentColor.rgb * 0.7) * playerColorationColor.a;
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}
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}
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//void light() {
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//void light() {
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@ -51,7 +51,7 @@ dash_p1={
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":79,"key_label":0,"unicode":102,"echo":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":79,"key_label":0,"unicode":102,"echo":false,"script":null)
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]
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]
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}
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}
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bomp_p1={
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bomb_p1={
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"deadzone": 0.5,
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"deadzone": 0.5,
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"events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":1,"pressure":0.0,"pressed":true,"script":null)
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"events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":1,"pressure":0.0,"pressed":true,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":80,"key_label":0,"unicode":113,"echo":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":80,"key_label":0,"unicode":113,"echo":false,"script":null)
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@ -5,26 +5,23 @@ extends Node3D
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@onready var level: Node3D = $Level
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@onready var level: Node3D = $Level
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@onready var world_coloring_viewport: SubViewport = $WorldColoringViewport
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@onready var world_coloring_viewport: SubViewport = $WorldColoringViewport
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@onready var world_coloring_player1_texture_rect: TextureRect = $WorldColoringViewport/Player1TextureRect
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@onready var world_coloring_player1_texture_rect: TextureRect = $WorldColoringViewport/Player1TextureRect
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@onready var world_coloring_player1_sprite: Sprite2D = $WorldColoringViewport/Player1Sprite
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@onready var world_coloring_player1_bomb_sprite: Sprite2D = $WorldColoringViewport/Player1BombSprite
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var camera_offset: Vector3;
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var camera_offset: Vector3;
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var world_coloring_material: ShaderMaterial
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var world_coloring_material: ShaderMaterial
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var world_coloring_texture: ImageTexture
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var world_coloring_image: Image
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const player_mask_texture: = preload("res://assets/textures/player_draw_mask.png")
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var player_mask_image: ImageTexture;
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready():
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func _ready():
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camera_offset = camera.global_position - player1.global_position
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camera_offset = camera.global_position - player1.global_position
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world_coloring_material = load("res://materials/WorldColoringMaterialPass.tres")
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world_coloring_material = load("res://materials/WorldColoringMaterialPass.tres")
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world_coloring_material.set_shader_parameter("world_color_texture", world_coloring_texture)
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world_coloring_material.set_shader_parameter("world_color_texture", world_coloring_viewport.get_texture())
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world_coloring_image = Image.create(1000, 1000, 0, Image.FORMAT_RGBA8);
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world_coloring_player1_sprite.modulate = player1.color
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world_coloring_image.fill(Color(1, 0, 1, 1))
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world_coloring_player1_bomb_sprite.modulate = player1.color
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world_coloring_texture = ImageTexture.create_from_image(world_coloring_image)
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player1.connect("bomb_triggered", player_bomb_triggered)
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apply_world_coloring_recursive(level)
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apply_world_coloring_recursive(level)
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pass
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pass
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func _physics_process(_delta):
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func _physics_process(_delta):
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#var player_world_color_coordinate : Vector2 = player1.global_position
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world_coloring_player1_sprite.global_position = player_position_to_world_coloring_position(player1.global_position)
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var world_coloring_player1_rect : Rect2
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world_coloring_material.set_shader_parameter("world_color_texture", world_coloring_viewport.get_texture())
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world_coloring_player1_rect.position = player_position_to_world_coloring_position(player1.global_position)
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world_coloring_player1_rect.size = Vector2(10, 10)
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world_coloring_image.fill_rect(world_coloring_player1_rect, player1.color)
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world_coloring_texture = ImageTexture.create_from_image(world_coloring_image)
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apply_world_coloring_recursive(level)
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func player_position_to_world_coloring_position(position: Vector3):
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func player_position_to_world_coloring_position(player_position: Vector3):
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var result = Vector2 (position.x * 10 + 495, position.z * 10 + 495)
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var result = Vector2 (player_position.x * 10 + 500, player_position.z * 10 + 500)
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return result;
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return result;
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func apply_world_coloring_recursive (node):
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func apply_world_coloring_recursive (node):
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@ -60,7 +50,9 @@ func assign_world_coloring_pass(mesh_instance: MeshInstance3D) -> void:
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var material = mesh_instance.get_active_material(0)
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var material = mesh_instance.get_active_material(0)
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if not material:
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if not material:
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return
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return
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material.next_pass = world_coloring_material
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var world_coloring_pass :ShaderMaterial = material.next_pass as ShaderMaterial
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func player_bomb_triggered(player):
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world_coloring_pass.set_shader_parameter("world_color_texture", world_coloring_texture)
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world_coloring_player1_bomb_sprite.global_position = player_position_to_world_coloring_position(player.global_position)
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world_coloring_player1_bomb_sprite.visible = true
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[gd_scene load_steps=14 format=3 uid="uid://b1nm5h3yccr16"]
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[gd_scene load_steps=16 format=3 uid="uid://b1nm5h3yccr16"]
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[ext_resource type="Script" path="res://entities/Player.gd" id="1_ca7jo"]
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[ext_resource type="Script" path="res://entities/Player.gd" id="1_ca7jo"]
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[ext_resource type="Script" path="res://scenes/World.gd" id="1_gtcjp"]
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[ext_resource type="Script" path="res://scenes/World.gd" id="1_gtcjp"]
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[ext_resource type="Texture2D" uid="uid://cek45oeqv3jvj" path="res://assets/textures/test_world_color_texture_viewport.png" id="3_bvxb7"]
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[ext_resource type="Texture2D" uid="uid://cek45oeqv3jvj" path="res://assets/textures/test_world_color_texture_viewport.png" id="3_bvxb7"]
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[ext_resource type="Texture2D" uid="uid://bnsrnuuq28p4d" path="res://assets/textures/player_draw_mask.png" id="4_dipd5"]
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[ext_resource type="Texture2D" uid="uid://bnsrnuuq28p4d" path="res://assets/textures/player_draw_mask.png" id="4_dipd5"]
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[ext_resource type="Material" uid="uid://bg3dawo5kkosg" path="res://materials/GrassNoiseMaterial.tres" id="4_pseda"]
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[ext_resource type="Material" uid="uid://bg3dawo5kkosg" path="res://materials/GrassNoiseMaterial.tres" id="4_pseda"]
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[ext_resource type="Texture2D" uid="uid://vcebfpqo2ko7" path="res://assets/textures/player_bomb_mask.png" id="5_17c1g"]
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[sub_resource type="BoxMesh" id="BoxMesh_yle83"]
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[sub_resource type="BoxMesh" id="BoxMesh_yle83"]
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size = Vector3(0.24, 0.75, 0.24)
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size = Vector3(0.24, 0.75, 0.24)
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[sub_resource type="BoxShape3D" id="BoxShape3D_p0rqu"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_p0rqu"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_mr6ph"]
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albedo_color = Color(1, 0.137255, 1, 1)
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[sub_resource type="BoxMesh" id="BoxMesh_237xr"]
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[sub_resource type="BoxMesh" id="BoxMesh_237xr"]
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material = SubResource("StandardMaterial3D_mr6ph")
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[sub_resource type="BoxMesh" id="BoxMesh_bwn4a"]
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[sub_resource type="BoxMesh" id="BoxMesh_bwn4a"]
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material = ExtResource("4_pseda")
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material = ExtResource("4_pseda")
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[node name="Player1" type="CharacterBody3D" parent="."]
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[node name="Player1" type="CharacterBody3D" parent="."]
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collision_mask = 3
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collision_mask = 3
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script = ExtResource("1_ca7jo")
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script = ExtResource("1_ca7jo")
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color = null
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move_right_action = "move_right_p1"
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move_right_action = "move_right_p1"
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move_left_action = "move_left_p1"
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move_left_action = "move_left_p1"
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move_down_action = "move_down_p1"
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move_down_action = "move_down_p1"
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move_up_action = "move_up_p1"
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move_up_action = "move_up_p1"
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dash_action = null
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dash_action = "dash_p1"
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bomb_action = "bomb_p1"
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[node name="Geometry" type="MeshInstance3D" parent="Player1"]
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[node name="Geometry" type="MeshInstance3D" parent="Player1"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.472544, 0)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.472544, 0)
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@ -59,7 +64,7 @@ transform = Transform3D(-4.37114e-08, -0.528438, 0.848972, 0, 0.848972, 0.528438
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shadow_enabled = true
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shadow_enabled = true
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[node name="Camera3D" type="Camera3D" parent="."]
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[node name="Camera3D" type="Camera3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 0.305147, 0.952305, 0, -0.952305, 0.305147, 0, 10, 1.966)
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transform = Transform3D(1, 0, 0, 0, 0.305147, 0.952305, 0, -0.952305, 0.305147, 0, 10, 3.10854)
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[node name="Sprite3D" type="Sprite3D" parent="."]
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[node name="Sprite3D" type="Sprite3D" parent="."]
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transform = Transform3D(20, 0, 0, 0, -8.74228e-07, 50, 0, -20, -2.18557e-06, 0, 0, 0)
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transform = Transform3D(20, 0, 0, 0, -8.74228e-07, 50, 0, -20, -2.18557e-06, 0, 0, 0)
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@ -69,11 +74,13 @@ modulate = Color(1, 1, 1, 0.32549)
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own_world_3d = true
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own_world_3d = true
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world_3d = SubResource("World3D_s7kgt")
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world_3d = SubResource("World3D_s7kgt")
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transparent_bg = true
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transparent_bg = true
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size = Vector2i(1001, 1001)
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handle_input_locally = false
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size = Vector2i(1000, 1000)
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render_target_clear_mode = 1
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render_target_clear_mode = 1
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render_target_update_mode = 4
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render_target_update_mode = 4
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[node name="TextureRect" type="TextureRect" parent="WorldColoringViewport"]
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[node name="TextureRect" type="TextureRect" parent="WorldColoringViewport"]
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visible = false
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anchors_preset = 15
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anchors_preset = 15
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anchor_right = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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anchor_bottom = 1.0
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@ -82,14 +89,32 @@ grow_vertical = 2
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texture = ExtResource("3_bvxb7")
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texture = ExtResource("3_bvxb7")
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[node name="Player1TextureRect" type="TextureRect" parent="WorldColoringViewport"]
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[node name="Player1TextureRect" type="TextureRect" parent="WorldColoringViewport"]
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offset_right = 40.0
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visible = false
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offset_bottom = 40.0
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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||||||
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anchor_bottom = 0.5
|
||||||
|
offset_left = -20.0
|
||||||
|
offset_top = -20.0
|
||||||
|
offset_right = 20.0
|
||||||
|
offset_bottom = 20.0
|
||||||
|
grow_horizontal = 2
|
||||||
|
grow_vertical = 2
|
||||||
|
size_flags_horizontal = 4
|
||||||
|
size_flags_vertical = 4
|
||||||
texture = ExtResource("4_dipd5")
|
texture = ExtResource("4_dipd5")
|
||||||
|
|
||||||
|
[node name="Player1Sprite" type="Sprite2D" parent="WorldColoringViewport"]
|
||||||
|
texture = ExtResource("4_dipd5")
|
||||||
|
|
||||||
|
[node name="Player1BombSprite" type="Sprite2D" parent="WorldColoringViewport"]
|
||||||
|
texture = ExtResource("5_17c1g")
|
||||||
|
|
||||||
[node name="Level" type="Node3D" parent="."]
|
[node name="Level" type="Node3D" parent="."]
|
||||||
|
|
||||||
[node name="Box" type="StaticBody3D" parent="Level"]
|
[node name="Box" type="StaticBody3D" parent="Level"]
|
||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1)
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4.38367, 0, 2.83298)
|
||||||
|
|
||||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Level/Box"]
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="Level/Box"]
|
||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0)
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0)
|
||||||
|
|
Loading…
Reference in New Issue