Using viewport texture instead of manual rect blending

main
Martin Felis 2024-01-27 01:15:01 +01:00
parent 4501b19bc4
commit 52e3db3041
8 changed files with 99 additions and 40 deletions

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Width:  |  Height:  |  Size: 4.2 KiB

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@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://vcebfpqo2ko7"
path="res://.godot/imported/player_bomb_mask.png-d9f1c068bea19451ba5b876c7e08dc0c.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/textures/player_bomb_mask.png"
dest_files=["res://.godot/imported/player_bomb_mask.png-d9f1c068bea19451ba5b876c7e08dc0c.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=false
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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@ -1,4 +1,4 @@
class Player extends CharacterBody3D extends CharacterBody3D
@export var color : Color = Color.DODGER_BLUE @export var color : Color = Color.DODGER_BLUE
@ -7,9 +7,12 @@ class Player extends CharacterBody3D
@export var move_down_action := "move_down" @export var move_down_action := "move_down"
@export var move_up_action := "move_up" @export var move_up_action := "move_up"
@export var dash_action := "dash" @export var dash_action := "dash"
@export var bomb_action := "bomp"
@onready var geometry = $Geometry @onready var geometry = $Geometry
signal bomb_triggered
var angle = 0 var angle = 0
var is_dashing = false var is_dashing = false
var dash_time = 0 var dash_time = 0
@ -30,6 +33,9 @@ func _physics_process(delta):
# Handle jump. # Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor(): if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY velocity.y = JUMP_VELOCITY
if Input.is_action_just_pressed(bomb_action):
emit_signal("bomb_triggered", self)
# Get the input direction and handle the movement/deceleration. # Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions. # As good practice, you should replace UI actions with custom gameplay actions.

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@ -1,6 +1,4 @@
[gd_resource type="StandardMaterial3D" load_steps=4 format=3 uid="uid://bg3dawo5kkosg"] [gd_resource type="StandardMaterial3D" load_steps=3 format=3 uid="uid://bg3dawo5kkosg"]
[ext_resource type="Material" uid="uid://c60s78p4g17ye" path="res://materials/WorldColoringMaterialPass.tres" id="1_3d3it"]
[sub_resource type="FastNoiseLite" id="FastNoiseLite_wonuc"] [sub_resource type="FastNoiseLite" id="FastNoiseLite_wonuc"]
noise_type = 0 noise_type = 0
@ -16,7 +14,6 @@ normalize = false
noise = SubResource("FastNoiseLite_wonuc") noise = SubResource("FastNoiseLite_wonuc")
[resource] [resource]
next_pass = ExtResource("1_3d3it")
albedo_color = Color(0.113725, 0.431373, 0.266667, 0.933333) albedo_color = Color(0.113725, 0.431373, 0.266667, 0.933333)
albedo_texture = SubResource("NoiseTexture2D_iklfu") albedo_texture = SubResource("NoiseTexture2D_iklfu")
uv1_scale = Vector3(20, 1, 20) uv1_scale = Vector3(20, 1, 20)

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@ -11,9 +11,14 @@ void fragment() {
vec4 projected_coords = INV_VIEW_MATRIX * vec4(VERTEX, 1.0); vec4 projected_coords = INV_VIEW_MATRIX * vec4(VERTEX, 1.0);
vec4 currentColor = textureLod(screen_texture, SCREEN_UV, 0.0); vec4 currentColor = textureLod(screen_texture, SCREEN_UV, 0.0);
vec4 worldColor = textureLod(world_color_texture, projected_coords.xz * 0.01 + vec2(0.5), 0.0); vec4 playerColorationColor = textureLod(world_color_texture, projected_coords.xz * 0.01 + vec2(0.5), 0.0);
vec3 colorToLuminance = vec3(0.2126, 0.7152, 0.0722); vec3 colorToLuminance = vec3(0.2126, 0.7152, 0.0722);
ALBEDO = vec3(dot(currentColor.rgb, colorToLuminance) * 0.4) + 0.2 * currentColor.rgb + 0.4 * worldColor.rgb;
vec3 desaturatedColor = vec3(dot(currentColor.rgb, colorToLuminance) * 0.4) + 0.1 * currentColor.rgb;
ALBEDO = desaturatedColor * (1.0 - playerColorationColor.a) + currentColor.rgb * playerColorationColor.a;
ALBEDO = desaturatedColor * (1.0 - playerColorationColor.a) + (playerColorationColor.rgb * 0.3 + currentColor.rgb * 0.7) * playerColorationColor.a;
} }
//void light() { //void light() {

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@ -51,7 +51,7 @@ dash_p1={
, 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) , 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)
] ]
} }
bomp_p1={ bomb_p1={
"deadzone": 0.5, "deadzone": 0.5,
"events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":1,"pressure":0.0,"pressed":true,"script":null) "events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":1,"pressure":0.0,"pressed":true,"script":null)
, 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) , 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
@onready var level: Node3D = $Level @onready var level: Node3D = $Level
@onready var world_coloring_viewport: SubViewport = $WorldColoringViewport @onready var world_coloring_viewport: SubViewport = $WorldColoringViewport
@onready var world_coloring_player1_texture_rect: TextureRect = $WorldColoringViewport/Player1TextureRect @onready var world_coloring_player1_texture_rect: TextureRect = $WorldColoringViewport/Player1TextureRect
@onready var world_coloring_player1_sprite: Sprite2D = $WorldColoringViewport/Player1Sprite
@onready var world_coloring_player1_bomb_sprite: Sprite2D = $WorldColoringViewport/Player1BombSprite
var camera_offset: Vector3; var camera_offset: Vector3;
var world_coloring_material: ShaderMaterial var world_coloring_material: ShaderMaterial
var world_coloring_texture: ImageTexture
var world_coloring_image: Image
const player_mask_texture: = preload("res://assets/textures/player_draw_mask.png")
var player_mask_image: ImageTexture;
# Called when the node enters the scene tree for the first time. # Called when the node enters the scene tree for the first time.
func _ready(): func _ready():
camera_offset = camera.global_position - player1.global_position camera_offset = camera.global_position - player1.global_position
world_coloring_material = load("res://materials/WorldColoringMaterialPass.tres") world_coloring_material = load("res://materials/WorldColoringMaterialPass.tres")
world_coloring_material.set_shader_parameter("world_color_texture", world_coloring_texture) world_coloring_material.set_shader_parameter("world_color_texture", world_coloring_viewport.get_texture())
world_coloring_image = Image.create(1000, 1000, 0, Image.FORMAT_RGBA8); world_coloring_player1_sprite.modulate = player1.color
world_coloring_image.fill(Color(1, 0, 1, 1)) world_coloring_player1_bomb_sprite.modulate = player1.color
world_coloring_texture = ImageTexture.create_from_image(world_coloring_image)
player1.connect("bomb_triggered", player_bomb_triggered)
apply_world_coloring_recursive(level) apply_world_coloring_recursive(level)
@ -34,18 +31,11 @@ func _process(_delta):
pass pass
func _physics_process(_delta): func _physics_process(_delta):
#var player_world_color_coordinate : Vector2 = player1.global_position world_coloring_player1_sprite.global_position = player_position_to_world_coloring_position(player1.global_position)
var world_coloring_player1_rect : Rect2 world_coloring_material.set_shader_parameter("world_color_texture", world_coloring_viewport.get_texture())
world_coloring_player1_rect.position = player_position_to_world_coloring_position(player1.global_position)
world_coloring_player1_rect.size = Vector2(10, 10)
world_coloring_image.fill_rect(world_coloring_player1_rect, player1.color)
world_coloring_texture = ImageTexture.create_from_image(world_coloring_image)
apply_world_coloring_recursive(level)
func player_position_to_world_coloring_position(position: Vector3): func player_position_to_world_coloring_position(player_position: Vector3):
var result = Vector2 (position.x * 10 + 495, position.z * 10 + 495) var result = Vector2 (player_position.x * 10 + 500, player_position.z * 10 + 500)
return result; return result;
func apply_world_coloring_recursive (node): func apply_world_coloring_recursive (node):
@ -60,7 +50,9 @@ func assign_world_coloring_pass(mesh_instance: MeshInstance3D) -> void:
var material = mesh_instance.get_active_material(0) var material = mesh_instance.get_active_material(0)
if not material: if not material:
return return
material.next_pass = world_coloring_material
var world_coloring_pass :ShaderMaterial = material.next_pass as ShaderMaterial func player_bomb_triggered(player):
world_coloring_pass.set_shader_parameter("world_color_texture", world_coloring_texture) world_coloring_player1_bomb_sprite.global_position = player_position_to_world_coloring_position(player.global_position)
world_coloring_player1_bomb_sprite.visible = true

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@ -1,10 +1,11 @@
[gd_scene load_steps=14 format=3 uid="uid://b1nm5h3yccr16"] [gd_scene load_steps=16 format=3 uid="uid://b1nm5h3yccr16"]
[ext_resource type="Script" path="res://entities/Player.gd" id="1_ca7jo"] [ext_resource type="Script" path="res://entities/Player.gd" id="1_ca7jo"]
[ext_resource type="Script" path="res://scenes/World.gd" id="1_gtcjp"] [ext_resource type="Script" path="res://scenes/World.gd" id="1_gtcjp"]
[ext_resource type="Texture2D" uid="uid://cek45oeqv3jvj" path="res://assets/textures/test_world_color_texture_viewport.png" id="3_bvxb7"] [ext_resource type="Texture2D" uid="uid://cek45oeqv3jvj" path="res://assets/textures/test_world_color_texture_viewport.png" id="3_bvxb7"]
[ext_resource type="Texture2D" uid="uid://bnsrnuuq28p4d" path="res://assets/textures/player_draw_mask.png" id="4_dipd5"] [ext_resource type="Texture2D" uid="uid://bnsrnuuq28p4d" path="res://assets/textures/player_draw_mask.png" id="4_dipd5"]
[ext_resource type="Material" uid="uid://bg3dawo5kkosg" path="res://materials/GrassNoiseMaterial.tres" id="4_pseda"] [ext_resource type="Material" uid="uid://bg3dawo5kkosg" path="res://materials/GrassNoiseMaterial.tres" id="4_pseda"]
[ext_resource type="Texture2D" uid="uid://vcebfpqo2ko7" path="res://assets/textures/player_bomb_mask.png" id="5_17c1g"]
[sub_resource type="BoxMesh" id="BoxMesh_yle83"] [sub_resource type="BoxMesh" id="BoxMesh_yle83"]
size = Vector3(0.24, 0.75, 0.24) size = Vector3(0.24, 0.75, 0.24)
@ -22,7 +23,11 @@ ambient_light_energy = 2.64
[sub_resource type="BoxShape3D" id="BoxShape3D_p0rqu"] [sub_resource type="BoxShape3D" id="BoxShape3D_p0rqu"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_mr6ph"]
albedo_color = Color(1, 0.137255, 1, 1)
[sub_resource type="BoxMesh" id="BoxMesh_237xr"] [sub_resource type="BoxMesh" id="BoxMesh_237xr"]
material = SubResource("StandardMaterial3D_mr6ph")
[sub_resource type="BoxMesh" id="BoxMesh_bwn4a"] [sub_resource type="BoxMesh" id="BoxMesh_bwn4a"]
material = ExtResource("4_pseda") material = ExtResource("4_pseda")
@ -36,12 +41,12 @@ script = ExtResource("1_gtcjp")
[node name="Player1" type="CharacterBody3D" parent="."] [node name="Player1" type="CharacterBody3D" parent="."]
collision_mask = 3 collision_mask = 3
script = ExtResource("1_ca7jo") script = ExtResource("1_ca7jo")
color = null
move_right_action = "move_right_p1" move_right_action = "move_right_p1"
move_left_action = "move_left_p1" move_left_action = "move_left_p1"
move_down_action = "move_down_p1" move_down_action = "move_down_p1"
move_up_action = "move_up_p1" move_up_action = "move_up_p1"
dash_action = null dash_action = "dash_p1"
bomb_action = "bomb_p1"
[node name="Geometry" type="MeshInstance3D" parent="Player1"] [node name="Geometry" type="MeshInstance3D" parent="Player1"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.472544, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.472544, 0)
@ -59,7 +64,7 @@ transform = Transform3D(-4.37114e-08, -0.528438, 0.848972, 0, 0.848972, 0.528438
shadow_enabled = true shadow_enabled = true
[node name="Camera3D" type="Camera3D" parent="."] [node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.305147, 0.952305, 0, -0.952305, 0.305147, 0, 10, 1.966) transform = Transform3D(1, 0, 0, 0, 0.305147, 0.952305, 0, -0.952305, 0.305147, 0, 10, 3.10854)
[node name="Sprite3D" type="Sprite3D" parent="."] [node name="Sprite3D" type="Sprite3D" parent="."]
transform = Transform3D(20, 0, 0, 0, -8.74228e-07, 50, 0, -20, -2.18557e-06, 0, 0, 0) transform = Transform3D(20, 0, 0, 0, -8.74228e-07, 50, 0, -20, -2.18557e-06, 0, 0, 0)
@ -69,11 +74,13 @@ modulate = Color(1, 1, 1, 0.32549)
own_world_3d = true own_world_3d = true
world_3d = SubResource("World3D_s7kgt") world_3d = SubResource("World3D_s7kgt")
transparent_bg = true transparent_bg = true
size = Vector2i(1001, 1001) handle_input_locally = false
size = Vector2i(1000, 1000)
render_target_clear_mode = 1 render_target_clear_mode = 1
render_target_update_mode = 4 render_target_update_mode = 4
[node name="TextureRect" type="TextureRect" parent="WorldColoringViewport"] [node name="TextureRect" type="TextureRect" parent="WorldColoringViewport"]
visible = false
anchors_preset = 15 anchors_preset = 15
anchor_right = 1.0 anchor_right = 1.0
anchor_bottom = 1.0 anchor_bottom = 1.0
@ -82,14 +89,32 @@ grow_vertical = 2
texture = ExtResource("3_bvxb7") texture = ExtResource("3_bvxb7")
[node name="Player1TextureRect" type="TextureRect" parent="WorldColoringViewport"] [node name="Player1TextureRect" type="TextureRect" parent="WorldColoringViewport"]
offset_right = 40.0 visible = false
offset_bottom = 40.0 anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
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)