Compute-based pixel counting and basic ui

main
Martin Felis 2024-01-27 15:58:16 +01:00
parent ad98216b2f
commit 993c69ea0a
21 changed files with 763 additions and 38 deletions

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importer="font_data_dynamic"
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@ -0,0 +1,93 @@
Copyright 2010 The Bangers Project Authors (https://github.com/googlefonts/bangers)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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@ -0,0 +1,93 @@
Copyright 2012 The Press Start 2P Project Authors (cody@zone38.net), with Reserved Font Name "Press Start 2P".
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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@ -0,0 +1,33 @@
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importer="font_data_dynamic"
type="FontFile"
uid="uid://bbdbutpfguay"
path="res://.godot/imported/PressStart2P-Regular.ttf-42fa3db76e2f5eab95e7c7cadcba1787.fontdata"
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source_file="res://assets/fonts/Press_Start_2P/PressStart2P-Regular.ttf"
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multichannel_signed_distance_field=false
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@ -0,0 +1,94 @@
Copyright (c) 2011, Rodrigo Fuenzalida (www.rfuenzalida.com|hello@rfuenzalida.com),
with Reserved Font Name Titan.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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@ -0,0 +1,33 @@
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importer="font_data_dynamic"
type="FontFile"
uid="uid://b1i0ggr6sfj24"
path="res://.godot/imported/TitanOne-Regular.ttf-e3a43712c5e0e812a9b5f7ef2ed3026e.fontdata"
[deps]
source_file="res://assets/fonts/Titan_One/TitanOne-Regular.ttf"
dest_files=["res://.godot/imported/TitanOne-Regular.ttf-e3a43712c5e0e812a9b5f7ef2ed3026e.fontdata"]
[params]
Rendering=null
antialiasing=1
generate_mipmaps=false
multichannel_signed_distance_field=false
msdf_pixel_range=8
msdf_size=48
allow_system_fallback=true
force_autohinter=false
hinting=1
subpixel_positioning=1
oversampling=0.0
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fallbacks=[]
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compress=true
preload=[]
language_support={}
script_support={}
opentype_features={}

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@ -1,4 +1,4 @@
extends CharacterBody3D
class_name Player extends CharacterBody3D
@export var color : Color = Color.DODGER_BLUE
@ -12,10 +12,15 @@ extends CharacterBody3D
@export var coloring_sprite_path : NodePath
@export var coloring_bomb_sprite_path : NodePath
@onready var geometry = $Geometry
@onready var geometry: MeshInstance3D = $Geometry
@onready var collision: CollisionShape3D = $CollisionShape3D
signal bomb_triggered
var score : int = 0
var energy : float = 1.0
var radius = 0.15
var angle = 0
var is_dashing = false
var dash_time = 0
@ -93,5 +98,5 @@ func _physics_process(delta):
coloring_bomb_sprite.global_position = coloring_sprite.global_position
func calc_coloring_position():
var result = Vector2 (global_position.x * 10 + 500, global_position.z * 10 + 500)
var result = Vector2 (global_position.x * 10 + 512, global_position.z * 10 + 512)
return result;

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@ -10,8 +10,10 @@ height = 0.75
radius = 0.15
[node name="Player1" type="CharacterBody3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -7329.1, 0)
collision_layer = 5
collision_mask = 7
velocity = Vector3(0, -378.927, 0)
script = ExtResource("1_w5gy0")
move_right_action = "move_right_p1"
move_left_action = "move_left_p1"
@ -21,7 +23,7 @@ dash_action = "dash_p1"
bomb_action = "bomb_p1"
[node name="Geometry" type="MeshInstance3D" parent="."]
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, 0.472656, 0)
mesh = SubResource("BoxMesh_yle83")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]

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@ -0,0 +1,31 @@
// based on:
// - https://www.youtube.com/watch?v=5CKvGYqagyI
// - https://pastebin.com/pbGGjrE8
#[compute]
#version 450
// Invocations in the (x, y, z) dimension
layout(local_size_x = 4, local_size_y = 4, local_size_z = 1) in;
// A binding to the buffer we create in our script
layout(set = 0, binding = 0, std430) buffer MyDataBuffer {
int data[];
}
my_data_buffer;
layout(set = 0, binding = 1) uniform sampler2D tex;
void main() {
if (texture(tex, vec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y)).r > 0.0) {
atomicAdd(my_data_buffer.data[0], 1);
}
if (texture(tex, vec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y)).b > 0.0) {
atomicAdd(my_data_buffer.data[1], 1);
}
if (texture(tex, vec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y)).rgb == vec3(1.0, 0, 1.0)) {
atomicAdd(my_data_buffer.data[2], 1);
}
}

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@ -0,0 +1,14 @@
[remap]
importer="glsl"
type="RDShaderFile"
uid="uid://daaysa2a1u6b7"
path="res://.godot/imported/PixelCountCompute.glsl-abe5c29fd9b584b640dd1cca2cbbc009.res"
[deps]
source_file="res://materials/shader/PixelCountCompute.glsl"
dest_files=["res://.godot/imported/PixelCountCompute.glsl-abe5c29fd9b584b640dd1cca2cbbc009.res"]
[params]

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@ -16,8 +16,7 @@ void fragment() {
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) + currentColor.rgb * playerColorationColor.a;
ALBEDO = desaturatedColor * (1.0 - playerColorationColor.a) + (playerColorationColor.rgb * 0.3 + currentColor.rgb * 0.7) * playerColorationColor.a;
}

View File

@ -60,11 +60,15 @@ bomb_p1={
move_up_p2={
"deadzone": 0.5,
"events": [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":4194320,"key_label":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":1,"axis":1,"axis_value":-1.0,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":1,"button_index":11,"pressure":0.0,"pressed":true,"script":null)
]
}
move_down_p2={
"deadzone": 0.5,
"events": [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":4194322,"key_label":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":1,"axis":1,"axis_value":1.0,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":1,"button_index":12,"pressure":0.0,"pressed":true,"script":null)
]
}
move_left_p2={
@ -97,5 +101,5 @@ bomb_p2={
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
renderer/rendering_method="mobile"
environment/defaults/default_clear_color=Color(0.301961, 0.301961, 0.301961, 1)

View File

@ -1,13 +1,19 @@
[gd_scene load_steps=5 format=3 uid="uid://rd48gl8k5x34"]
[gd_scene load_steps=8 format=3 uid="uid://rd48gl8k5x34"]
[ext_resource type="Script" path="res://Game.gd" id="1_7jqda"]
[ext_resource type="PackedScene" uid="uid://b1nm5h3yccr16" path="res://scenes/World.tscn" id="2_voimb"]
[ext_resource type="FontFile" uid="uid://bf6q51e8x2s1h" path="res://assets/fonts/Bangers-Regular/Bangers-Regular.ttf" id="3_52dp0"]
[ext_resource type="Script" path="res://scenes/GameUI.gd" id="4_2tdl1"]
[sub_resource type="World3D" id="World3D_5g233"]
[sub_resource type="ViewportTexture" id="ViewportTexture_2lmj8"]
viewport_path = NodePath("Viewport")
[sub_resource type="Theme" id="Theme_qtmht"]
default_font = ExtResource("3_52dp0")
default_font_size = 30
[node name="Game" type="Node"]
script = ExtResource("1_7jqda")
@ -39,28 +45,61 @@ size_flags_vertical = 4
texture = SubResource("ViewportTexture_2lmj8")
stretch_mode = 6
[node name="HSplitContainer" type="HSplitContainer" parent="."]
[node name="TopBar" type="Panel" parent="."]
visible = false
custom_minimum_size = Vector2(0, 100)
anchors_preset = 10
anchor_right = 1.0
grow_horizontal = 2
size_flags_horizontal = 4
size_flags_vertical = 4
[node name="Panel2" type="Panel" parent="."]
custom_minimum_size = Vector2(0, 80)
anchors_preset = 10
anchor_right = 1.0
grow_horizontal = 2
[node name="GameUI" type="Control" parent="."]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
size_flags_horizontal = 4
size_flags_vertical = 4
theme = SubResource("Theme_qtmht")
script = ExtResource("4_2tdl1")
world_path = NodePath("../Viewport/World")
[node name="WorldView" type="TextureRect" parent="HSplitContainer"]
texture_filter = 1
layout_mode = 2
size_flags_horizontal = 4
size_flags_vertical = 4
texture = SubResource("ViewportTexture_2lmj8")
stretch_mode = 6
[node name="Player1Widgets" type="VBoxContainer" parent="GameUI"]
layout_mode = 1
offset_right = 49.0
offset_bottom = 77.0
alignment = 1
[node name="WorldView2" type="TextureRect" parent="HSplitContainer"]
texture_filter = 1
[node name="NameLabel" type="Label" parent="GameUI/Player1Widgets"]
layout_mode = 2
size_flags_horizontal = 4
size_flags_vertical = 4
texture = SubResource("ViewportTexture_2lmj8")
stretch_mode = 6
text = "Red"
[node name="ScoreLabel" type="Label" parent="GameUI/Player1Widgets"]
layout_mode = 2
text = "0
"
[node name="Player2Widgets" type="VBoxContainer" parent="GameUI"]
layout_direction = 3
layout_mode = 0
offset_left = 7.0
offset_right = 56.0
offset_bottom = 77.0
size_flags_horizontal = 8
alignment = 1
[node name="NameLabel" type="Label" parent="GameUI/Player2Widgets"]
layout_mode = 2
text = "Blue"
[node name="ScoreLabel" type="Label" parent="GameUI/Player2Widgets"]
layout_mode = 2
text = "0
"

22
scenes/GameUI.gd Normal file
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@ -0,0 +1,22 @@
extends Control
@export var world_path : NodePath = NodePath()
@onready var player1_score_label : Label = $'Player1Widgets/ScoreLabel'
@onready var player2_score_label : Label = $'Player2Widgets/ScoreLabel'
@onready var player2_widgets : Control = $'Player2Widgets'
var world : World = null
# Called when the node enters the scene tree for the first time.
func _ready():
world = get_node(world_path)
if world.players.size() == 1:
player2_widgets.visible = false
func _process(_delta):
player1_score_label.text = str(world.players[0].score)
if player2_widgets.visible:
player2_score_label.text = str(world.players[1].score)

View File

@ -0,0 +1,156 @@
# based on:
# - https://www.youtube.com/watch?v=5CKvGYqagyI
# - https://pastebin.com/wXCqk1nQ
class_name PixelCountComputeShader extends Node
@export var paint_viewport_path: NodePath = NodePath()
var red_score := 0
var blue_score := 0
var pink_score := 0
var thread: Thread
var semaphore: Semaphore
var mutex: Mutex
var exit := false
var paint_texture: ViewportTexture
var paint_viewport: Viewport
var rd: RenderingDevice
var shader
var pipeline
var pixel_count_result_buffer
var pixel_count_uniform
var v_tex
var samp
var tex_uniform
var uniform_set
func _ready():
paint_viewport = get_node(paint_viewport_path)
paint_texture = paint_viewport.get_texture()
mutex = Mutex.new()
semaphore = Semaphore.new()
thread = Thread.new()
thread.start(_thread_calculate_score)
# We will be using our own RenderingDevice to handle the compute commands
rd = RenderingServer.create_local_rendering_device()
# Create shader and pipeline
var shader_file = load("res://materials/shader/PixelCountCompute.glsl")
var shader_spirv = shader_file.get_spirv()
shader = rd.shader_create_from_spirv(shader_spirv)
pipeline = rd.compute_pipeline_create(shader)
var pb = PackedInt32Array([0,0,0])
var pbb = pb.to_byte_array()
pixel_count_result_buffer = rd.storage_buffer_create(pbb.size(), pbb)
pixel_count_uniform = RDUniform.new()
pixel_count_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
pixel_count_uniform.binding = 0
pixel_count_uniform.add_id(pixel_count_result_buffer)
var img = paint_texture.get_image()
var ta = img.get_data()
var fmt = RDTextureFormat.new()
fmt.width = paint_texture.get_width()
fmt.height = paint_texture.get_height()
fmt.usage_bits = RenderingDevice.TEXTURE_USAGE_CAN_UPDATE_BIT | RenderingDevice.TEXTURE_USAGE_SAMPLING_BIT
fmt.format = RenderingDevice.DATA_FORMAT_R8G8B8A8_SRGB
v_tex = rd.texture_create(fmt, RDTextureView.new(), [ta])
var samp_state = RDSamplerState.new()
samp_state.unnormalized_uvw = true
samp = rd.sampler_create(samp_state)
tex_uniform = RDUniform.new()
tex_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_SAMPLER_WITH_TEXTURE
tex_uniform.binding = 1
tex_uniform.add_id(samp)
tex_uniform.add_id(v_tex)
uniform_set = rd.uniform_set_create([pixel_count_uniform, tex_uniform], shader, 0)
func recalculate_score():
await RenderingServer.frame_post_draw
semaphore.post()
func get_blue_score() -> int:
var result := blue_score
return result
func get_red_score() -> int:
var result := red_score
return result
func _thread_calculate_score():
while true:
semaphore.wait()
mutex.lock()
var should_exit := exit
mutex.unlock()
if should_exit:
break
mutex.lock()
var image := paint_texture.get_image()
#var image := paint_viewport.get_texture()
mutex.unlock()
var size = image.get_size()
var ta = image.get_data()
rd.texture_update(v_tex, 0, ta)
# Start compute list to start recording our compute commands
var compute_list = rd.compute_list_begin()
# Bind the pipeline, this tells the GPU what shader to use
rd.compute_list_bind_compute_pipeline(compute_list, pipeline)
# Binds the uniform set with the data we want to give our shader
rd.compute_list_bind_uniform_set(compute_list, uniform_set, 0)
# Dispatch 1x1x1 (XxYxZ) work groups
rd.compute_list_dispatch(compute_list, 1024/4, 1024/4, 1)
#rd.compute_list_add_barrier(compute_list)
# Tell the GPU we are done with this compute task
rd.compute_list_end()
# Force the GPU to start our commands
rd.submit()
# Force the CPU to wait for the GPU to finish with the recorded commands
rd.sync()
mutex.lock()
# Now we can grab our data from the storage buffer
var byte_data = rd.buffer_get_data(pixel_count_result_buffer)
var output := byte_data.to_int32_array()
red_score = floor(output[0]/100)
blue_score = floor(output[1]/100)
pink_score = floor(output[2]/100)
var pb = PackedInt32Array([0,0,0])
var pbb = pb.to_byte_array()
rd.buffer_update(pixel_count_result_buffer, 0, pbb.size(), pbb)
mutex.unlock()
func _exit_tree():
mutex.lock()
exit = true
mutex.unlock()
semaphore.post()
thread.wait_to_finish()

View File

@ -0,0 +1,7 @@
[gd_scene load_steps=2 format=3 uid="uid://bqgleq3w0o5wj"]
[ext_resource type="Script" path="res://scenes/PixelCountComputeShader.gd" id="1_g7ep2"]
[node name="PixelCountComputeShader" type="Node"]
script = ExtResource("1_g7ep2")
paint_viewport_path = NodePath("../DrawViewport")

View File

@ -1,27 +1,61 @@
extends Node3D
class_name World extends Node3D
@export var players: Array
@onready var score_update_timer: Timer = $ScoreUpdateTimer
@onready var pixel_count_compute_shader: PixelCountComputeShader = $PixelCountComputeShader
@onready var camera: Camera3D = $Camera3D
@onready var level: Node3D = $Level
@onready var world_coloring_viewport: SubViewport = $WorldColoringViewport
@onready var player1: CharacterBody3D = $Player1
@onready var player2: CharacterBody3D = $Player2
var camera_offset: Vector3;
var camera_position: Vector3;
var world_coloring_material: ShaderMaterial
var world_plane: Plane = Plane(Vector3.UP, Vector3.ZERO)
# Called when the node enters the scene tree for the first time.
func _ready():
camera_offset = camera.global_position - player1.global_position
world_coloring_material = load("res://materials/WorldColoringMaterialPass.tres")
world_coloring_material.set_shader_parameter("world_color_texture", world_coloring_viewport.get_texture())
var player1: CharacterBody3D = $Player1
var player2: CharacterBody3D = $Player2
players.append(player1)
players.append(player2)
camera_position = camera.global_position
score_update_timer.connect("timeout", update_score)
apply_world_coloring_recursive(level)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
camera.global_position = player1.global_position + camera_offset
var player1 : Player = players[0]
var player_center = Vector3.ZERO
var player_coords_rect : Rect2 = Rect2(
player1.global_position.x,
player1.global_position.z,
0,
0,
)
for player: CharacterBody3D in players:
player_center += player.global_position
player_coords_rect = player_coords_rect.expand(Vector2(player.global_position.x, player.global_position.z))
player_center = player_center / players.size()
player_center.y = 0
var view_width = player_coords_rect.size.x + 10
var view_height = player_coords_rect.size.y + 15
var camera_dist = max (view_width, view_height) * 0.5 / sin(deg_to_rad(camera.fov) * 0.5)
var camera_direction : Vector3 = -camera.basis.z
camera_position = player_center - camera_direction * camera_dist
camera.global_position = camera_position
pass
func _physics_process(_delta):
@ -41,3 +75,11 @@ func assign_world_coloring_pass(mesh_instance: MeshInstance3D) -> void:
return
material.next_pass = world_coloring_material
func update_score():
pixel_count_compute_shader.recalculate_score()
players[0].score = pixel_count_compute_shader.red_score
if players.size() >= 1:
players[1].score = pixel_count_compute_shader.blue_score

View File

@ -1,14 +1,22 @@
[gd_scene load_steps=15 format=3 uid="uid://b1nm5h3yccr16"]
[gd_scene load_steps=18 format=3 uid="uid://b1nm5h3yccr16"]
[ext_resource type="Script" path="res://scenes/World.gd" id="1_gtcjp"]
[ext_resource type="PackedScene" uid="uid://bfyjtfdko3l7o" path="res://entities/Player.tscn" id="2_a343a"]
[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="Texture2D" uid="uid://vcebfpqo2ko7" path="res://assets/textures/player_bomb_mask.png" id="5_17c1g"]
[ext_resource type="PackedScene" path="res://scenes/PixelCountComputeShader.tscn" id="6_75vqy"]
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_5gauv"]
sky_energy_multiplier = 5.0
[sub_resource type="Sky" id="Sky_qfldx"]
sky_material = SubResource("ProceduralSkyMaterial_5gauv")
[sub_resource type="Environment" id="Environment_f3jci"]
background_mode = 2
sky = SubResource("Sky_qfldx")
ambient_light_source = 3
ambient_light_color = Color(0.521569, 0.521569, 0.521569, 1)
ambient_light_energy = 2.64
[sub_resource type="World3D" id="World3D_s7kgt"]
@ -37,13 +45,22 @@ size = Vector3(4, 1, 0.4)
[node name="World" type="Node3D"]
script = ExtResource("1_gtcjp")
[node name="ScoreUpdateTimer" type="Timer" parent="."]
wait_time = 0.33
autostart = true
[node name="PixelCountComputeShader" parent="." instance=ExtResource("6_75vqy")]
paint_viewport_path = NodePath("../WorldColoringViewport")
[node name="Player1" parent="." instance=ExtResource("2_a343a")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.121184, 0)
color = Color(1, 0, 0, 1)
coloring_sprite_path = NodePath("../WorldColoringViewport/Player1Sprite")
coloring_bomb_sprite_path = NodePath("../WorldColoringViewport/Player1BombSprite")
[node name="Player2" parent="." instance=ExtResource("2_a343a")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.63193, 0, 0)
color = Color(0.878431, 0, 0.980392, 1)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3, -0.121184, 0)
color = Color(0, 0, 1, 1)
move_right_action = "move_right_p2"
move_left_action = "move_left_p2"
move_down_action = "move_down_p2"
@ -72,22 +89,30 @@ own_world_3d = true
world_3d = SubResource("World3D_s7kgt")
transparent_bg = true
handle_input_locally = false
size = Vector2i(1000, 1000)
size = Vector2i(1024, 1024)
render_target_clear_mode = 1
render_target_update_mode = 4
[node name="Player1Sprite" type="Sprite2D" parent="WorldColoringViewport"]
modulate = Color(0.117647, 0.564706, 1, 1)
position = Vector2(500, 500)
texture = ExtResource("4_dipd5")
[node name="Player1BombSprite" type="Sprite2D" parent="WorldColoringViewport"]
visible = false
modulate = Color(0.117647, 0.564706, 1, 1)
position = Vector2(500, 500)
texture = ExtResource("5_17c1g")
[node name="Player2Sprite" type="Sprite2D" parent="WorldColoringViewport"]
modulate = Color(0.878431, 0, 0.980392, 1)
position = Vector2(530, 500)
texture = ExtResource("4_dipd5")
[node name="Player2BombSprite" type="Sprite2D" parent="WorldColoringViewport"]
visible = false
modulate = Color(0.878431, 0, 0.980392, 1)
position = Vector2(530, 500)
texture = ExtResource("5_17c1g")
[node name="Level" type="Node3D" parent="."]