extends Node3D @onready var player1: CharacterBody3D = $Player1 @onready var camera: Camera3D = $Camera3D @onready var level: Node3D = $Level @onready var world_coloring_viewport: SubViewport = $WorldColoringViewport @onready var world_coloring_player1_texture_rect: TextureRect = $WorldColoringViewport/Player1TextureRect var camera_offset: Vector3; 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. 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_texture) world_coloring_image = Image.create(1000, 1000, 0, Image.FORMAT_RGBA8); world_coloring_image.fill(Color(1, 0, 1, 1)) world_coloring_texture = ImageTexture.create_from_image(world_coloring_image) 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 pass func _physics_process(_delta): #var player_world_color_coordinate : Vector2 = player1.global_position var world_coloring_player1_rect : Rect2 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): var result = Vector2 (position.x * 10 + 495, position.z * 10 + 495) return result; func apply_world_coloring_recursive (node): for child in node.get_children(): var mesh_instance := child as MeshInstance3D if mesh_instance: assign_world_coloring_pass(mesh_instance) apply_world_coloring_recursive(child) func assign_world_coloring_pass(mesh_instance: MeshInstance3D) -> void: var material = mesh_instance.get_active_material(0) if not material: return var world_coloring_pass :ShaderMaterial = material.next_pass as ShaderMaterial world_coloring_pass.set_shader_parameter("world_color_texture", world_coloring_texture)