noise, but noghint working
This commit is contained in:
@@ -1,17 +0,0 @@
|
||||
shader_type canvas_item;
|
||||
|
||||
// Snippets of code drawn from https://gist.github.com/Bleuje/1e497df4505ca24c39ab3930a95700b3
|
||||
|
||||
uniform sampler2D sim_texture;
|
||||
|
||||
float gn(in vec2 coordinate, in float seed){
|
||||
return fract(tan(distance(coordinate*(seed+0.118446744073709551614), vec2(0.118446744073709551614, 0.314159265358979323846264)))*0.141421356237309504880169);
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
vec3 orig = texture(sim_texture, UV).rgb;
|
||||
float agent = orig.r;
|
||||
float trail = orig.g;
|
||||
|
||||
COLOR = vec4(agent, trail, orig.b, 1.0);
|
||||
}
|
||||
@@ -1,20 +1,21 @@
|
||||
shader_type canvas_item;
|
||||
|
||||
uniform sampler2D sim_texture;
|
||||
uniform sampler2D trail_texture;
|
||||
|
||||
uniform float decay_factor;
|
||||
|
||||
void fragment() {
|
||||
vec3 orig = texture(sim_texture, UV).rgb;
|
||||
float trail = texture(sim_texture, UV).g;
|
||||
vec3 orig = texture(trail_texture, UV).rgb;
|
||||
float trail = orig.r;
|
||||
|
||||
float sum = 0.0;
|
||||
for(int i=-1;i<=1;i++) {
|
||||
for(int j=-1;j<=1;j++) {
|
||||
sum += texture(sim_texture, UV).g;
|
||||
for(float i=-1.0;i<=1.5;i++) {
|
||||
for(float j=-1.0;j<=1.5;j++) {
|
||||
vec2 offset = vec2(i,j);
|
||||
sum += texture(trail_texture, UV + vec2(i,j)).g;
|
||||
}
|
||||
}
|
||||
trail = sum / 9.0;
|
||||
trail = trail * decay_factor;
|
||||
COLOR = vec4(orig.r, trail, orig.b, 1.0);
|
||||
COLOR = vec4(trail, orig.g, orig.b, 1.0);
|
||||
}
|
||||
|
||||
38
shaders/point_shader.gdshader
Normal file
38
shaders/point_shader.gdshader
Normal file
@@ -0,0 +1,38 @@
|
||||
shader_type canvas_item;
|
||||
|
||||
uniform sampler2D point_texture;
|
||||
uniform sampler2D trail_texture;
|
||||
|
||||
uniform ivec2 point_texture_size;
|
||||
uniform ivec2 canvas_size;
|
||||
uniform float point_speed;
|
||||
|
||||
// Snippets of code drawn from https://gist.github.com/Bleuje/1e497df4505ca24c39ab3930a95700b3
|
||||
float gn(in vec2 coordinate, in float seed){
|
||||
return fract(tan(distance(coordinate*(seed+0.118446744073709551614), vec2(0.118446744073709551614, 0.314159265358979323846264)))*0.141421356237309504880169);
|
||||
}
|
||||
|
||||
float trail_at_pos(vec2 uv) {
|
||||
return texture(trail_texture, uv).r;
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
int id = VERTEX_ID;
|
||||
int x = id % point_texture_size.x;
|
||||
int y = id / point_texture_size.x;
|
||||
// This feels dumb
|
||||
vec2 uv = vec2(float(x), float(y));
|
||||
vec4 point_data = texture(point_texture, uv);
|
||||
|
||||
vec2 pos = point_data.xy;
|
||||
pos += vec2(5000.0, 5000.0);
|
||||
float angle = point_data.z;
|
||||
|
||||
|
||||
VERTEX = pos/vec2(canvas_size);
|
||||
//COLOR = vec4(pos, angle, point_data.z)
|
||||
COLOR=vec4(1, 1, 1, 1);
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
shader_type canvas_item;
|
||||
|
||||
uniform sampler2D sim_texture;
|
||||
uniform sampler2D view_texture;
|
||||
|
||||
void fragment() {
|
||||
vec3 v = texture(view_texture, UV).rgb;
|
||||
|
||||
@@ -2,30 +2,60 @@ extends Node2D
|
||||
|
||||
@export var render_width: int = 1920
|
||||
@export var render_height: int = 1080
|
||||
@export var point_count: int = 1024 * 1024
|
||||
@export var point_texture_width: int = 1024
|
||||
var point_texture_height: int:
|
||||
get():
|
||||
@warning_ignore("integer_division")
|
||||
return point_count / point_texture_width
|
||||
|
||||
@export var point_speed: float = 2.0
|
||||
@export var decay_factor: float = 0.95
|
||||
@export var rng_seed: int = 10074
|
||||
|
||||
@onready var points: MultiMesh = $SubViewport/PointMesh.multimesh
|
||||
@onready var view := $View
|
||||
@onready var pass_viewport := $SubViewport
|
||||
@onready var pass2_viewport := $SubViewport2
|
||||
@onready var agent_shader: ShaderMaterial = $SubViewport/Pass.material
|
||||
@onready var point_shader: ShaderMaterial = $SubViewport/PointMesh.material
|
||||
@onready var trail_shader: ShaderMaterial = $SubViewport2/Pass.material
|
||||
|
||||
const MAX_TEXTURES: int = 2
|
||||
var _next_texture: int = 0
|
||||
var _frame_count: int = 0
|
||||
var point_texture: ImageTexture = null
|
||||
|
||||
func populate_points() -> void:
|
||||
var rng = RandomNumberGenerator.new()
|
||||
rng.seed = rng_seed
|
||||
points.instance_count = point_count
|
||||
var point_data_image: Image = Image.create_empty(point_texture_width, point_texture_height, false, Image.FORMAT_RGBAF)
|
||||
for i in point_count:
|
||||
var pos: Vector2 = Vector2(
|
||||
rng.randf_range(0, render_width), rng.randf_range(0, render_height)
|
||||
)
|
||||
var angle: float = rng.randf_range(0, TAU)
|
||||
|
||||
var x = i % point_texture_width
|
||||
@warning_ignore("integer_division")
|
||||
var y = i / point_texture_width
|
||||
point_data_image.set_pixel(x, y, Color(pos.x, pos.y, angle, 1.0))
|
||||
|
||||
# Lets keep original positions at 0 instead of doing the below
|
||||
var t: Transform2D = Transform2D(0, pos)
|
||||
points.set_instance_transform_2d(i, t)
|
||||
point_texture = ImageTexture.create_from_image(point_data_image)
|
||||
point_shader.set_shader_parameter("point_texture", point_texture)
|
||||
point_shader.set_shader_parameter("point_texture_size", Vector2(point_texture_width, point_texture_height))
|
||||
point_shader.set_shader_parameter("canvas_size", Vector2(1920, 1080))
|
||||
point_shader.set_shader_parameter("point_speed", point_speed)
|
||||
|
||||
|
||||
func _ready():
|
||||
populate_points()
|
||||
RenderingServer.call_on_render_thread(_initialize_render.bind(render_width, render_height))
|
||||
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
_next_texture = (_next_texture + 1) % MAX_TEXTURES
|
||||
RenderingServer.call_on_render_thread(
|
||||
_render_process.bind(_next_texture, _frame_count, decay_factor)
|
||||
)
|
||||
|
||||
RenderingServer.call_on_render_thread(_render_process.bind(_frame_count, decay_factor))
|
||||
_frame_count = _frame_count + 1
|
||||
|
||||
|
||||
@@ -45,14 +75,14 @@ func _create_initial_sim_texture(width: int, height: int) -> ImageTexture:
|
||||
func _initialize_render(_width: int, _height: int) -> void:
|
||||
rd = RenderingServer.get_rendering_device()
|
||||
|
||||
trail_shader.set_shader_parameter("sim_texture", pass_viewport.get_texture().get_rid())
|
||||
trail_shader.set_shader_parameter("trail_texture", pass_viewport.get_texture().get_rid())
|
||||
trail_shader.set_shader_parameter("decay_factor", decay_factor)
|
||||
|
||||
|
||||
func _render_process(__next_texture: int, frame_count: int, decay_factor: float) -> void:
|
||||
func _render_process(frame_count: int) -> void:
|
||||
if frame_count > 0:
|
||||
agent_shader.set_shader_parameter("sim_texture", pass2_viewport.get_texture().get_rid())
|
||||
point_shader.set_shader_parameter("trail_texture", pass2_viewport.get_texture().get_rid())
|
||||
|
||||
trail_shader.set_shader_parameter("decay_factor", decay_factor)
|
||||
trail_shader.set_shader_parameter("sim_texture", pass_viewport.get_texture().get_rid())
|
||||
# agent_shader.set_shader_parameter("sim_texture", pass2_viewport.get_texture().get_rid())
|
||||
#trail_shader.set_shader_parameter("trail_texture", pass_viewport.get_texture().get_rid())
|
||||
# point_shader.set_shader_parameter("sim_texture", pass2_viewport.get_texture().get_rid())
|
||||
|
||||
@@ -1,39 +1,33 @@
|
||||
[gd_scene load_steps=12 format=3 uid="uid://0q5qa7yiya83"]
|
||||
[gd_scene load_steps=11 format=3 uid="uid://0q5qa7yiya83"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://c6et88s5hp5c7" path="res://slime_simulation.gd" id="1_s6nlv"]
|
||||
[ext_resource type="Shader" uid="uid://cwt4a55lblykn" path="res://shaders/agent_shader.gdshader" id="2_pxe3a"]
|
||||
[ext_resource type="Shader" uid="uid://cwt4a55lblykn" path="res://shaders/point_shader.gdshader" id="2_pxe3a"]
|
||||
[ext_resource type="Shader" uid="uid://bj3v35wyy32la" path="res://shaders/dissolve.gdshader" id="3_s6nlv"]
|
||||
|
||||
[sub_resource type="QuadMesh" id="QuadMesh_h0wwo"]
|
||||
size = Vector2(1920, 1080)
|
||||
|
||||
[sub_resource type="ViewportTexture" id="ViewportTexture_s6nlv"]
|
||||
viewport_path = NodePath("SubViewport2")
|
||||
viewport_path = NodePath("SubViewport")
|
||||
|
||||
[sub_resource type="FastNoiseLite" id="FastNoiseLite_s6nlv"]
|
||||
offset = Vector3(97.54, 0, 0)
|
||||
fractal_octaves = 2
|
||||
|
||||
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_g2c28"]
|
||||
width = 1920
|
||||
height = 1080
|
||||
generate_mipmaps = false
|
||||
noise = SubResource("FastNoiseLite_s6nlv")
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_evymn"]
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_s6nlv"]
|
||||
shader = ExtResource("2_pxe3a")
|
||||
shader_parameter/sim_texture = SubResource("NoiseTexture2D_g2c28")
|
||||
shader_parameter/point_texture_size = Vector2i(0, 0)
|
||||
shader_parameter/canvas_size = Vector2i(0, 0)
|
||||
shader_parameter/point_speed = 0.0
|
||||
|
||||
[sub_resource type="QuadMesh" id="QuadMesh_s6nlv"]
|
||||
size = Vector2(1920, 1080)
|
||||
[sub_resource type="PointMesh" id="PointMesh_g2c28"]
|
||||
|
||||
[sub_resource type="Texture2DRD" id="Texture2DRD_s6nlv"]
|
||||
[sub_resource type="MultiMesh" id="MultiMesh_vkm4v"]
|
||||
mesh = SubResource("PointMesh_g2c28")
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_g2c28"]
|
||||
shader = ExtResource("3_s6nlv")
|
||||
shader_parameter/sim_texture = SubResource("Texture2DRD_s6nlv")
|
||||
shader_parameter/decay_factor = 0.99
|
||||
|
||||
[sub_resource type="QuadMesh" id="QuadMesh_s6nlv"]
|
||||
size = Vector2(1920, 1080)
|
||||
|
||||
[node name="SlimeSimulation" type="Node2D"]
|
||||
script = ExtResource("1_s6nlv")
|
||||
|
||||
@@ -46,14 +40,12 @@ texture = SubResource("ViewportTexture_s6nlv")
|
||||
disable_3d = true
|
||||
transparent_bg = true
|
||||
handle_input_locally = false
|
||||
snap_2d_vertices_to_pixel = true
|
||||
size = Vector2i(1920, 1080)
|
||||
render_target_update_mode = 4
|
||||
|
||||
[node name="Pass" type="MeshInstance2D" parent="SubViewport"]
|
||||
material = SubResource("ShaderMaterial_evymn")
|
||||
position = Vector2(960, 540)
|
||||
mesh = SubResource("QuadMesh_s6nlv")
|
||||
[node name="PointMesh" type="MultiMeshInstance2D" parent="SubViewport"]
|
||||
material = SubResource("ShaderMaterial_s6nlv")
|
||||
multimesh = SubResource("MultiMesh_vkm4v")
|
||||
|
||||
[node name="SubViewport2" type="SubViewport" parent="."]
|
||||
disable_3d = true
|
||||
|
||||
Reference in New Issue
Block a user