very starty setup

This commit is contained in:
Kasper Sauramo
2025-07-31 18:26:18 +03:00
parent 77bccbf2ba
commit a9ec3cfa26
4 changed files with 61 additions and 15 deletions

30
root.gd Normal file
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@@ -0,0 +1,30 @@
extends Node2D
@onready var sim_viewport := $SubViewport
@onready var display_sprite := $Sprite2D
var tex_a: Texture2D
var tex_b: Texture2D
var swap = false
func _ready():
# Create textures
tex_a = ImageTexture.create_from_image(
Image.create(sim_viewport.size.x, sim_viewport.size.y, false, Image.FORMAT_RGBAF)
)
tex_b = tex_a.duplicate()
# Assign one texture to the simulation shader as input
$SubViewport/ColorRect.material.set("shader_parameter/trail_tex", tex_a)
display_sprite.texture = tex_a
func _process(_delta):
# Swap textures each frame
swap = !swap
var src = tex_a if swap else tex_b
var dst = tex_b if swap else tex_a
# Assign src as input and dst as render target
$SubViewport/ColorRect.material.set("shader_parameter/trail_tex", src)
sim_viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
display_sprite.texture = dst

1
root.gd.uid Normal file
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@@ -0,0 +1 @@
uid://d1bbllvcal2uw

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@@ -1,5 +1,7 @@
shader_type canvas_item;
uniform sampler2D trail_tex;
uniform float sensor_distance = 2.0;
uniform float sensor_angle = 15.0;
uniform float rotation_angle = 23.0;
@@ -7,10 +9,11 @@ uniform float move_distance = 2.67;
uniform float decay_factor = 0.75;
void fragment() {
COLOR = vec4(0.05, 0.05, 0.05, 1.0);
}
//void light() {
// // Called for every pixel for every light affecting the CanvasItem.
// // Uncomment to replace the default light processing function with this one.
//}
vec2 uv = UV;
// Read current trail value
vec4 trail = texture(trail_tex, uv);
// Apply decay
trail *= decay_factor;
COLOR = trail;
}

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@@ -1,6 +1,15 @@
[gd_scene load_steps=4 format=3 uid="uid://bf4ohdg0sfl8l"]
[gd_scene load_steps=5 format=3 uid="uid://bf4ohdg0sfl8l"]
[ext_resource type="Shader" uid="uid://b3wu436nky225" path="res://root.gdshader" id="1_pq8q7"]
[ext_resource type="Script" uid="uid://d1bbllvcal2uw" path="res://root.gd" id="1_pyidc"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_pq8q7"]
shader = ExtResource("1_pq8q7")
shader_parameter/sensor_distance = 2.0
shader_parameter/sensor_angle = 15.0
shader_parameter/rotation_angle = 23.0
shader_parameter/move_distance = 2.67
shader_parameter/decay_factor = 0.75
[sub_resource type="ShaderMaterial" id="ShaderMaterial_pyidc"]
shader = ExtResource("1_pq8q7")
@@ -10,12 +19,15 @@ shader_parameter/rotation_angle = 23.0
shader_parameter/move_distance = 2.67
shader_parameter/decay_factor = 0.75
[sub_resource type="QuadMesh" id="QuadMesh_vvh5c"]
material = SubResource("ShaderMaterial_pyidc")
size = Vector2(1152, 648)
[node name="Node2D" type="Node2D"]
script = ExtResource("1_pyidc")
[node name="MeshInstance2D" type="MeshInstance2D" parent="."]
position = Vector2(576, 324)
mesh = SubResource("QuadMesh_vvh5c")
[node name="Sprite2D" type="Sprite2D" parent="."]
material = SubResource("ShaderMaterial_pq8q7")
[node name="SubViewport" type="SubViewport" parent="."]
[node name="ColorRect" type="ColorRect" parent="SubViewport"]
material = SubResource("ShaderMaterial_pyidc")
offset_right = 40.0
offset_bottom = 40.0