89 lines
3.2 KiB
GDScript
89 lines
3.2 KiB
GDScript
extends Node2D
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@export var render_width: int = 1920
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@export var render_height: int = 1080
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@export var point_count: int = 1024 * 1024
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@export var point_texture_width: int = 1024
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var point_texture_height: int:
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get():
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@warning_ignore("integer_division")
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return point_count / point_texture_width
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@export var point_speed: float = 2.0
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@export var decay_factor: float = 0.95
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@export var rng_seed: int = 10074
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@onready var points: MultiMesh = $SubViewport/PointMesh.multimesh
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@onready var view := $View
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@onready var pass_viewport := $SubViewport
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@onready var pass2_viewport := $SubViewport2
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@onready var point_shader: ShaderMaterial = $SubViewport/PointMesh.material
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@onready var trail_shader: ShaderMaterial = $SubViewport2/Pass.material
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var _frame_count: int = 0
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var point_texture: ImageTexture = null
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func populate_points() -> void:
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var rng = RandomNumberGenerator.new()
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rng.seed = rng_seed
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points.instance_count = point_count
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var point_data_image: Image = Image.create_empty(point_texture_width, point_texture_height, false, Image.FORMAT_RGBAF)
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for i in point_count:
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var pos: Vector2 = Vector2(
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rng.randf_range(0, render_width), rng.randf_range(0, render_height)
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)
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var angle: float = rng.randf_range(0, TAU)
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var x = i % point_texture_width
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@warning_ignore("integer_division")
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var y = i / point_texture_width
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point_data_image.set_pixel(x, y, Color(pos.x, pos.y, angle, 1.0))
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# Lets keep original positions at 0 instead of doing the below
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var t: Transform2D = Transform2D(0, pos)
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points.set_instance_transform_2d(i, t)
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point_texture = ImageTexture.create_from_image(point_data_image)
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point_shader.set_shader_parameter("point_texture", point_texture)
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point_shader.set_shader_parameter("point_texture_size", Vector2(point_texture_width, point_texture_height))
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point_shader.set_shader_parameter("canvas_size", Vector2(1920, 1080))
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point_shader.set_shader_parameter("point_speed", point_speed)
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func _ready():
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populate_points()
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RenderingServer.call_on_render_thread(_initialize_render.bind(render_width, render_height))
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func _process(_delta: float) -> void:
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RenderingServer.call_on_render_thread(_render_process.bind(_frame_count, decay_factor))
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_frame_count = _frame_count + 1
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# Below is for rendering
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var rd: RenderingDevice = null
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var sim_texture: Texture2D = null
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func _create_initial_sim_texture(width: int, height: int) -> ImageTexture:
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var sim_image := Image.create_empty(width, height, false, Image.FORMAT_RGBF)
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sim_texture = ImageTexture.create_from_image(sim_image)
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return sim_texture
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func _initialize_render(_width: int, _height: int) -> void:
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rd = RenderingServer.get_rendering_device()
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trail_shader.set_shader_parameter("trail_texture", pass_viewport.get_texture().get_rid())
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trail_shader.set_shader_parameter("decay_factor", decay_factor)
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func _render_process(frame_count: int) -> void:
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if frame_count > 0:
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point_shader.set_shader_parameter("trail_texture", pass2_viewport.get_texture().get_rid())
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trail_shader.set_shader_parameter("decay_factor", decay_factor)
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#trail_shader.set_shader_parameter("trail_texture", pass_viewport.get_texture().get_rid())
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# point_shader.set_shader_parameter("sim_texture", pass2_viewport.get_texture().get_rid())
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