Initial commit.

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2026-09-19 10:06:28 -04:00
commit df09395018
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@tool
class_name PostProcessShader
extends CompositorEffect
@export var vignette_colour : Color = Color(0.0, 0.0, 0.0, 0.392)
@export var vignette_pupil : float = 0.8
@export var vignette_iris : float = 0.4
# Called when this resource is constructed.
func _init():
effect_callback_type = CompositorEffect.EFFECT_CALLBACK_TYPE_POST_TRANSPARENT
RenderingServer.call_on_render_thread(_initialize_compute)
# System notifications, we want to react on the notification that
# alerts us we are about to be destroyed.
func _notification(what):
if what == NOTIFICATION_PREDELETE:
if shader.is_valid():
# Freeing our shader will also free any dependents such as the pipeline!
rd.free_rid(shader)
var rd : RenderingDevice
var shader : RID
var pipeline : RID
## Render thread code below
func _initialize_compute():
rd = RenderingServer.get_rendering_device()
if !rd: return
var shader_file = load("uid://bxunu0anan320")
var shader_spirv : RDShaderSPIRV = shader_file.get_spirv()
shader = rd.shader_create_from_spirv(shader_spirv)
pipeline = rd.compute_pipeline_create(shader)
# Called by the rendering thread every frame.
func _render_callback(p_effect_callback_type, p_render_data):
if rd and p_effect_callback_type == EFFECT_CALLBACK_TYPE_POST_TRANSPARENT:
# Get our render scene buffers object, this gives us access to our render buffers.
# Note that implementation differs per renderer hence the need for the cast.
var render_scene_buffers: RenderSceneBuffersRD = p_render_data.get_render_scene_buffers()
if render_scene_buffers:
# Loop through views just in case we're doing stereo rendering. No extra cost if this is mono.
var view_count = render_scene_buffers.get_view_count()
for view in range(view_count):
# Get our render size, this is the 3D render resolution!
var raster_size = render_scene_buffers.get_internal_size()
if raster_size.x == 0 and raster_size.y == 0:
return
# We can use a compute shader here.
var x_groups = (raster_size.x - 1) / 8 + 1
var y_groups = (raster_size.y - 1) / 8 + 1
var z_groups = 1
# Get the RID for our color image, we will be reading from and writing to it.
var input_image = render_scene_buffers.get_color_layer(view)
# Push constant.
var push_constant: PackedFloat32Array = PackedFloat32Array()
push_constant.push_back(raster_size.x)
push_constant.push_back(raster_size.y)
push_constant.push_back(0.0)
push_constant.push_back(0.0)
push_constant.push_back(vignette_colour.r)
push_constant.push_back(vignette_colour.g)
push_constant.push_back(vignette_colour.b)
push_constant.push_back(vignette_colour.a)
push_constant.push_back(vignette_pupil)
push_constant.push_back(vignette_iris)
push_constant.push_back(0.0)
push_constant.push_back(0.0)
# Create a uniform set.
# This will be cached; the cache will be cleared if our viewport's configuration is changed.
var uniform: RDUniform = RDUniform.new()
uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
uniform.binding = 0
uniform.add_id(input_image)
var uniform_set = UniformSetCacheRD.get_cache(shader, 0, [ uniform ])
# Run our compute shader.
var compute_list:= rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, pipeline)
rd.compute_list_bind_uniform_set(compute_list, uniform_set, 0)
rd.compute_list_set_push_constant(compute_list, push_constant.to_byte_array(), push_constant.size() * 4)
rd.compute_list_dispatch(compute_list, x_groups, y_groups, z_groups)
rd.compute_list_end()
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uid://crtv5xh5ud5kq
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class_name SliceRing
extends Node3D
@export var slice_ring_mesh : MeshInstance3D
@export_file("*.scn", "*.tscn") var slice_ring_hurtbox : String
@export_category("Input")
@export var slice_ring_input : InputResource
@export var _joystick_tilt_threshold : float = 0.6
@export var _flick_threshold : float = 0.15
@export_range(0.01, 0.1, 0.001) var _flick_detection_timer_delay : float = 0.05
@export var _rotation_lerp_speed : float = 20.0
@export var _random_slice_positions_horizontal : Array[float]
@export var _random_slice_positions_vertical : Array[float]
@export_range(0.02, 1.0, 0.02) var _max_time_between_cuts : float = 0.12
@export_category("Visuals")
@export var _high_power_material : Material
@export var _low_power_material : Material
@onready var _flick_timer : Timer = $FlickTimer
@onready var _slice_timer : Timer = $SliceTimer
signal slice_aim_update(bool, float)
signal slice_executed
var _is_aiming_slice : bool = false
var _last_angle_vector_length : float = 0.0
func _ready() -> void:
slice_ring_mesh.quaternion = Quaternion.IDENTITY
InputHandler.add_input_resource(self, slice_ring_input)
func set_high_power(_high_power:bool) -> void:
slice_ring_mesh.mesh.surface_set_material(0, _high_power_material if _high_power else _low_power_material)
func _calculate_slice_angle(_delta:float, _vector:Vector2, _tilt_input:bool) -> void:
var angle_length : float = _vector.length()
if _slice_timer.is_stopped():
if angle_length >= _joystick_tilt_threshold or not _tilt_input:
var normalised_vector : Vector2 = _vector.normalized()
var angle : float = atan2(normalised_vector.y, normalised_vector.x)
slice_ring_mesh.quaternion = lerp(slice_ring_mesh.quaternion, Quaternion(basis.z, angle), _delta * angle_length * _rotation_lerp_speed)
_is_aiming_slice = true
elif _tilt_input and _last_angle_vector_length >= _joystick_tilt_threshold:
if _flick_timer.is_inside_tree() and _flick_timer.is_stopped() and _last_angle_vector_length >= _joystick_tilt_threshold:
_flick_timer.start(_flick_detection_timer_delay)
emit_signal("slice_aim_update", _is_aiming_slice, slice_ring_mesh.rotation.z)
_last_angle_vector_length = angle_length
func _on_flick_timer_timeout() -> void:
if _last_angle_vector_length < _flick_threshold:
_execute_slice()
_is_aiming_slice = false
emit_signal("slice_aim_update", _is_aiming_slice, 0.0)
func _execute_slice(_treat_as_flick:bool = true, _vertical_slices:bool = false) -> void:
slice_ring_mesh.physics_interpolation_mode = Node.PHYSICS_INTERPOLATION_MODE_INHERIT if _treat_as_flick else Node.PHYSICS_INTERPOLATION_MODE_OFF
if _slice_timer.is_inside_tree() and _slice_timer.is_stopped():
if not _treat_as_flick and not _is_aiming_slice:
var random_roll : float = 0.0
if _vertical_slices:
if _random_slice_positions_vertical.size() > 0:
random_roll = _random_slice_positions_vertical[0]
_random_slice_positions_vertical.remove_at(0)
_random_slice_positions_vertical.append(random_roll)
else:
random_roll = 90.0
else:
if _random_slice_positions_horizontal.size() > 0:
random_roll = _random_slice_positions_horizontal[0]
_random_slice_positions_horizontal.remove_at(0)
_random_slice_positions_horizontal.append(random_roll)
else:
random_roll = 90.0
slice_ring_mesh.quaternion = Quaternion(Vector3.FORWARD, deg_to_rad(random_roll))
var _slice_ring_hurtbox_node : HurtboxBase = load(slice_ring_hurtbox).instantiate()
if _slice_ring_hurtbox_node:
_slice_ring_hurtbox_node.global_transform = slice_ring_mesh.global_transform
get_tree().root.add_child(_slice_ring_hurtbox_node)
emit_signal("slice_executed")
_slice_timer.start()
func _on_slice_timer_timeout() -> void:
pass
func _on_horizontal_slice_pressed() -> void:
_execute_slice(false, false)
func _on_vertical_slice_pressed() -> void:
_execute_slice(false, true)
func _on_aim_slice_ring_2d(_delta:float, _vector:Vector2) -> void:
_calculate_slice_angle(_delta, _vector, true)
func _on_aim_slice_ring_mouse(_delta:float, _vector:Vector2) -> void:
_calculate_slice_angle(_delta, _vector, false)
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