Player shader

This commit is contained in:
Marco 2025-06-26 10:58:27 +02:00
commit 6162d11165
19 changed files with 480 additions and 24 deletions

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@ -0,0 +1,84 @@
using Godot;
namespace Cirno.Scripts.Components.Actors._3D;
[Tool]
public partial class AnimatedShaderSprite3D : AnimatedSprite3D
{
private bool _isConnected = false;
private ShaderMaterial _shaderMaterial;
public override void _Ready()
{
base._Ready();
ConnectSignals();
_shaderMaterial = (ShaderMaterial)MaterialOverride;
}
private void ConnectSignals()
{
if (_isConnected)
{
return;
}
_isConnected = true;
FrameChanged += HandleFrameChanged;
}
private void HandleFrameChanged()
{
_shaderMaterial.SetShaderParameter("tex", SpriteFrames.GetFrameTexture(Animation, Frame));
}
protected override void Dispose(bool disposing)
{
DisconnectSignals();
base.Dispose(disposing);
}
private void DisconnectSignals()
{
if (!_isConnected)
{
return;
}
FrameChanged -= HandleFrameChanged;
}
// public override void _Process(double delta)
// {
// ((ShaderMaterial)MaterialOverride).SetShaderParameter("albedo_texture", SpriteFrames.GetFrameTexture(Animation, Frame));
//
// ((ShaderMaterial)MaterialOverride).SetShaderParameter("billboard_mode", (int)this.GetBillboardMode());
// }
// [Export(PropertyHint.File)] public string ShaderPath { get; private set; }
//
// public override void _Ready()
// {
// if (MaterialOverride is null)
// {
// ApplyMaterialOverride();
// }
//
// ApplyTexture();
// //texture_changed.connect(_apply_texture)
// }
//
// private void ApplyMaterialOverride()
// {
// var shaderMaterial = new ShaderMaterial();
// shaderMaterial.Shader = GD.Load<Shader>(ShaderPath);
// MaterialOverride = shaderMaterial;
// }
//
// private void ApplyTexture()
// {
// var shaderMaterial = MaterialOverride as ShaderMaterial;
//
// shaderMaterial.SetShaderParameter("sprite_texture", this.SpriteFrames.GetFrameTexture(Animation, Frame));
// }
}

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uid://ceiworv2pgl1r

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using Godot;
namespace Cirno.Scripts.Components.Actors._3D;
[Tool]
public partial class OutlineEffect : CompositorEffect
{
private RenderingDevice RenderingDevice => RenderingServer.GetRenderingDevice();
private Rid _shader;
private Rid _pipeline;
private Rid _parameterStorageBuffer;
// tutorial: https://www.youtube.com/watch?v=PQHExF-sbB4
public OutlineEffect()
{
var shaderFile = GD.Load<RDShaderFile>("res://Shaders/outline3D.glsl");
var shaderSpirv = shaderFile.GetSpirV();
_shader = RenderingDevice.ShaderCreateFromSpirV(shaderSpirv);
_pipeline = RenderingDevice.ComputePipelineCreate(_shader);
byte[] parameterData = [0, 0, 0, 0];
_parameterStorageBuffer = RenderingDevice.StorageBufferCreate((uint)parameterData.Length, parameterData);
}
public override void _RenderCallback(int effectCallbackType, RenderData renderData)
{
//base._RenderCallback(effectCallbackType, renderData);
var renderSceneBuffers = renderData.GetRenderSceneBuffers();
if (renderSceneBuffers is null)
{
return;
}
//var size = renderSceneBuffers.get
}
}

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uid://bl63xfdr1e0fo

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using Cirno.Scripts.Components.FSM;
using Cirno.Scripts.Components.FSM._3DPlayer;
using Godot;
namespace Cirno.Scripts.Components.Actors._3D;
public partial class PlayerAnimationModule3D : ModuleBase<PlayerState, CharacterBody3D>
{
[Export] public PlayerAnimationProvider3D AnimationProvider { get; private set; }
[Export] public IsoPlayerStorageModule Storage { get; private set; }
public override void EnterState(PlayerState state)
{
AnimationProvider.ShowSprite();
}
public override void ExitState(PlayerState state)
{
AnimationProvider.SetAnimationSpeed(Vector2.Zero);
}
public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
}
public override void Process(double delta)
{
}
public override void PhysicsProcess(double delta)
{
}
}

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uid://cu4gsbprip0r

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using Godot;
using GTweens.Builders;
using GTweens.Tweens;
using GTweensGodot.Extensions;
namespace Cirno.Scripts.Components.Actors._3D;
public partial class PlayerAnimationProvider3D : Node3D
{
[Export] public AnimatedSprite3D AnimatedSprite {get; private set;}
[ExportCategory("Animation Names")]
[Export]
public StringName WalkRightAnimationName {get; private set;} = "walk_right";
[Export]
public StringName WalkLeftAnimationName {get; private set;} = "walk_left";
[Export]
public StringName WalkDownAnimationName {get; private set;} = "walk_down";
[Export]
public StringName WalkUpAnimationName {get; private set;} = "walk_up";
[Export]
public StringName DrowningAnimationName {get; private set;} = "Drowning";
[ExportCategory("Shaders")]
[Export] public ShaderMaterial BlinkMaterial {get; private set;}
[Export] public StringName BlinkShaderPropertyName { get; private set; } = new("blink_intensity");
[Export] public StringName TeleportProgressPropertyName { get; private set; } = new("teleport_progress");
[Export] public StringName ScanlineDensityPropertyName { get; private set; } = new("scanline_density");
private GTween _blinkTween;
[Signal] public delegate void OnAnimationEndedEventHandler(StringName animationName);
public override void _Ready()
{
AnimatedSprite.AnimationFinished += () => EmitSignal(SignalName.OnAnimationEnded, AnimatedSprite.Animation);
}
public void ShowSprite()
{
this.Show();
}
public void HideSprite()
{
this.Hide();
}
public void SetAnimationSpeed(Vector2 velocity)
{
if (velocity.Length() == 0)
{
AnimatedSprite.SpeedScale = 0;
}
else
{
if (velocity.Length() > 40)
{
AnimatedSprite.SpeedScale = 1;
}
else
{
AnimatedSprite.SpeedScale = 0.8f;
}
}
}
public void SetAnimation(Vector2 direction)
{
if (direction == Vector2.Zero)
return;
float angle = Mathf.RadToDeg(direction.Angle());
// Normalize to 0-360
if (angle < 0)
angle += 360;
string animToPlay;
switch (angle)
{
case >= 45 and < 135:
AnimatedSprite.Play(WalkDownAnimationName);
break;
case >= 135 and < 225:
AnimatedSprite.Play(WalkLeftAnimationName);
break;
case >= 225 and < 315:
AnimatedSprite.Play(WalkUpAnimationName);
break;
default:
AnimatedSprite.Play(WalkRightAnimationName);
break;
}
}
public void PlayDeathAnimation()
{
// if (_deathParticles is null) return;
// this.CreateSibling<AutodeleteParticle>(_deathParticles, this.GlobalPosition);
// _animatedSprite.Visible = false;
}
public void PlayDrowningAnimation()
{
this.Visible = true;
AnimatedSprite.Play(DrowningAnimationName);
AnimatedSprite.SpeedScale = 1;
}
public void Blink()
{
if (BlinkMaterial == null) return;
AnimatedSprite.MaterialOverride = BlinkMaterial;
var material = ((ShaderMaterial)AnimatedSprite.MaterialOverride);
_blinkTween?.Kill();
_blinkTween = GTweenSequenceBuilder.New()
.Append(material.TweenPropertyFloat(BlinkShaderPropertyName, 1f, 0f))
.Append(material.TweenPropertyFloat(BlinkShaderPropertyName, 0f, 0.5f))
.Build();
_blinkTween.Play();
}
public void PlayTeleportAnimation()
{
if (BlinkMaterial == null) return;
AnimatedSprite.MaterialOverride = BlinkMaterial;
var material = ((ShaderMaterial)AnimatedSprite.MaterialOverride);
_blinkTween?.Kill();
_blinkTween = GTweenSequenceBuilder.New()
.Append(material.TweenPropertyFloat(TeleportProgressPropertyName, 0f, 0f))
.Append(material.TweenPropertyFloat(ScanlineDensityPropertyName, 0f, 0f))
.Append(material.TweenPropertyFloat(ScanlineDensityPropertyName,50f,0.5f))
.Join(material.TweenPropertyFloat(TeleportProgressPropertyName, 1f,0.5f))
.Build();
_blinkTween.Play();
}
public void PlayUnteleportAnimation()
{
if (BlinkMaterial == null) return;
AnimatedSprite.MaterialOverride = BlinkMaterial;
var material = ((ShaderMaterial)AnimatedSprite.MaterialOverride);
_blinkTween?.Kill();
_blinkTween = GTweenSequenceBuilder.New()
.Append(material.TweenPropertyFloat(TeleportProgressPropertyName, 1f, 0f))
.Append(material.TweenPropertyFloat(ScanlineDensityPropertyName, 50f, 0f))
.Append(material.TweenPropertyFloat(ScanlineDensityPropertyName,0f,0.5f))
.Join(material.TweenPropertyFloat(TeleportProgressPropertyName, 0f,0.5f))
.Build();
_blinkTween.Play();
}
private void SetShaderTeleportProgress(float value)
{
((ShaderMaterial)AnimatedSprite.MaterialOverride).SetShaderParameter("teleport_progress", value);
}
private void SetShaderScanlineDensity(float value)
{
((ShaderMaterial)AnimatedSprite.MaterialOverride).SetShaderParameter("scanline_density", value);
}
private void SetShaderBlinkIntensity(float newValue)
{
((ShaderMaterial)AnimatedSprite.MaterialOverride).SetShaderParameter("blink_intensity", newValue);
}
}

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uid://cq1joxgoj3jdp

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using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Components.Actors._3D;
using Cirno.Scripts.Utils;
using Godot;
@ -10,6 +11,9 @@ public partial class Active : BaseState<PlayerState, CharacterBody3D>
private CharacterBody3D _player;
[Export] private InputProvider _inputProvider;
[Export] public PlayerAnimationProvider3D AnimationProvider { get; private set; }
[Export] public IsoPlayerStorageModule Storage { get; private set; }
public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
@ -49,7 +53,7 @@ public partial class Active : BaseState<PlayerState, CharacterBody3D>
// enable sprite
// enable crosshair
//_crosshairProvider.Show();
//_animationProvider.ShowSprite();
AnimationProvider.ShowSprite();
//_damageReceiver.Enabled = true;
//_activationProvider.Enabled = true;
//_interactionController.Enabled = true;
@ -60,7 +64,7 @@ public partial class Active : BaseState<PlayerState, CharacterBody3D>
public override void ExitState()
{
base.ExitState();
// _animationProvider.SetAnimationSpeed(Vector2.Zero);
AnimationProvider.SetAnimationSpeed(Vector2.Zero);
// //_animationProvider.SetAnimation(Vector2.Zero);
// _crosshairProvider.Hide();
// _hitboxSpriteProvider.Hide();
@ -88,6 +92,9 @@ public partial class Active : BaseState<PlayerState, CharacterBody3D>
base.ProcessState(delta);
HandleInputHotkeys();
AnimationProvider.SetAnimationSpeed(new Vector2(MainObject.Velocity.X, MainObject.Velocity.Z));
AnimationProvider.SetAnimation(Storage.FacingDirection);
}
private void HandleInputHotkeys()

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@ -218,10 +218,4 @@ public partial class InventoryManager : Node
{
EmitSignalWeaponUpdate(itemKey);
}
}
public class ItemContainer
{
public LootItem Item { get; set; }
public int Count { get; set; }
}
}

7
Scripts/ItemContainer.cs Normal file
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using Cirno.Scripts.Resources;
public class ItemContainer
{
public LootItem Item { get; set; }
public int Count { get; set; }
}

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uid://c4ictvsdp1g0y