screen filters system?

This commit is contained in:
Haze Weathers 2025-11-01 18:35:46 -06:00
parent 08a20c683a
commit 2a6b263cae
6 changed files with 98 additions and 2 deletions

View file

@ -0,0 +1,11 @@
[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://sppw51urwmf3"]
[ext_resource type="Shader" uid="uid://bgy86nka8c76n" path="res://assets/shaders/lcd.gdshader" id="1_y1c64"]
[resource]
shader = ExtResource("1_y1c64")
shader_parameter/enabled = true
shader_parameter/resolution = Vector2(256, 192)
shader_parameter/curvature = Vector2(1, 1)
shader_parameter/scanline_opacity = Vector2(0.1, 0.1)
shader_parameter/brightness = 1.0

View file

@ -0,0 +1,43 @@
shader_type canvas_item;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
uniform bool enabled = true;
uniform vec2 resolution;
uniform vec2 curvature;
uniform vec2 scanline_opacity;
uniform float brightness;
vec2 curve_uv(vec2 uv) {
uv = uv * 2.0 - 1.0;
vec2 offset = abs(uv.yx) / vec2(curvature.x, curvature.y);
uv = uv + uv * offset * offset;
uv = uv * 0.5 + 0.5;
return uv;
}
vec3 scanline_intensity(float uv, float res, float opacity) {
float intensity = sin((uv * res - 0.25) * PI * 2.0);
intensity = ((0.5 * intensity) + 0.5) * 0.9 + 0.1;
return vec3(pow(intensity, opacity));
}
void fragment() {
if (enabled) {
vec2 curved_uv = SCREEN_UV;
vec3 base_color = texture(SCREEN_TEXTURE, curved_uv).rgb;
base_color += vec3(1.0/256.0);
base_color *= scanline_intensity(curved_uv.x, resolution.x, scanline_opacity.y);
base_color *= scanline_intensity(curved_uv.y, resolution.y, scanline_opacity.x);
base_color *= vec3(brightness);
if (curved_uv.x < 0.0 || curved_uv.y < 0.0 || curved_uv.x > 1.0 || curved_uv.y > 1.0) {
COLOR = vec4(0.0, 0.0, 0.0, 0.0);
} else {
COLOR = vec4(base_color, 1.0);
}
} else {
COLOR = texture(SCREEN_TEXTURE, SCREEN_UV);
}
}

View file

@ -0,0 +1 @@
uid://bgy86nka8c76n

View file

@ -18,9 +18,13 @@ enum ScaleMode {
if is_node_ready():
_update_scale()
## Directory to scan screen filters from.
@export_dir var filters_dir: String = "res://"
@export_group("Internal References")
@export var _viewport: SubViewport
@export var _viewport_container: SubViewportContainer
@export var _native_filters_layer: CanvasLayer
## The native resolution of the game.
@ -29,11 +33,37 @@ var size: Vector2i = Vector2i(
ProjectSettings.get_setting("display/window/size/viewport_height"),
)
## Whether each filter is enabled or disabled.
var filters_enabled: Dictionary[StringName, bool] = {}
var _filter_instances: Dictionary[StringName, ColorRect] = {}
func _enter_tree() -> void:
get_tree().scene_changed.connect(_on_scene_changed)
get_tree().root.size_changed.connect(_update_scale)
# populate screen filters
for file in ResourceLoader.list_directory(filters_dir):
var material = load(filters_dir.path_join(file)) as Material
if material:
var id = StringName(file.get_basename())
if _filter_instances.has(id):
push_error("Screen filter %s exists in two different resource files. Only one will exist" % id)
_filter_instances[id].queue_free()
_filter_instances.erase(id)
var instance = ColorRect.new()
instance.material = material
if material.get_meta(&"filter_native_resolution", false):
_native_filters_layer.add_child(instance)
else:
_viewport_container.add_child(instance)
_filter_instances[id] = instance
filters_enabled[id] = true
_update_scale.call_deferred()
var current_scene = get_tree().current_scene
@ -69,3 +99,8 @@ func _update_scale() -> void:
ScaleMode.STRETCH:
# just use the ratio as-is
_viewport_container.scale = size_ratio
# update screen filters state
for filter in filters_enabled:
_filter_instances[filter].visible = filters_enabled[filter]
_filter_instances[filter].custom_minimum_size = Vector2(size)

View file

@ -2,11 +2,12 @@
[ext_resource type="Script" uid="uid://kwa8v1dhwlie" path="res://autoloads/display.gd" id="1_1seuv"]
[node name="Display" type="Node" node_paths=PackedStringArray("_viewport", "_viewport_container")]
[node name="Display" type="Node" node_paths=PackedStringArray("_viewport", "_viewport_container", "_native_filters_layer")]
script = ExtResource("1_1seuv")
scale_mode = 1
filters_dir = "res://assets/screen_filters"
_viewport = NodePath("SubViewportContainer/SubViewport")
_viewport_container = NodePath("SubViewportContainer")
_native_filters_layer = NodePath("SubViewportContainer/SubViewport/NativeResolutionFilters")
[node name="SubViewportContainer" type="SubViewportContainer" parent="."]
anchors_preset = 8
@ -26,3 +27,6 @@ pivot_offset = Vector2(128, 96)
handle_input_locally = false
size = Vector2i(256, 192)
render_target_update_mode = 4
[node name="NativeResolutionFilters" type="CanvasLayer" parent="SubViewportContainer/SubViewport"]
layer = 2147483647

View file

@ -11,6 +11,7 @@ config_version=5
[application]
config/name="Luna Lunatic"
run/main_scene="uid://bnjujh22nqr4a"
config/features=PackedStringArray("4.5", "GL Compatibility")
config/icon="res://icon.svg"
@ -26,6 +27,7 @@ window/size/viewport_height=192
[file_customization]
folder_colors={
"res://assets/": "yellow",
"res://autoloads/": "orange"
}