Render text in a different viewport, apply the outline shader only to the normal one

This commit is contained in:
ChaoticByte 2024-10-03 13:08:31 +02:00
parent ca40ca4207
commit eaf9edfd53
No known key found for this signature in database
9 changed files with 109 additions and 34 deletions

View file

@ -22,6 +22,7 @@ class Entrypoint extends Object:
self.initial_velocity = initial_velocity_
const SCENES = {
"menu": "uid://bqmpoix37kutp",
"intro": "uid://c6w7lrydi43ts",
"test": "uid://dqf665b540tfg",
}
@ -38,7 +39,10 @@ var current_scene_name: String = ""
func _pre_load_checks() -> bool:
if NodeRegistry.level_root_container == null:
push_error("Can't load level, level_root is not registered yet.")
push_error("Can't load level, level_root_container is not registered yet.")
return false
if NodeRegistry.level_text_root_container == null:
push_error("Can't load level, level_text_root_container is not registered yet.")
return false
if NodeRegistry.player == null:
push_error("Can't load entrypoint, player is not registered yet.")
@ -55,14 +59,20 @@ func load_scene(scn_name: String, force_reload: bool = false) -> bool:
push_error("Level " + scn_name + " doesn't exist.")
return false
unload_scene()
var scn = load(SCENES[scn_name])
NodeRegistry.level_root_container.add_child(scn.instantiate())
var scn: Node2D = load(SCENES[scn_name]).instantiate()
NodeRegistry.level_root_container.add_child(scn)
for t in get_tree().get_nodes_in_group("text_viewport"):
t.reparent(NodeRegistry.level_text_root_container)
return true
func unload_scene():
if NodeRegistry.level_root_container != null:
for c in NodeRegistry.level_root_container.get_children():
c.queue_free()
for container in [
NodeRegistry.level_root_container,
NodeRegistry.level_text_root_container
]:
if container != null:
for c in container.get_children():
c.queue_free()
func load_entrypoint(ep_name: String) -> bool: # returns true on success
if not ep_name in ENTRYPOINTS:
@ -86,6 +96,5 @@ func load_menu():
if not _pre_load_checks():
return false
unload_scene()
NodeRegistry.level_root_container.add_child(MENU_SCENE.instantiate())
NodeRegistry.player.position = mainmenu_player_pos
return true
return load_scene("menu", true)

View file

@ -1,4 +1,5 @@
extends Node
var player: CharacterBody2D
var level_root_container: Node
var level_root_container: Node2D
var level_text_root_container: Node2D

View file

@ -23,7 +23,11 @@ void fragment() {
rgb_distortion_v_min,
rgb_distortion_v_max
);
COLOR.r = textureLod(screen_texture, SCREEN_UV - (v_ * 0.01), v).r;
COLOR.g = textureLod(screen_texture, SCREEN_UV + (v_ * 0.01), v).g;
COLOR.b = textureLod(screen_texture, SCREEN_UV, v).b;
vec2 screen_uv_r = SCREEN_UV - (v_ * 0.01);
vec2 screen_uv_g = SCREEN_UV + (v_ * 0.01);
vec2 screen_uv_b = SCREEN_UV;
COLOR.r = textureLod(screen_texture, screen_uv_r, v).r;
COLOR.g = textureLod(screen_texture, screen_uv_g, v).g;
COLOR.b = textureLod(screen_texture, screen_uv_b, v).b;
COLOR.a = 1.0;
}

View file

@ -0,0 +1,5 @@
extends Camera2D
func _physics_process(_delta: float) -> void:
var orig_camera: Camera2D = NodeRegistry.player.camera
self.global_position = -orig_camera.get_viewport_transform().origin