add rounded corners to piece

master
Fabien Freling 2020-05-06 18:33:23 +02:00
parent 3e8bc06f2c
commit 375851ca00
3 changed files with 60 additions and 24 deletions

View File

@ -4,6 +4,9 @@ Todo
- [ ] save/load preferences
- [ ] load custom image
- [ ] flip panel for more options
- [o] piece
- [X] rounded corners
- [ ] thickness
- [ ] highlight hints
- [ ] art generator
- [ ] properly align widgets
@ -33,3 +36,4 @@ Inspiration
-----------
- [ZHED](playzhed.com)
- [adrena...line](managore.itch.io/adrena-line)
- [pet putt](http://petputt.com/)

View File

@ -39,6 +39,9 @@ margin_right = 540.0
margin_bottom = 560.0
rows = 4
columns = 4
width = 512
height = 512
current_state = 0
[node name="VSplitContainer" type="VBoxContainer" parent="HSplitContainer"]
margin_left = 548.0

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=13 format=2]
[gd_scene load_steps=14 format=2]
[ext_resource path="res://src/Piece.gd" type="Script" id=1]
[ext_resource path="res://assets/escher_lizards.jpg" type="Texture" id=2]
@ -6,6 +6,16 @@
[sub_resource type="VisualShaderNodeVec3Constant" id=1]
constant = Vector3( 0.3, 0.3, 0 )
[sub_resource type="VisualShaderNodeExpression" id=12]
output_port_for_preview = 0
size = Vector2( 620, 395 )
expression = "// https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm
vec2 rel_p = input.xy - vec2(0.5, 0.5);
float box = 0.4;
vec2 d = abs(rel_p) - vec2(box, box); // mirroring
float dist = length(max(d, 0.0)) + min(max(d.x,d.y), 0.0);
alpha_mask = dist < (0.5 - box);"
[sub_resource type="VisualShaderNodeTexture" id=2]
output_port_for_preview = 0
texture = ExtResource( 2 )
@ -38,6 +48,7 @@ uniform vec3 offset;
uniform sampler2D tex_frg_3;
void vertex() {
// Output:0
@ -45,34 +56,40 @@ void vertex() {
void fragment() {
// Input:4
vec3 n_out4p0;
n_out4p0 = vec3(UV,0.0);
vec3 n_out4p0 = vec3(UV, 0.0);
// VectorUniform:7
vec3 n_out7p0;
n_out7p0 = scale;
vec3 n_out7p0 = scale;
// VectorOp:5
vec3 n_out5p0;
n_out5p0 = n_out4p0 * n_out7p0;
vec3 n_out5p0 = n_out4p0 * n_out7p0;
// VectorUniform:8
vec3 n_out8p0;
n_out8p0 = offset;
vec3 n_out8p0 = offset;
// VectorOp:6
vec3 n_out6p0;
n_out6p0 = n_out5p0 + n_out8p0;
vec3 n_out6p0 = n_out5p0 + n_out8p0;
// Texture:3
vec3 n_out3p0;
float n_out3p1;
vec4 tex_frg_3_read = texture( tex_frg_3 , n_out6p0.xy );
n_out3p0 = tex_frg_3_read.rgb;
n_out3p1 = tex_frg_3_read.a;
vec4 tex_frg_3_read = texture(tex_frg_3, n_out6p0.xy);
vec3 n_out3p0 = tex_frg_3_read.rgb;
float n_out3p1 = tex_frg_3_read.a;
// Expression:13
bool n_out13p0;
n_out13p0 = false;
{
// https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm
vec2 rel_p = n_out4p0.xy - vec2(0.5, 0.5);
float box = 0.4;
vec2 d = abs(rel_p) - vec2(box, box); // mirroring
float dist = length(max(d, 0.0)) + min(max(d.x,d.y), 0.0);
n_out13p0 = dist < (0.5 - box);
}
// Output:0
COLOR.rgb = n_out3p0;
COLOR.a = n_out13p0 ? 1.0 : 0.0;
}
@ -81,27 +98,38 @@ void light() {
}
"
graph_offset = Vector2( 0, 75 )
graph_offset = Vector2( -213.196, 77.3248 )
mode = 1
flags/light_only = false
nodes/fragment/0/position = Vector2( 1080, 160 )
nodes/fragment/0/position = Vector2( 1120, 360 )
nodes/fragment/3/node = SubResource( 2 )
nodes/fragment/3/position = Vector2( 820, 120 )
nodes/fragment/4/node = SubResource( 3 )
nodes/fragment/4/position = Vector2( 40, 60 )
nodes/fragment/4/position = Vector2( -120, 360 )
nodes/fragment/5/node = SubResource( 4 )
nodes/fragment/5/position = Vector2( 360, 80 )
nodes/fragment/6/node = SubResource( 5 )
nodes/fragment/6/position = Vector2( 620, 240 )
nodes/fragment/7/node = SubResource( 6 )
nodes/fragment/7/position = Vector2( 40, 240 )
nodes/fragment/7/position = Vector2( 80, 60 )
nodes/fragment/8/node = SubResource( 7 )
nodes/fragment/8/position = Vector2( 360, 380 )
nodes/fragment/8/position = Vector2( 380, 340 )
nodes/fragment/9/node = SubResource( 8 )
nodes/fragment/9/position = Vector2( 40, 300 )
nodes/fragment/9/position = Vector2( -80, 120 )
nodes/fragment/11/node = SubResource( 1 )
nodes/fragment/11/position = Vector2( 360, 440 )
nodes/fragment/connections = PoolIntArray( 3, 0, 0, 0, 4, 0, 5, 0, 5, 0, 6, 0, 6, 0, 3, 0, 7, 0, 5, 1, 8, 0, 6, 1 )
nodes/fragment/11/position = Vector2( 220, 400 )
nodes/fragment/13/node = SubResource( 12 )
nodes/fragment/13/position = Vector2( 260, 540 )
nodes/fragment/13/size = Vector2( 620, 395 )
nodes/fragment/13/input_ports = "0,1,input;"
nodes/fragment/13/output_ports = "0,2,alpha_mask;"
nodes/fragment/13/expression = "// https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm
vec2 rel_p = input.xy - vec2(0.5, 0.5);
float box = 0.4;
vec2 d = abs(rel_p) - vec2(box, box); // mirroring
float dist = length(max(d, 0.0)) + min(max(d.x,d.y), 0.0);
alpha_mask = dist < (0.5 - box);"
nodes/fragment/connections = PoolIntArray( 3, 0, 0, 0, 5, 0, 6, 0, 6, 0, 3, 0, 13, 0, 0, 1, 4, 0, 5, 0, 4, 0, 13, 0, 8, 0, 6, 1, 7, 0, 5, 1 )
[sub_resource type="ShaderMaterial" id=10]
shader = SubResource( 9 )
@ -123,6 +151,7 @@ __meta__ = {
}
[node name="Label" type="Label" parent="ColorRect"]
visible = false
margin_left = 10.0
margin_top = 10.0
margin_right = 50.0