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opt DrawBoard.gd
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HK-SHAO committed Oct 30, 2022
1 parent 22c33a9 commit 63980b4
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Showing 5 changed files with 121 additions and 14 deletions.
17 changes: 8 additions & 9 deletions app/shared/script/DrawBoard.gd
Original file line number Diff line number Diff line change
Expand Up @@ -4,8 +4,8 @@ extends Control

@export var default_line: Line2D

@export_range(0, 2) var smooth: float = 0.2
@export_range(0, 100000) var sensitivity: float = 5000
@export_range(0, 2) var smooth: float = 0.5
@export_range(0, 10000) var sensitivity: float = 5000

@onready var lines: Node2D = $Lines

Expand Down Expand Up @@ -68,21 +68,20 @@ func add_point(point: Vector2) -> void:

func update_ink(delta: float) -> void:
var d := brush_position.distance_squared_to(ink_position)
var s := smooth * sensitivity / (sensitivity + d)
var s := smooth * sensitivity / (1 + sensitivity + d)

# ink_position = brush_position
var delta_position := brush_position - ink_position
# delta = exp(s * log(delta))
delta = delta / ( (1 - delta) * s + delta )
delta /= ((1 - delta) * s + delta) # delta = exp(s * log(delta))
delta = clamp(delta, 0.01, 1)

var delta_position := brush_position - ink_position
ink_position += delta_position * delta

func update_point() -> void:
var d := ink_position.distance_squared_to(point_position)

point_position = ink_position
if d > 0: add_point(point_position)
if d > 1:
add_point(point_position)
point_position = ink_position

func _process(delta: float) -> void:
if is_left_pressed:
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2 changes: 1 addition & 1 deletion app/shared/script/FreeCamera3D.gd
Original file line number Diff line number Diff line change
Expand Up @@ -57,7 +57,7 @@ func _process(delta: float) -> void:


if direction.length() != 0:
_velocity += (max_speed - _velocity) * delta * 0.1 * sensitivity
_velocity += (max_speed - _velocity) * delta * 0.01 * sensitivity
_translate = direction * _velocity * delta
else:
_velocity = min_speed;
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4 changes: 1 addition & 3 deletions app/test/scene/test_camera_scene.tscn
Original file line number Diff line number Diff line change
Expand Up @@ -153,10 +153,9 @@ script = ExtResource("4_mg5wx")
camera = NodePath("../../Node3D/FreeCamera3D")

[node name="Node3D" type="Node3D" parent="."]
visible = false

[node name="Node3D" type="Node3D" parent="Node3D"]
process_mode = 4
visible = false

[node name="WorldEnvironment" type="WorldEnvironment" parent="Node3D/Node3D"]
environment = SubResource("Environment_dw3fv")
Expand All @@ -167,7 +166,6 @@ shadow_enabled = true

[node name="MeshInstance3D" type="MeshInstance3D" parent="Node3D/Node3D"]
transform = Transform3D(3, 0, 0, 0, 3, 0, 0, 0, 3, 0, 0, 0)
visible = false
material_override = SubResource("ShaderMaterial_cgygt")
mesh = SubResource("BoxMesh_782f1")
skeleton = NodePath("../..")
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2 changes: 1 addition & 1 deletion app/test/scene/test_drawer_scene.tscn
Original file line number Diff line number Diff line change
Expand Up @@ -68,7 +68,7 @@ text = "123456"

[node name="Line2D" type="Line2D" parent="."]
material = SubResource("ShaderMaterial_lqxjv")
width = 20.0
width = 30.0
joint_mode = 2
begin_cap_mode = 2
end_cap_mode = 2
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110 changes: 110 additions & 0 deletions app/test/shader/test_drawer_line.gdshader
Original file line number Diff line number Diff line change
@@ -1,6 +1,116 @@
shader_type canvas_item;

// The MIT License
// Copyright © 2013 Inigo Quilez
// https://www.youtube.com/c/InigoQuilez
// https://iquilezles.org/
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

// I've not seen anybody out there computing correct cell interior distances for Voronoi
// patterns yet. That's why they cannot shade the cell interior correctly, and why you've
// never seen cell boundaries rendered correctly.
//
// However, here's how you do mathematically correct distances (note the equidistant and non
// degenerated grey isolines inside the cells) and hence edges (in yellow):
//
// https://iquilezles.org/articles/voronoilines
//
// More Voronoi shaders:
//
// Exact edges: https://www.shadertoy.com/view/ldl3W8
// Hierarchical: https://www.shadertoy.com/view/Xll3zX
// Smooth: https://www.shadertoy.com/view/ldB3zc
// Voronoise: https://www.shadertoy.com/view/Xd23Dh

#define ANIMATE

vec2 hash2( vec2 p )
{
// procedural white noise
return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453);
}

vec3 voronoi( in vec2 x )
{
vec2 n = floor(x);
vec2 f = fract(x);

//----------------------------------
// first pass: regular voronoi
//----------------------------------
vec2 mg, mr;

float md = 8.0;
for( int j=-1; j<=1; j++ )
for( int i=-1; i<=1; i++ )
{
vec2 g = vec2(float(i),float(j));
vec2 o = hash2( n + g );
#ifdef ANIMATE
o = 0.5 + 0.5*sin( TIME + 6.2831*o );
#endif
vec2 r = g + o - f;
float d = dot(r,r);

if( d<md )
{
md = d;
mr = r;
mg = g;
}
}

//----------------------------------
// second pass: distance to borders
//----------------------------------
md = 8.0;
for( int j=-2; j<=2; j++ )
for( int i=-2; i<=2; i++ )
{
vec2 g = mg + vec2(float(i),float(j));
vec2 o = hash2( n + g );
#ifdef ANIMATE
o = 0.5 + 0.5*sin( TIME + 6.2831*o );
#endif
vec2 r = g + o - f;

if( dot(mr-r,mr-r)>0.00001 )
md = min( md, dot( 0.5*(mr+r), normalize(r-mr) ) );
}

return vec3( md, mr );
}

void mainImage( out vec4 fragColor, in vec2 uv )
{
vec2 p = uv;

vec3 c = voronoi( 8.0*p );

// isolines
vec3 col = c.x*(0.5 + 0.5*sin(64.0*c.x))*vec3(1.0);
// borders
col = mix( vec3(1.0,0.6,0.0), col, smoothstep( 0.04, 0.07, c.x ) );
// feature points
float dd = length( c.yz );
col = mix( vec3(1.0,0.6,0.1), col, smoothstep( 0.0, 0.12, dd) );
col += vec3(1.0,0.6,0.1)*(1.0-smoothstep( 0.0, 0.04, dd));

fragColor = vec4(col,1.0);
}

void fragment() {
COLOR.r = 1.0;
COLOR.g = 0.0;

vec4 color;

vec2 fragCoord = FRAGCOORD.xy;
vec2 resolution = 1. / SCREEN_PIXEL_SIZE.xy;
vec2 uv = (2. * fragCoord - resolution.xy) / min(resolution.x, resolution.y);

mainImage(color, uv);


COLOR = color;
}

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