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societer/utils/camera/outline.gd

156 lines
4.9 KiB

tool
extends Camera
class_name CameraOutline
var screen_mesh : MeshInstance;
var global_post_process_material : ShaderMaterial = preload("post_process_outlines_material.tres");
var instance_post_process_material : ShaderMaterial = global_post_process_material.duplicate();
#Size of color outlines
export (float) var color_outline_scale = 0.0 setget set_color_scale, get_color_scale
#Size of depth outlines
export (float) var depth_outline_scale = 2.0 setget set_depth_scale, get_depth_scale
#Controls sensitivity to depth changes (lower values mean more outlines, but more artifacts too)
export (float,0,10) var depth_threshold = 0.1 setget set_depth_thres, get_depth_thres
#Multiplier for depth values
export (float) var depth_multiplier = 99999.0 setget set_depth_multiplier, get_depth_multiplier
#General threshold for values to be considered as edges
export (float,0,1) var edge_threshold = 0.332 setget set_edge_threshold, get_edge_threshold
#Max edge alpha, lower values means edges blend more with background
export (float,0,1) var max_edge_alpha = 0.791 setget set_max_edge_alpha, get_max_edge_alpha
#General multiplier for edge alpha value, higher values mean harder edges
export (float) var edge_alpha_multiplier = 3.0 setget set_alpha_multiplier, get_alpha_multiplier
#Outlines color
export (Color) var edge_color = Color(0.4,0.4,0.4,1) setget set_edge_color, get_edge_color
#Sets depth edges to use the laplace operator instead of sobel
export (Texture) var background_tex setget set_bg_tex, get_bg_tex
#Sets depth edges to use the laplace operator instead of sobel
export (bool) var depth_use_laplace = true setget set_depth_use_laplace, get_depth_use_laplace
#Sets color edges to use the laplace operator instead of sobel
export (bool) var color_use_laplace = false setget set_color_use_laplace, get_color_use_laplace
#Sets shader to use render the BG behind the edges
export (bool) var use_bg_texture = false setget set_use_bg_texture, get_use_bg_texture
func set_color_scale(value):
color_outline_scale = value;
instance_post_process_material.set_shader_param("color_outline_scale", value);
func get_color_scale():
return color_outline_scale;
func set_depth_scale(value):
depth_outline_scale = value;
instance_post_process_material.set_shader_param("depth_outline_scale", value);
func get_depth_scale():
return depth_outline_scale;
func set_depth_thres(value):
depth_threshold = value;
instance_post_process_material.set_shader_param("depth_threshold", value);
func get_depth_thres():
return depth_threshold;
func set_depth_multiplier(value):
depth_multiplier = value;
instance_post_process_material.set_shader_param("depth_multiplier", value);
func get_depth_multiplier():
return depth_multiplier;
func set_edge_threshold(value):
edge_threshold = value;
instance_post_process_material.set_shader_param("edge_threshold", value);
func get_edge_threshold():
return edge_threshold;
func set_max_edge_alpha(value):
max_edge_alpha = value;
instance_post_process_material.set_shader_param("max_edge_alpha", value);
func get_max_edge_alpha():
return max_edge_alpha;
func set_alpha_multiplier(value):
edge_alpha_multiplier = value;
instance_post_process_material.set_shader_param("edge_alpha_multiplier", value);
func get_alpha_multiplier():
return edge_alpha_multiplier;
func set_edge_color(value):
edge_color = value;
instance_post_process_material.set_shader_param("edge_color", value);
func get_edge_color():
return edge_color;
func set_bg_tex(value):
background_tex = value;
instance_post_process_material.set_shader_param("bgTex", value);
func get_bg_tex():
return background_tex;
func set_depth_use_laplace(value):
depth_use_laplace = value;
instance_post_process_material.set_shader_param("depth_use_laplace", value);
func get_depth_use_laplace():
return depth_use_laplace;
func set_color_use_laplace(value):
color_use_laplace = value;
instance_post_process_material.set_shader_param("color_use_laplace", value);
func get_color_use_laplace():
return color_use_laplace;
func set_use_bg_texture(value):
use_bg_texture = value;
instance_post_process_material.set_shader_param("use_bg_texture", value);
func get_use_bg_texture():
return use_bg_texture;
func _ready():
screen_mesh = MeshInstance.new();
var quad : QuadMesh = QuadMesh.new();
quad.size = Vector2(2,2);
screen_mesh.mesh = quad;
screen_mesh.material_override = instance_post_process_material;
screen_mesh.extra_cull_margin = 16000;
add_child(screen_mesh);
set_color_scale(color_outline_scale)
set_depth_scale(depth_outline_scale)
set_alpha_multiplier(edge_alpha_multiplier)
set_depth_thres(depth_threshold)
set_depth_multiplier(depth_multiplier)
set_edge_threshold(edge_threshold)
set_max_edge_alpha(max_edge_alpha)
set_edge_color(edge_color)
set_bg_tex(background_tex)
set_use_bg_texture(use_bg_texture)
set_depth_use_laplace(depth_use_laplace)
set_color_use_laplace(color_use_laplace)
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass