initial commit

This commit is contained in:
hybris 2021-12-01 10:05:08 +01:00
commit 94748a238b
44 changed files with 2399 additions and 0 deletions

13
.gitignore vendored Normal file
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# ---> Godot
# Godot-specific ignores
.import/
export.cfg
export_presets.cfg
# Imported translations (automatically generated from CSV files)
*.translation
# Mono-specific ignores
.mono/
data_*/

BIN
Assets/BG_sperical.hdr Normal file

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[remap]
importer="texture"
type="StreamTexture"
path="res://.import/BG_sperical.hdr-4f5f2c1012cdf5dee112551faf28b89f.stex"
metadata={
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[deps]
source_file="res://Assets/BG_sperical.hdr"
dest_files=[ "res://.import/BG_sperical.hdr-4f5f2c1012cdf5dee112551faf28b89f.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

BIN
Assets/MASTER_basecolor.png Normal file

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Width:  |  Height:  |  Size: 8.7 MiB

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[remap]
importer="texture"
type="StreamTexture"
path="res://.import/MASTER_basecolor.png-72b0e2de30ea453c46b140318b4e82f3.stex"
metadata={
"vram_texture": false
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[deps]
source_file="res://Assets/MASTER_basecolor.png"
dest_files=[ "res://.import/MASTER_basecolor.png-72b0e2de30ea453c46b140318b4e82f3.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
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[remap]
importer="texture"
type="StreamTexture"
path="res://.import/NO USE REF ONLY fancydice_01UV_Map.png-4760bef99c053415f05846b11fb69fae.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Assets/NO USE REF ONLY fancydice_01UV_Map.png"
dest_files=[ "res://.import/NO USE REF ONLY fancydice_01UV_Map.png-4760bef99c053415f05846b11fb69fae.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

322
Assets/bar1.obj Normal file
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# WaveFront *.obj file (generated by Cinema 4D)
mtllib ./bar1.mtl
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v -0.40000000596046 -0.48660254478455 9.94999980926514
v 0.40000000596046 -0.48660254478455 9.94999980926514
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v 0.40000000596046 -0.44999998807907 9.98660278320312
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v 0.48660254478455 -0.44999998807907 -9.89999961853027
v 0.47499999403954 -0.44999998807907 -9.9433012008667
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v 0.40000000596046 -0.44999998807907 -9.98660278320312
v -0.40000000596046 -0.44999998807907 -9.98660278320312
v -0.44330126047134 -0.44999998807907 -9.97500038146973
v -0.47499999403954 -0.44999998807907 -9.9433012008667
v -0.48660254478455 -0.44999998807907 -9.89999961853027
v -0.48660254478455 -0.44999998807907 9.89999961853027
v -0.47499999403954 -0.44999998807907 9.9433012008667
v -0.44330126047134 -0.44999998807907 9.97500038146973
v -0.40000000596046 -0.40000000596046 10
v 0.40000000596046 -0.40000000596046 10
v 0.44999998807907 -0.40000000596046 9.98660278320312
v 0.48660254478455 -0.40000000596046 9.94999980926514
v 0.5 -0.40000000596046 9.89999961853027
v 0.5 -0.40000000596046 -9.89999961853027
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v 0.40000000596046 -0.40000000596046 -10
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v -0.48660254478455 -0.40000000596046 -9.94999980926514
v -0.5 -0.40000000596046 -9.89999961853027
v -0.5 -0.40000000596046 9.89999961853027
v -0.48660254478455 -0.40000000596046 9.94999980926514
v -0.44999998807907 -0.40000000596046 9.98660278320312
v -0.40000000596046 -0.14996279776096 10
v 0.40000000596046 -0.14996279776096 10
v 0.44999998807907 -0.14996279776096 9.98660278320312
v 0.48660254478455 -0.14996279776096 9.94999980926514
v 0.5 -0.14996279776096 9.89999961853027
v 0.5 -0.14996279776096 -9.89999961853027
v 0.48660254478455 -0.14996279776096 -9.94999980926514
v 0.44999998807907 -0.14996279776096 -9.98660278320312
v 0.40000000596046 -0.14996279776096 -10
v -0.40000000596046 -0.14996279776096 -10
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v -0.5 -0.14996279776096 9.89999961853027
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v -0.44999998807907 -0.14996279776096 9.98660278320312
# 68 vertices
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vn -0.13052397966385 0 0.99144512414932
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vn 0 1 0
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vn 0 1 0
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vn 0 1 0
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vn 0 1 0
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vn 0 1 0
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vn 0 1 0
# 80 normals
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# 96 texture coordinates
o Cube.2
usemtl Stylized_Ground_Rock_10
f 2/4/4 6/3/3 5/2/2 1/1/1
f 6/3/3 22/6/6 21/5/5 5/2/2
f 22/10/6 38/9/8 37/8/7 21/7/5
f 53/12/10 37/8/7 38/9/8 54/11/9
f 7/13/11 6/3/3 2/4/4
f 7/13/11 23/14/13 22/6/6 6/3/3
f 23/16/13 39/15/14 38/9/8 22/10/6
f 54/11/9 38/9/8 39/15/14 55/17/15
f 8/18/16 7/13/11 2/4/4
f 8/18/16 24/19/18 23/14/13 7/13/11
f 24/21/18 40/20/19 39/15/14 23/16/13
f 55/17/15 39/15/14 40/20/19 56/22/20
f 9/23/21 8/18/16 2/4/4
f 9/23/21 25/24/23 24/19/18 8/18/16
f 25/28/23 41/27/24 40/26/19 24/25/18
f 56/30/20 40/26/19 41/27/24 57/29/25
f 3/32/27 10/31/26 9/23/21 2/4/4
f 10/31/26 26/33/28 25/24/23 9/23/21
f 26/35/28 42/34/29 41/27/24 25/28/23
f 57/29/25 41/27/24 42/34/29 58/36/30
f 11/37/31 10/31/26 3/32/27
f 11/37/31 27/38/33 26/33/28 10/31/26
f 27/40/33 43/39/34 42/34/29 26/35/28
f 58/36/30 42/34/29 43/39/34 59/41/35
f 12/42/36 11/37/31 3/32/27
f 12/42/36 28/43/38 27/38/33 11/37/31
f 28/47/38 44/46/39 43/45/34 27/44/33
f 59/49/35 43/45/34 44/46/39 60/48/40
f 13/50/41 12/42/36 3/32/27
f 13/50/41 29/51/43 28/43/38 12/42/36
f 29/53/43 45/52/44 44/46/39 28/47/38
f 60/48/40 44/46/39 45/52/44 61/54/45
f 4/56/47 14/55/46 13/50/41 3/32/27
f 14/55/46 30/57/48 29/51/43 13/50/41
f 30/59/48 46/58/49 45/52/44 29/53/43
f 61/54/45 45/52/44 46/58/49 62/60/50
f 15/61/51 14/55/46 4/56/47
f 15/61/51 31/62/53 30/57/48 14/55/46
f 31/64/53 47/63/54 46/58/49 30/59/48
f 62/60/50 46/58/49 47/63/54 63/65/55
f 16/66/56 15/61/51 4/56/47
f 16/66/56 32/67/58 31/62/53 15/61/51
f 32/69/58 48/68/59 47/63/54 31/64/53
f 63/65/55 47/63/54 48/68/59 64/70/60
f 17/71/61 16/66/56 4/56/47
f 17/71/61 33/72/63 32/67/58 16/66/56
f 33/76/63 49/75/64 48/74/59 32/73/58
f 64/78/60 48/74/59 49/75/64 65/77/65
f 1/1/1 18/79/66 17/71/61 4/56/47
f 18/79/66 34/80/67 33/72/63 17/71/61
f 34/82/67 50/81/68 49/75/64 33/76/63
f 65/77/65 49/75/64 50/81/68 66/83/69
f 19/84/70 18/79/66 1/1/1
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19
Assets/bar1.obj.import Normal file
View File

@ -0,0 +1,19 @@
[remap]
importer="wavefront_obj"
type="Mesh"
path="res://.import/bar1.obj-23933ca6261a6176139f6afdbc0c57a3.mesh"
[deps]
files=[ "res://.import/bar1.obj-23933ca6261a6176139f6afdbc0c57a3.mesh" ]
source_file="res://Assets/bar1.obj"
dest_files=[ "res://.import/bar1.obj-23933ca6261a6176139f6afdbc0c57a3.mesh", "res://.import/bar1.obj-23933ca6261a6176139f6afdbc0c57a3.mesh" ]
[params]
generate_tangents=true
scale_mesh=Vector3( 1, 1, 1 )
offset_mesh=Vector3( 0, 0, 0 )
optimize_mesh=true

510
Assets/dice01.obj Normal file
View File

@ -0,0 +1,510 @@
# WaveFront *.obj file (generated by Cinema 4D)
mtllib ./dice01.mtl
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flags/srgb=1
process/fix_alpha_border=true
process/premult_alpha=false
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process/invert_color=false
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detect_3d=false
svg/scale=1.0

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[remap]
importer="texture"
type="StreamTexture"
path.s3tc="res://.import/green_felt_normal.png-ae9d57f34c992c408c736b0e20895f35.s3tc.stex"
path.etc2="res://.import/green_felt_normal.png-ae9d57f34c992c408c736b0e20895f35.etc2.stex"
metadata={
"imported_formats": [ "s3tc", "etc2" ],
"vram_texture": true
}
[deps]
source_file="res://Assets/green_felt_normal.png"
dest_files=[ "res://.import/green_felt_normal.png-ae9d57f34c992c408c736b0e20895f35.s3tc.stex", "res://.import/green_felt_normal.png-ae9d57f34c992c408c736b0e20895f35.etc2.stex" ]
[params]
compress/mode=2
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=1
flags/repeat=true
flags/filter=true
flags/mipmaps=true
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=false
svg/scale=1.0

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36
Assets/noise.png.import Normal file
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[remap]
importer="texture"
type="StreamTexture"
path.s3tc="res://.import/noise.png-21fb0e63b7cfb028d833f0edd6a9bf77.s3tc.stex"
path.etc2="res://.import/noise.png-21fb0e63b7cfb028d833f0edd6a9bf77.etc2.stex"
metadata={
"imported_formats": [ "s3tc", "etc2" ],
"vram_texture": true
}
[deps]
source_file="res://Assets/noise.png"
dest_files=[ "res://.import/noise.png-21fb0e63b7cfb028d833f0edd6a9bf77.s3tc.stex", "res://.import/noise.png-21fb0e63b7cfb028d833f0edd6a9bf77.etc2.stex" ]
[params]
compress/mode=2
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=true
flags/filter=true
flags/mipmaps=true
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
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process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=false
svg/scale=1.0

22
Dice.gd Normal file
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extends RigidBody
var outline_visible = false
# Called when the node enters the scene tree for the first time.
func _ready():
self.mode = RigidBody.MODE_RIGID
get_node("MeshInstance/MeshOutline").visible = false
func _toggle_outline():
outline_visible = !outline_visible
if outline_visible:
self.mode = RigidBody.MODE_STATIC
get_node("MeshInstance/MeshOutline").visible = true
else:
self.mode = RigidBody.MODE_RIGID
get_node("MeshInstance/MeshOutline").visible = false
func _on_Dice_input_event(_camera, event, _click_position, _click_normal, _shape_idx):
if event is InputEventMouseButton:
if event.button_index == BUTTON_LEFT and event.pressed:
_toggle_outline()

323
FancyBar.tres Normal file
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[gd_resource type="ShaderMaterial" load_steps=29 format=2]
[ext_resource path="res://Assets/fancyedge_01Normal.png" type="Texture" id=1]
[ext_resource path="res://Assets/fancyedge_01Surface_Color.png" type="Texture" id=2]
[ext_resource path="res://Assets/fancyedge_01Diffusion.png" type="Texture" id=3]
[ext_resource path="res://Assets/noise.png" type="Texture" id=4]
[sub_resource type="VisualShaderNodeTexture" id=1]
output_port_for_preview = 0
texture = ExtResource( 4 )
[sub_resource type="VisualShaderNodeVectorOp" id=2]
output_port_for_preview = 0
operator = 2
[sub_resource type="VisualShaderNodeVectorOp" id=3]
output_port_for_preview = 0
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 0.5, 0.5, 0.5 ) ]
operator = 2
[sub_resource type="VisualShaderNodeScalarFunc" id=4]
output_port_for_preview = 0
function = 31
[sub_resource type="VisualShaderNodeVectorCompose" id=5]
[sub_resource type="VisualShaderNodeInput" id=6]
input_name = "time"
[sub_resource type="VisualShaderNodeInput" id=7]
output_port_for_preview = 0
input_name = "uv"
[sub_resource type="VisualShaderNodeScalarOp" id=8]
default_input_values = [ 0, 0.0, 1, -0.005 ]
operator = 2
[sub_resource type="VisualShaderNodeTexture" id=9]
texture = ExtResource( 2 )
texture_type = 1
[sub_resource type="VisualShaderNodeVectorCompose" id=10]
[sub_resource type="VisualShaderNodeVectorOp" id=11]
output_port_for_preview = 0
[sub_resource type="VisualShaderNodeVectorOp" id=12]
output_port_for_preview = 0
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 7, 0, 0 ) ]
operator = 2
[sub_resource type="VisualShaderNodeColorOp" id=13]
output_port_for_preview = 0
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 0.1, 0, 0 ) ]
operator = 4
[sub_resource type="VisualShaderNodeVectorDecompose" id=14]
[sub_resource type="VisualShaderNodeColorFunc" id=15]
[sub_resource type="VisualShaderNodeColorOp" id=16]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 2, 2, 2 ) ]
operator = 8
[sub_resource type="VisualShaderNodeVectorOp" id=17]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 0.25, 0.25, 0.25 ) ]
operator = 2
[sub_resource type="VisualShaderNodeScalarConstant" id=18]
[sub_resource type="VisualShaderNodeTexture" id=19]
texture = ExtResource( 3 )
[sub_resource type="VisualShaderNodeTexture" id=20]
texture = ExtResource( 1 )
texture_type = 2
[sub_resource type="VisualShaderNodeVectorOp" id=21]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 0.1, 0.025, 0.1 ) ]
operator = 2
[sub_resource type="VisualShaderNodeVectorDecompose" id=22]
[sub_resource type="VisualShaderNodeVectorOp" id=23]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 1, 1, 1 ) ]
operator = 2
[sub_resource type="VisualShader" id=24]
code = "shader_type spatial;
render_mode specular_schlick_ggx;
uniform sampler2D tex_frg_2 : hint_albedo;
uniform sampler2D tex_frg_3;
uniform sampler2D tex_frg_10;
uniform sampler2D tex_frg_4 : hint_normal;
void vertex() {
// Output:0
}
void fragment() {
// Texture:2
vec4 tex_frg_2_read = texture(tex_frg_2, UV.xy);
vec3 n_out2p0 = tex_frg_2_read.rgb;
float n_out2p1 = tex_frg_2_read.a;
// VectorOp:5
vec3 n_in5p1 = vec3(0.10000, 0.02500, 0.10000);
vec3 n_out5p0 = n_out2p0 * n_in5p1;
// Scalar:29
float n_out29p0 = 0.000000;
// ColorFunc:25
vec3 n_out25p0;
{
vec3 c = n_out2p0;
float max1 = max(c.r, c.g);
float max2 = max(max1, c.b);
float max3 = max(max1, max2);
n_out25p0 = vec3(max3, max3, max3);
}
// ColorOp:26
vec3 n_in26p1 = vec3(2.00000, 2.00000, 2.00000);
vec3 n_out26p0;
{
float base = n_out25p0.x;
float blend = n_in26p1.x;
if (base < 0.5) {
n_out26p0.x = (base * (2.0 * blend));
} else {
n_out26p0.x = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));
}
}
{
float base = n_out25p0.y;
float blend = n_in26p1.y;
if (base < 0.5) {
n_out26p0.y = (base * (2.0 * blend));
} else {
n_out26p0.y = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));
}
}
{
float base = n_out25p0.z;
float blend = n_in26p1.z;
if (base < 0.5) {
n_out26p0.z = (base * (2.0 * blend));
} else {
n_out26p0.z = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));
}
}
// VectorDecompose:24
float n_out24p0 = n_out26p0.x;
float n_out24p1 = n_out26p0.y;
float n_out24p2 = n_out26p0.z;
// Texture:3
vec4 tex_frg_3_read = texture(tex_frg_3, UV.xy);
vec3 n_out3p0 = tex_frg_3_read.rgb;
float n_out3p1 = tex_frg_3_read.a;
// VectorDecompose:6
float n_out6p0 = n_out3p0.x;
float n_out6p1 = n_out3p0.y;
float n_out6p2 = n_out3p0.z;
// ScalarFunc:15
float n_out15p0 = 1.0 - n_out6p2;
// VectorCompose:16
vec3 n_out16p0 = vec3(n_out15p0, n_out15p0, n_out15p0);
// Input:18
vec3 n_out18p0 = vec3(UV, 0.0);
// VectorOp:27
vec3 n_in27p1 = vec3(0.25000, 0.25000, 0.25000);
vec3 n_out27p0 = n_out18p0 * n_in27p1;
// Input:17
float n_out17p0 = TIME;
// ScalarOp:19
float n_in19p1 = -0.00500;
float n_out19p0 = n_out17p0 * n_in19p1;
// VectorCompose:20
float n_in20p1 = 0.00000;
float n_in20p2 = 0.00000;
vec3 n_out20p0 = vec3(n_out19p0, n_in20p1, n_in20p2);
// VectorOp:21
vec3 n_out21p0 = n_out27p0 + n_out20p0;
// Texture:10
vec4 tex_frg_10_read = texture(tex_frg_10, n_out21p0.xy);
vec3 n_out10p0 = tex_frg_10_read.rgb;
float n_out10p1 = tex_frg_10_read.a;
// VectorOp:11
vec3 n_out11p0 = n_out16p0 * n_out10p0;
// VectorOp:22
vec3 n_in22p1 = vec3(7.00000, 0.00000, 0.00000);
vec3 n_out22p0 = n_out11p0 * n_in22p1;
// ColorOp:23
vec3 n_in23p1 = vec3(0.10000, 0.00000, 0.00000);
vec3 n_out23p0;
{
float base = n_out22p0.x;
float blend = n_in23p1.x;
if (base < 0.5) {
n_out23p0.x = 2.0 * base * blend;
} else {
n_out23p0.x = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);
}
}
{
float base = n_out22p0.y;
float blend = n_in23p1.y;
if (base < 0.5) {
n_out23p0.y = 2.0 * base * blend;
} else {
n_out23p0.y = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);
}
}
{
float base = n_out22p0.z;
float blend = n_in23p1.z;
if (base < 0.5) {
n_out23p0.z = 2.0 * base * blend;
} else {
n_out23p0.z = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);
}
}
// VectorOp:13
vec3 n_in13p1 = vec3(0.50000, 0.50000, 0.50000);
vec3 n_out13p0 = n_out23p0 * n_in13p1;
// Texture:4
vec4 tex_frg_4_read = texture(tex_frg_4, UV.xy);
vec3 n_out4p0 = tex_frg_4_read.rgb;
float n_out4p1 = tex_frg_4_read.a;
// VectorOp:7
vec3 n_in7p1 = vec3(1.00000, 1.00000, 1.00000);
vec3 n_out7p0 = n_out4p0 * n_in7p1;
// Output:0
ALBEDO = n_out5p0;
METALLIC = n_out29p0;
ROUGHNESS = n_out24p0;
EMISSION = n_out13p0;
AO = n_out6p0;
NORMALMAP = n_out7p0;
}
void light() {
// Output:0
}
"
graph_offset = Vector2( 657.707, 684.756 )
nodes/fragment/0/position = Vector2( 1920, 340 )
nodes/fragment/2/node = SubResource( 9 )
nodes/fragment/2/position = Vector2( -60, 120 )
nodes/fragment/3/node = SubResource( 19 )
nodes/fragment/3/position = Vector2( -60, 360 )
nodes/fragment/4/node = SubResource( 20 )
nodes/fragment/4/position = Vector2( -60, 940 )
nodes/fragment/5/node = SubResource( 21 )
nodes/fragment/5/position = Vector2( 260, 120 )
nodes/fragment/6/node = SubResource( 22 )
nodes/fragment/6/position = Vector2( 180, 380 )
nodes/fragment/7/node = SubResource( 23 )
nodes/fragment/7/position = Vector2( 285, 792 )
nodes/fragment/10/node = SubResource( 1 )
nodes/fragment/10/position = Vector2( -60, 600 )
nodes/fragment/11/node = SubResource( 2 )
nodes/fragment/11/position = Vector2( 820, 480 )
nodes/fragment/13/node = SubResource( 3 )
nodes/fragment/13/position = Vector2( 1400, 480 )
nodes/fragment/15/node = SubResource( 4 )
nodes/fragment/15/position = Vector2( 400, 460 )
nodes/fragment/16/node = SubResource( 5 )
nodes/fragment/16/position = Vector2( 600, 460 )
nodes/fragment/17/node = SubResource( 6 )
nodes/fragment/17/position = Vector2( -1040, 820 )
nodes/fragment/18/node = SubResource( 7 )
nodes/fragment/18/position = Vector2( -920, 600 )
nodes/fragment/19/node = SubResource( 8 )
nodes/fragment/19/position = Vector2( -840, 800 )
nodes/fragment/20/node = SubResource( 10 )
nodes/fragment/20/position = Vector2( -600, 820 )
nodes/fragment/21/node = SubResource( 11 )
nodes/fragment/21/position = Vector2( -340, 660 )
nodes/fragment/22/node = SubResource( 12 )
nodes/fragment/22/position = Vector2( 1020, 480 )
nodes/fragment/23/node = SubResource( 13 )
nodes/fragment/23/position = Vector2( 1220, 480 )
nodes/fragment/24/node = SubResource( 14 )
nodes/fragment/24/position = Vector2( 880, 320 )
nodes/fragment/25/node = SubResource( 15 )
nodes/fragment/25/position = Vector2( 400, 260 )
nodes/fragment/26/node = SubResource( 16 )
nodes/fragment/26/position = Vector2( 660, 300 )
nodes/fragment/27/node = SubResource( 17 )
nodes/fragment/27/position = Vector2( -660, 640 )
nodes/fragment/29/node = SubResource( 18 )
nodes/fragment/29/position = Vector2( 1280, 280 )
nodes/fragment/connections = PoolIntArray( 2, 0, 5, 0, 3, 0, 6, 0, 4, 0, 7, 0, 10, 0, 11, 1, 6, 2, 15, 0, 15, 0, 16, 2, 15, 0, 16, 0, 15, 0, 16, 1, 16, 0, 11, 0, 7, 0, 0, 8, 20, 0, 21, 1, 21, 0, 10, 0, 17, 0, 19, 0, 5, 0, 0, 0, 11, 0, 22, 0, 22, 0, 23, 0, 23, 0, 13, 0, 2, 0, 25, 0, 25, 0, 26, 0, 26, 0, 24, 0, 19, 0, 20, 0, 27, 0, 21, 0, 18, 0, 27, 0, 13, 0, 0, 5, 6, 0, 0, 6, 29, 0, 0, 2, 24, 0, 0, 3 )
[resource]
shader = SubResource( 24 )

131
GreenFelt.tres Normal file
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[gd_resource type="ShaderMaterial" load_steps=11 format=2]
[ext_resource path="res://Assets/green_felt_ambientOcclusion.png" type="Texture" id=1]
[ext_resource path="res://Assets/green_felt_basecolor.png" type="Texture" id=2]
[ext_resource path="res://Assets/green_felt_normal.png" type="Texture" id=3]
[sub_resource type="VisualShaderNodeTexture" id=1]
output_port_for_preview = 0
texture = ExtResource( 2 )
texture_type = 1
[sub_resource type="VisualShaderNodeVectorOp" id=2]
output_port_for_preview = 0
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 0.15, 0.15, 0.15 ) ]
operator = 2
[sub_resource type="VisualShaderNodeTexture" id=3]
texture = ExtResource( 3 )
texture_type = 2
[sub_resource type="VisualShaderNodeTexture" id=4]
texture = ExtResource( 1 )
[sub_resource type="VisualShaderNodeVectorDecompose" id=5]
[sub_resource type="VisualShaderNodeColorOp" id=6]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 0, 0.1, 0 ) ]
operator = 7
[sub_resource type="VisualShader" id=7]
code = "shader_type spatial;
render_mode specular_schlick_ggx;
uniform sampler2D tex_frg_2 : hint_albedo;
uniform sampler2D tex_frg_7;
uniform sampler2D tex_frg_6 : hint_normal;
void vertex() {
// Output:0
}
void fragment() {
// Texture:2
vec4 tex_frg_2_read = texture(tex_frg_2, UV.xy);
vec3 n_out2p0 = tex_frg_2_read.rgb;
float n_out2p1 = tex_frg_2_read.a;
// VectorOp:4
vec3 n_in4p1 = vec3(0.15000, 0.15000, 0.15000);
vec3 n_out4p0 = n_out2p0 * n_in4p1;
// ColorOp:9
vec3 n_in9p1 = vec3(0.00000, 0.10000, 0.00000);
vec3 n_out9p0;
{
float base = n_out4p0.x;
float blend = n_in9p1.x;
if (base < 0.5) {
n_out9p0.x = (base * (blend + 0.5));
} else {
n_out9p0.x = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));
}
}
{
float base = n_out4p0.y;
float blend = n_in9p1.y;
if (base < 0.5) {
n_out9p0.y = (base * (blend + 0.5));
} else {
n_out9p0.y = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));
}
}
{
float base = n_out4p0.z;
float blend = n_in9p1.z;
if (base < 0.5) {
n_out9p0.z = (base * (blend + 0.5));
} else {
n_out9p0.z = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));
}
}
// Texture:7
vec4 tex_frg_7_read = texture(tex_frg_7, UV.xy);
vec3 n_out7p0 = tex_frg_7_read.rgb;
float n_out7p1 = tex_frg_7_read.a;
// VectorDecompose:8
float n_out8p0 = n_out7p0.x;
float n_out8p1 = n_out7p0.y;
float n_out8p2 = n_out7p0.z;
// Texture:6
vec4 tex_frg_6_read = texture(tex_frg_6, UV.xy);
vec3 n_out6p0 = tex_frg_6_read.rgb;
float n_out6p1 = tex_frg_6_read.a;
// Output:0
ALBEDO = n_out9p0;
ROUGHNESS = n_out8p0;
AO = n_out8p0;
NORMALMAP = n_out6p0;
}
void light() {
// Output:0
}
"
graph_offset = Vector2( 349.961, 139.535 )
nodes/fragment/0/position = Vector2( 1420, 300 )
nodes/fragment/2/node = SubResource( 1 )
nodes/fragment/2/position = Vector2( 600, 80 )
nodes/fragment/4/node = SubResource( 2 )
nodes/fragment/4/position = Vector2( 940, 240 )
nodes/fragment/6/node = SubResource( 3 )
nodes/fragment/6/position = Vector2( 600, 420 )
nodes/fragment/7/node = SubResource( 4 )
nodes/fragment/7/position = Vector2( 620, 660 )
nodes/fragment/8/node = SubResource( 5 )
nodes/fragment/8/position = Vector2( 880, 720 )
nodes/fragment/9/node = SubResource( 6 )
nodes/fragment/9/position = Vector2( 1200, 280 )
nodes/fragment/connections = PoolIntArray( 2, 0, 4, 0, 7, 0, 8, 0, 6, 0, 0, 8, 8, 0, 0, 6, 8, 0, 0, 3, 4, 0, 9, 0, 9, 0, 0, 0 )
[resource]
shader = SubResource( 7 )

364
MainScene.tscn Normal file

File diff suppressed because one or more lines are too long

70
Simulation.gd Normal file
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extends Spatial
#var dice
var dices
var btn_roll
var lbl_debug
# Called when the node enters the scene tree for the first time.
func _ready():
dices = find_node("Dices")
# dice = find_node("Dice")
_init_roll_button()
_init_debug_labels()
func _init_roll_button():
btn_roll = Button.new()
btn_roll.text = "Roll"
btn_roll.connect("pressed", self, "_button_pressed")
add_child(btn_roll)
func _button_pressed():
print("applying force on dice")
for dice in dices.get_children():
if !dice.sleeping:
dice.apply_central_impulse(Vector3(0,50,0))
dice.apply_torque_impulse(Vector3(3,1,3))
func _process(_delta):
_update_debug_info()
for dice in dices.get_children():
if dice.global_transform.origin.y > 1:
dice.global_transform.origin.y = 1
## Debug
func _init_debug_labels():
lbl_debug = Label.new()
lbl_debug.text = "init"
lbl_debug.set_position(Vector2(10,50))
add_child(lbl_debug)
func _update_debug_info():
var debug_text = "Scores:\n"
var count = 1
var sum = 0
for dice in dices.get_children():
var result = _get_score_of_dice(dice)
sum += int(result)
debug_text += str("\n Dice ",count,": ",result)
count += 1
debug_text += str("\n Total Score: ",sum)
lbl_debug.text = str(debug_text)
func _get_score_of_dice(dice):
var dice_vector = dice.global_transform.basis.get_euler()
var x = stepify(dice_vector.x, 2)
var z = stepify(dice_vector.z, 2)
var current_result = ""
if x == 0 && z == 0:
current_result = "1"
elif x == 0 && z == 2:
current_result = "2"
elif x == 0 && (z == -4 || z == 4):
current_result = "3"
elif x == 0 && z == -2:
current_result = "4"
elif x == -2:
current_result = "5"
elif x == 2:
current_result = "6"
return current_result

14
default_env.tres Normal file
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[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
[resource]
background_mode = 2
background_sky = SubResource( 1 )
background_color = Color( 0.737255, 0.694118, 0.564706, 1 )
glow_enabled = true
glow_levels/5 = false
glow_strength = 1.51
glow_hdr_threshold = 1.14
glow_hdr_luminance_cap = 9.89
glow_hdr_scale = 1.75

BIN
icon.png Normal file

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icon.png.import Normal file
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[remap]
importer="texture"
type="StreamTexture"
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.png"
dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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project.godot Normal file
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
[application]
config/name="Dice Rolling Simulator"
run/main_scene="res://MainScene.tscn"
config/icon="res://icon.png"
[physics]
common/enable_pause_aware_picking=true
3d/physics_engine="Bullet"
[rendering]
environment/default_environment="res://default_env.tres"