Pixelated

This commit is contained in:
2025-05-08 21:49:21 -05:00
parent f079f43664
commit 703f70bcf0
11 changed files with 245 additions and 11 deletions

View File

@@ -1,6 +1,8 @@
extends Camera3D
const PIXEL_SCALE:float = 2.0;
@export var pixelScale:float = 1.0;
@export var follow:Node;
const WORLD_UNITS:float = 32.0;
func _ready() -> void:
@@ -8,17 +10,20 @@ func _ready() -> void:
func _process(delta: float) -> void:
# I tried a few things but this is most consistent for both backbuffer and
# framebuffer viewports.
var viewportHeight = get_viewport().get_visible_rect().size.y;
var unitScale = pixelScale * WORLD_UNITS;
var z:float = (
tan((deg_to_rad(180) - deg_to_rad(fov)) / 2.0) *
(get_viewport().size.y / 2.0)
) / PIXEL_SCALE / WORLD_UNITS;
(viewportHeight / 2.0)
) / unitScale;
var rosa = get_node("..");
var look = rosa.position;
var look = follow.position;
var position = Vector3(0, 0, 2) + look;
look_at_from_position(
Vector3(position.x, position.y + z, position.z),
look
);
pass