Merge branch 'main' into game_menu

This commit is contained in:
2026-05-15 21:37:48 +02:00
129 changed files with 10998 additions and 1060 deletions

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@@ -4,39 +4,66 @@ const CHUNK_TYPE_BIOME: int = 0
const CHUNK_TYPE_STRAIGHT_TRACK: int = 1
const CHUNK_TYPE_CURVED_TRACK: int = 2
const CHUNK_GENERATION_STEPS_PER_FRAME: int = 2
const CHUNK_CLEANUP_STEPS_PER_FRAME: int = 4
const LAMPPOST_WIRE_STEPS_PER_FRAME: int = 1
const CHUNK_GENERATION_FRAME_BUDGET_USEC: int = 2000 #2 ms/frame to generate chunks
const CHUNK_CLEANUP_FRAME_BUDGET_USEC: int = 1000 #1 ms/frame per cleanup
const LAMPPOST_WIRE_FRAME_BUDGET_USEC: int = 1000 #1 ms/frame per i fili dei lampioni
#(about 4 ms o work for frame)
#Se compaiono chunk troppo lentamente davanti al treno:
#aumentare generazione a 3000 o 4000
#Se ci sono micro-scatti:
#abbassare generazione a 1000 o 1500
#Se i fili appaiono in ritardo:
#aumentare wire a 1500 o 2000
#Se il cleanup causa scatti:
#abbassare cleanup a 500
const MAX_CHUNK_UNIQUENESS: int = 5
const RAILWAY_SCENE_DIRECTORY: String = "res://tgcc/chunk/railway/scene"
const RIVER_SIDE_ORDER: Array[String] = ["north", "est", "south", "west"]
const RIVER_DIRECTIONS: Dictionary = {
"north": Vector2(0.0, -1.0),
"est": Vector2(1.0, 0.0),
"south": Vector2(0.0, 1.0),
"west": Vector2(-1.0, 0.0),
}
const RIVER_NEIGHBOUR_OFFSETS: Dictionary = {
"north": Vector2i(0, -1),
"est": Vector2i(1, 0),
"south": Vector2i(0, 1),
"west": Vector2i(-1, 0),
}
@export_group("Rails")
@export var rail_path: Path3D
@export var rail_path: Path3D #rail path
@export_group("Biomes")
@export var biome_list: Array[Biome]
@export var biome_list: Array[Biome] #list of scenes for the biome
@export_group("Grid and Area")
@export var chunk_size: float = 20.0
@export var eye_line: int = 3
@export var district_scale: float = 0.05
@export var chunk_size: float = 20.0 #size of a cell; default 20 (global position is defined dividing x and z for this value)
@export var eye_line: int = 3 #cells to be considerated around the train (e.g. 3 => a square of cells from -3 to 3 around train cell)
@export var district_scale: float = 0.05 #noise value to distribuite biome; low values create large area, high values create biome with more variants
@export_group("Lamppost")
@export var lamppost_wire_material: ShaderMaterial
@export_range(0.01, 1.0) var wire_thickness: float = 0.05
@export var lamppost_dist_factor: int = 10
@export var lamppost_dist_factor: int = 10 #max distance of connections
var board: Dictionary = {}
var last_pos_train: Vector2i = Vector2i(999999, 999999)
var noise_generator: FastNoiseLite
var altitude_generator: FastNoiseLite
var wire_connections: Dictionary = {}
var chunk_candidate_cache: Dictionary = {}
var chunk_candidate_cache: Dictionary = {} #node cache (metadata)
var prop_candidate_cache: Dictionary = {}
var pending_generation_cells: Array[Vector2i] = []
var pending_cleanup_cells: Array[Vector2i] = []
var pending_wire_cells: Array[Vector2i] = []
var pending_generation_cursor: int = 0
var pending_cleanup_cursor: int = 0
var pending_wire_cursor: int = 0
var pending_wire_lookup: Dictionary = {}
var pending_radar_update: bool = false
var rail_chunk_catalogue: Dictionary = {}
var rail_chunk_catalogue: Dictionary = {} #rails chunk list
var manual_biome: Biome = null
@@ -45,7 +72,8 @@ func _ready() -> void:
#connect events
UIEvents.update_rail_chunks.connect(_update_rail_chunks)
#noise generator for biome and altitute
noise_generator = FastNoiseLite.new()
noise_generator.noise_type = FastNoiseLite.TYPE_PERLIN
noise_generator.seed = randi()
@@ -56,8 +84,10 @@ func _ready() -> void:
altitude_generator.seed = randi()
altitude_generator.frequency = district_scale * 0.5
#fill cache with available chunk
_warm_chunk_candidate_cache()
_warm_rail_chunk_catalogue()
#set unique pieces
_update_set_pieces()
func _update_set_pieces() -> void:
@@ -72,7 +102,7 @@ func _update_set_pieces() -> void:
var local_biome = ""
if manual_biome != null:
local_biome = manual_biome.nome
local_biome = manual_biome.name
else:
var grid_x = roundi(sp.global_position.x / chunk_size)
var grid_z = roundi(sp.global_position.z / chunk_size)
@@ -98,7 +128,7 @@ func _destroy_and_regenrate_world() -> void:
#Destroy all models
for pos in board.keys():
var cella = board[pos]
if cella["type"] != "obstacle":
if not _is_persistent_obstacle(cella):
if cella.has("node") and is_instance_valid(cella["node"]):
cella["node"].queue_free()
@@ -112,16 +142,13 @@ func _destroy_and_regenrate_world() -> void:
var train_pos = rail_path.train_instance.global_position
var current_pos = Vector2i(roundi(train_pos.x / chunk_size), roundi(train_pos.z / chunk_size))
_refresh_world(current_pos)
pending_radar_update = true
func _process(_delta: float) -> void:
#based on time budgets the queues are evaluated by frame and not all together
_drain_cleanup_queue()
_drain_generation_queue()
_drain_wire_queue()
if pending_radar_update:
pending_radar_update = false
func _physics_process(_delta: float) -> void:
if rail_path == null or rail_path.train_instance == null: return
@@ -133,7 +160,6 @@ func _physics_process(_delta: float) -> void:
if current_pos != last_pos_train:
last_pos_train = current_pos
_refresh_world(current_pos)
pending_radar_update = true
func collect_all_chunkinfo(root: Node, list: Array[Node]) -> void:
if root == null: return
@@ -144,6 +170,15 @@ func collect_all_chunkinfo(root: Node, list: Array[Node]) -> void:
for child in root.get_children():
collect_all_chunkinfo(child, list)
func collect_all_propinfo(root: Node, list: Array[Node]) -> void:
if root == null: return
if "available_props" in root:
list.append(root)
for child in root.get_children():
collect_all_propinfo(child, list)
func _warm_chunk_candidate_cache() -> void:
var unique_scenes: Dictionary = {}
@@ -226,6 +261,7 @@ func _get_chunk_scene_metadata(scene: PackedScene) -> Dictionary:
"info_path": info_path,
"rotations": rotations,
"has_lamppost": "have_lamppost" in info_node and info_node.have_lamppost,
"uniqueness": _get_chunk_uniqueness_from_info(info_node),
}
preview_chunk.queue_free()
chunk_candidate_cache[key] = metadata
@@ -259,8 +295,10 @@ func _clear_pending_world_work() -> void:
pending_generation_cells.clear()
pending_cleanup_cells.clear()
pending_wire_cells.clear()
pending_generation_cursor = 0
pending_cleanup_cursor = 0
pending_wire_cursor = 0
pending_wire_lookup.clear()
pending_radar_update = false
func _collect_replaceable_rail_chunks(root: Node, result: Array[Node3D]) -> void:
if root == null:
@@ -327,6 +365,8 @@ func _replace_rail_chunk_instance(chunk_root: Node3D) -> bool:
chunk_root.queue_free()
return true
#rebuild the scene catalogue from res://tgcc/chunk/railway/scene,
#than serach on the current scene which chunks can be changed and for each one chose a new scene (the same kind)
func _refresh_rail_chunks() -> void:
print("update rail chunks")
_warm_rail_chunk_catalogue()
@@ -354,8 +394,12 @@ func _refresh_world(center: Vector2i) -> void:
_rebuild_generation_queue(center)
_rebuild_cleanup_queue(center)
#check cells around the train by rings:
#first the center, then borders with distance = 1, the distance = 2 and so to eye_line.
#Use maxi(abs(x), abs(z)) to know the border of the ring. Cells closest to the train have more priority
func _rebuild_generation_queue(center: Vector2i) -> void:
pending_generation_cells.clear()
pending_generation_cursor = 0
for radius in range(eye_line + 1):
for x in range(-radius, radius + 1):
@@ -368,13 +412,17 @@ func _rebuild_generation_queue(center: Vector2i) -> void:
continue
pending_generation_cells.append(grid_pos)
#For each cells add to cleanup queue the cells too far
#Use eye_line plus a margin value to hide chunks not instantly when go out of the eye line
#Persistent obstacle cells are not deleted (rails or set_pieces)
func _rebuild_cleanup_queue(center: Vector2i) -> void:
pending_cleanup_cells.clear()
pending_cleanup_cursor = 0
var safe_margin = 2
for grid_pos in board.keys():
var cell = board[grid_pos]
if cell["type"] == "obstacle":
if _is_persistent_obstacle(cell):
continue
var dist_x = abs(grid_pos.x - center.x)
@@ -382,10 +430,16 @@ func _rebuild_cleanup_queue(center: Vector2i) -> void:
if dist_x > eye_line + safe_margin or dist_z > eye_line + safe_margin:
pending_cleanup_cells.append(grid_pos)
#Check if a queue can continue to work based on time budget setted
func _queue_has_frame_budget(start_usec: int, budget_usec: int, processed: int) -> bool:
return processed == 0 or Time.get_ticks_usec() - start_usec < budget_usec
func _drain_generation_queue() -> void:
var processed = 0
while processed < CHUNK_GENERATION_STEPS_PER_FRAME and not pending_generation_cells.is_empty():
var grid_pos = pending_generation_cells.pop_front()
var processed: int = 0
var start_usec: int = Time.get_ticks_usec()
while pending_generation_cursor < pending_generation_cells.size() and _queue_has_frame_budget(start_usec, CHUNK_GENERATION_FRAME_BUDGET_USEC, processed):
var grid_pos: Vector2i = pending_generation_cells[pending_generation_cursor]
pending_generation_cursor += 1
if board.has(grid_pos):
continue
@@ -394,15 +448,21 @@ func _drain_generation_queue() -> void:
_add_compatible_biome(grid_pos)
processed += 1
if pending_generation_cursor >= pending_generation_cells.size():
pending_generation_cells.clear()
pending_generation_cursor = 0
func _drain_cleanup_queue() -> void:
var processed = 0
while processed < CHUNK_CLEANUP_STEPS_PER_FRAME and not pending_cleanup_cells.is_empty():
var grid_pos = pending_cleanup_cells.pop_front()
var processed: int = 0
var start_usec: int = Time.get_ticks_usec()
while pending_cleanup_cursor < pending_cleanup_cells.size() and _queue_has_frame_budget(start_usec, CHUNK_CLEANUP_FRAME_BUDGET_USEC, processed):
var grid_pos: Vector2i = pending_cleanup_cells[pending_cleanup_cursor]
pending_cleanup_cursor += 1
if not board.has(grid_pos):
continue
var cell = board[grid_pos]
if cell["type"] == "obstacle":
if _is_persistent_obstacle(cell):
continue
if cell.has("node") and is_instance_valid(cell["node"]):
@@ -410,6 +470,10 @@ func _drain_cleanup_queue() -> void:
board.erase(grid_pos)
processed += 1
if pending_cleanup_cursor >= pending_cleanup_cells.size():
pending_cleanup_cells.clear()
pending_cleanup_cursor = 0
func _queue_lamppost_wire_connection(grid_pos: Vector2i) -> void:
if pending_wire_lookup.has(grid_pos):
return
@@ -417,9 +481,11 @@ func _queue_lamppost_wire_connection(grid_pos: Vector2i) -> void:
pending_wire_cells.append(grid_pos)
func _drain_wire_queue() -> void:
var processed = 0
while processed < LAMPPOST_WIRE_STEPS_PER_FRAME and not pending_wire_cells.is_empty():
var grid_pos = pending_wire_cells.pop_front()
var processed: int = 0
var start_usec: int = Time.get_ticks_usec()
while pending_wire_cursor < pending_wire_cells.size() and _queue_has_frame_budget(start_usec, LAMPPOST_WIRE_FRAME_BUDGET_USEC, processed):
var grid_pos: Vector2i = pending_wire_cells[pending_wire_cursor]
pending_wire_cursor += 1
pending_wire_lookup.erase(grid_pos)
if not board.has(grid_pos):
@@ -430,6 +496,10 @@ func _drain_wire_queue() -> void:
_connect_lamppost_wires(grid_pos)
processed += 1
if pending_wire_cursor >= pending_wire_cells.size():
pending_wire_cells.clear()
pending_wire_cursor = 0
func _generate_pieces_around_train(center: Vector2i) -> void:
for x in range(-eye_line, eye_line + 1):
for z in range(-eye_line, eye_line + 1):
@@ -440,6 +510,8 @@ func _generate_pieces_around_train(center: Vector2i) -> void:
if not ce_obstacle:
_add_compatible_biome(grid_pos)
#Decice which catalogue of chunks use for a cell. If manual_biome is set use always it
#Otherwise read noise_generator.get_noise_2d to give an index for biome_list
func _choose_catalogue_by_cell(grid_pos: Vector2i) -> Array[PackedScene]:
if manual_biome != null:
return manual_biome.available_chunks
@@ -457,6 +529,143 @@ func _get_procedural_biome_name(value: float) -> String:
var index = clamp(int(normalized_value * biome_list.size()), 0, biome_list.size() - 1)
return biome_list[index].name
func _get_chunk_uniqueness_from_info(info_node: Node) -> int:
if info_node != null and "uniqueness" in info_node:
return clampi(info_node.uniqueness, 0, MAX_CHUNK_UNIQUENESS)
return 0
func _get_prop_uniqueness_from_info(info_node: Node) -> int:
if info_node != null and "uniqueness" in info_node:
return clampi(info_node.uniqueness, 0, MAX_CHUNK_UNIQUENESS)
return -1
func _is_persistent_obstacle(cell: Dictionary) -> bool:
return cell.get("type", "") == "obstacle" and cell.get("persistent", true)
func _has_nearby_unique_chunk(grid_pos: Vector2i, uniqueness: int) -> bool:
if uniqueness <= 0:
return false
for nearby_pos in board.keys():
var nearby_uniqueness = int(board[nearby_pos].get("uniqueness", 0))
if nearby_uniqueness <= 0:
continue
var min_distance = maxi(uniqueness, nearby_uniqueness)
var dist_x = abs(nearby_pos.x - grid_pos.x)
var dist_z = abs(nearby_pos.y - grid_pos.y)
if dist_x <= min_distance and dist_z <= min_distance:
return true
return false
func _get_uniqueness_pick_weight(uniqueness: int) -> float:
return 1.0 / pow(float(uniqueness + 1), 2.0)
func _pick_weighted_candidate(candidates: Array) -> Dictionary:
var total_weight = 0.0
for candidate in candidates:
total_weight += candidate.weight
if total_weight <= 0.0:
return candidates.pick_random()
var target_weight = randf() * total_weight
var current_weight = 0.0
for candidate in candidates:
current_weight += candidate.weight
if current_weight >= target_weight:
return candidate
return candidates.back()
func _pick_backup_scene(zone_catalogue: Array[PackedScene], grid_pos: Vector2i) -> PackedScene:
for scene in zone_catalogue:
var metadata = _get_chunk_scene_metadata(scene)
var uniqueness = int(metadata.get("uniqueness", 0))
if not _has_nearby_unique_chunk(grid_pos, uniqueness):
return scene
return zone_catalogue[0]
func _get_prop_scene_cache_key(scene: PackedScene) -> String:
if scene == null:
return ""
if scene.resource_path != "":
return scene.resource_path
return "prop_scene_%s" % scene.get_instance_id()
func _get_prop_scene_uniqueness(scene: PackedScene) -> int:
if scene == null:
return -1
var key = _get_prop_scene_cache_key(scene)
if prop_candidate_cache.has(key):
return prop_candidate_cache[key]
var preview_prop = scene.instantiate()
var uniqueness = _get_prop_uniqueness_from_info(preview_prop)
if uniqueness == -1:
var prop_info_list: Array[Node] = []
collect_all_propinfo(preview_prop, prop_info_list)
if not prop_info_list.is_empty():
uniqueness = _get_prop_uniqueness_from_info(prop_info_list[0])
preview_prop.queue_free()
prop_candidate_cache[key] = uniqueness
return uniqueness
func _get_marker_prop_uniqueness(marker: Node) -> int:
var uniqueness = _get_prop_uniqueness_from_info(marker)
if uniqueness == -1:
return 0
return uniqueness
func _pick_weighted_prop_scene(marker: Node) -> PackedScene:
var candidates = []
var fallback_uniqueness = _get_marker_prop_uniqueness(marker)
for prop_scene in marker.available_props:
if prop_scene == null:
continue
var uniqueness = _get_prop_scene_uniqueness(prop_scene)
if uniqueness == -1:
uniqueness = fallback_uniqueness
candidates.append({
"scene": prop_scene,
"weight": _get_uniqueness_pick_weight(uniqueness),
"uniqueness": uniqueness
})
if candidates.is_empty():
return null
return _pick_weighted_candidate(candidates).scene
func _spawn_props_for_chunk(root: Node) -> void:
var prop_markers: Array[Node] = []
collect_all_propinfo(root, prop_markers)
for marker in prop_markers:
_spawn_prop_for_marker(marker)
func _spawn_prop_for_marker(marker: Node) -> void:
if marker.available_props.is_empty():
return
var prop_scene = _pick_weighted_prop_scene(marker)
if prop_scene == null:
return
var prop_instance = prop_scene.instantiate()
var prop_node = prop_instance as Node3D
if prop_node == null:
prop_instance.queue_free()
return
marker.add_child(prop_node)
prop_node.transform = Transform3D.IDENTITY
#Using a vertical raycast from the top to the bottom at the center of the cell
#If there is a collision search for a new chunk node
func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
if board.has(grid_pos): return true
@@ -504,6 +713,7 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
var river_exit_found = {"north": false, "est": false, "south": false, "west": false}
var height_found = {"north": 0, "est": 0, "south": 0, "west": 0}
var have_lamppost = false
var uniqueness = 0
#Get node info
if right_info_node != null:
@@ -517,6 +727,8 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
if "have_lamppost" in right_info_node:
have_lamppost = right_info_node.have_lamppost
uniqueness = _get_chunk_uniqueness_from_info(right_info_node)
#Add piece to the grid
board[grid_pos] = {
"type": "obstacle",
@@ -525,7 +737,9 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
"heights": height_found,
"node": root_chunk,
"info": right_info_node,
"have_lamppost": have_lamppost
"have_lamppost": have_lamppost,
"uniqueness": uniqueness,
"persistent": true
}
if have_lamppost:
@@ -534,6 +748,11 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
return true
return false
#For the cell to fill check the contrains for the four neighbors:
#If the neighbor at north have and exit on south then new chunk should have exit to north (the same for east and ovest)
#Contrains: 1 -> connection is mandatory; 0 -> no connection; -1 -> no contrain because there is no neighbor or it already exits
#When generator know the contrains take all chunks and try all different rotations
#A candidate is valid only if all contrains are correct
func _add_compatible_biome(grid_pos: Vector2i) -> void:
var req_conn_north = _needed_connection(grid_pos + Vector2i(0, -1), "south")
var req_conn_est = _needed_connection(grid_pos + Vector2i(1, 0), "west")
@@ -566,6 +785,9 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
var u_conn = data["connections"]
var u_river_conn = data["river_connections"]
var u_height = data["heights"]
var uniqueness = int(metadata.get("uniqueness", 0))
if _has_nearby_unique_chunk(grid_pos, uniqueness):
continue
var match_conn_n = (req_conn_north == -1) or ((req_conn_north == 1) == u_conn["north"])
var match_conn_e = (req_conn_est == -1) or ((req_conn_est == 1) == u_conn["est"])
@@ -594,7 +816,14 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
if req_height_south == -1 and u_height["south"] == height_target: score += 1
if req_height_west == -1 and u_height["west"] == height_target: score += 1
valid_candidates.append({"scene": scene, "rotation": rot, "data": data, "score": score})
valid_candidates.append({
"scene": scene,
"rotation": rot,
"data": data,
"score": score,
"weight": _get_uniqueness_pick_weight(uniqueness),
"uniqueness": uniqueness
})
if valid_candidates.size() > 0:
var max_score = -1
@@ -605,37 +834,46 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
for c in valid_candidates:
if c.score == max_score: best_candidate.append(c)
var choise = best_candidate.pick_random()
var choise = _pick_weighted_candidate(best_candidate)
var new_chunk = choise.scene.instantiate()
new_chunk.position = Vector3(grid_pos.x * chunk_size, 0, grid_pos.y * chunk_size)
new_chunk.rotation.y = choise.rotation * (-PI / 2.0)
add_child(new_chunk)
_spawn_props_for_chunk(new_chunk)
var info_new = _get_cached_chunk_info(new_chunk, choise.scene)
var have_lamppost = false
if info_new != null and "have_lamppost" in info_new:
have_lamppost = info_new.have_lamppost
var river_flow_direction = _calculate_river_flow_direction(grid_pos, choise.data["river_connections"])
_apply_river_flow_direction(new_chunk, river_flow_direction)
board[grid_pos] = {
"type": "bioma",
"type": "biome",
"exit": choise.data["connections"],
"river_exit": choise.data["river_connections"],
"river_flow_direction": river_flow_direction,
"heights": choise.data["heights"],
"node": new_chunk,
"info": info_new,
"have_lamppost": have_lamppost
"have_lamppost": have_lamppost,
"uniqueness": choise.uniqueness
}
if have_lamppost:
_queue_lamppost_wire_connection(grid_pos)
else:
var backup = zone_catalogue[0].instantiate()
var backup_scene = _pick_backup_scene(zone_catalogue, grid_pos)
var backup = backup_scene.instantiate()
backup.position = Vector3(grid_pos.x * chunk_size, 0, grid_pos.y * chunk_size)
add_child(backup)
_spawn_props_for_chunk(backup)
var info_backup = _get_cached_chunk_info(backup, zone_catalogue[0])
var info_backup = _get_cached_chunk_info(backup, backup_scene)
var backup_uniqueness = _get_chunk_uniqueness_from_info(info_backup)
var safe_heights = {
"north": req_height_north if req_height_north != -1 else height_target,
@@ -647,12 +885,112 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
"type": "biome",
"exit": {"north":false, "est":false, "south":false, "west":false},
"river_exit": {"north":false, "est":false, "south":false, "west":false},
"river_flow_direction": Vector2.ZERO,
"heights": safe_heights,
"node": backup,
"info": info_backup,
"have_lamppost": false
"have_lamppost": false,
"uniqueness": backup_uniqueness
}
#Check if a neighbors have a river direction: if yes try to continue it,
#otherwise create a direction based on connections
func _calculate_river_flow_direction(grid_pos: Vector2i, river_connections: Dictionary) -> Vector2:
var connected_sides: Array[String] = []
for side in RIVER_SIDE_ORDER:
if river_connections.has(side) and river_connections[side]:
connected_sides.append(side)
if connected_sides.is_empty():
return Vector2.ZERO
var neighbour_flow = _get_connected_neighbour_river_flow(grid_pos, connected_sides)
if not neighbour_flow.is_zero_approx():
var continued_flow = _continue_river_flow_from_neighbour(grid_pos, connected_sides, neighbour_flow)
if not continued_flow.is_zero_approx():
return continued_flow.normalized()
var default_flow = _get_default_river_flow(connected_sides)
if default_flow.is_zero_approx():
return Vector2.ZERO
return default_flow.normalized()
func _get_connected_neighbour_river_flow(grid_pos: Vector2i, connected_sides: Array[String]) -> Vector2:
for side in connected_sides:
var neighbour_pos: Vector2i = grid_pos + RIVER_NEIGHBOUR_OFFSETS[side]
if not board.has(neighbour_pos):
continue
var neighbour = board[neighbour_pos]
if not neighbour.has("river_flow_direction"):
continue
var neighbour_flow: Vector2 = neighbour["river_flow_direction"]
if not neighbour_flow.is_zero_approx():
return neighbour_flow.normalized()
return Vector2.ZERO
func _continue_river_flow_from_neighbour(grid_pos: Vector2i, connected_sides: Array[String], neighbour_flow: Vector2) -> Vector2:
for side in connected_sides:
var neighbour_pos: Vector2i = grid_pos + RIVER_NEIGHBOUR_OFFSETS[side]
if not board.has(neighbour_pos):
continue
var neighbour = board[neighbour_pos]
if not neighbour.has("river_flow_direction"):
continue
var side_direction: Vector2 = RIVER_DIRECTIONS[side]
var neighbour_direction: Vector2 = neighbour["river_flow_direction"]
if neighbour_direction.is_zero_approx():
continue
neighbour_direction = neighbour_direction.normalized()
var other_sides = connected_sides.duplicate()
other_sides.erase(side)
if other_sides.is_empty():
return neighbour_direction
var other_direction = _get_average_river_side_direction(other_sides)
if neighbour_direction.dot(-side_direction) > 0.25:
return other_direction - side_direction
if neighbour_direction.dot(side_direction) > 0.25:
return side_direction - other_direction
var default_flow = _get_default_river_flow(connected_sides)
if default_flow.dot(neighbour_flow) < 0.0:
return -default_flow
return default_flow
func _get_default_river_flow(connected_sides: Array[String]) -> Vector2:
if connected_sides.size() == 1:
return RIVER_DIRECTIONS[connected_sides[0]]
if connected_sides.has("north") and connected_sides.has("south"):
return Vector2(0.0, 1.0)
if connected_sides.has("est") and connected_sides.has("west"):
return Vector2(1.0, 0.0)
var start_direction: Vector2 = RIVER_DIRECTIONS[connected_sides[0]]
var end_direction = _get_average_river_side_direction(connected_sides.slice(1))
return end_direction - start_direction
func _get_average_river_side_direction(sides: Array[String]) -> Vector2:
var direction := Vector2.ZERO
for side in sides:
direction += RIVER_DIRECTIONS[side]
if direction.is_zero_approx():
return Vector2.ZERO
return direction / float(sides.size())
func _apply_river_flow_direction(root: Node, flow_direction: Vector2) -> void:
if flow_direction.is_zero_approx():
return
_set_river_flow_direction_recursive(root, flow_direction.normalized())
func _set_river_flow_direction_recursive(node: Node, flow_direction: Vector2) -> void:
if node is MeshInstance3D and node.name.begins_with("Water_F"):
var mesh_instance := node as MeshInstance3D
mesh_instance.set_instance_shader_parameter("river_flow_direction", flow_direction)
for child in node.get_children():
_set_river_flow_direction_recursive(child, flow_direction)
func _needed_connection(near_pos: Vector2i, side_needed: String) -> int:
if not board.has(near_pos):
_register_cell_with_ray(near_pos)
@@ -742,37 +1080,6 @@ func _connect_lamppost_wires(new_board_pos: Vector2i) -> void:
p_sx_your_best = closest_sx[i_t]
p_dx_your_best = closest_dx[i_t]
if best_closest_to_root == null:
for x in range(-ray_research, ray_research + 1):
for z in range(-ray_research, ray_research + 1):
if x == 0 and z == 0: continue
var closest_pos = new_board_pos + Vector2i(x, z)
if board.has(closest_pos) and board[closest_pos].get("have_lamppost", false):
var closest_root = board[closest_pos]["node"]
var closest_info = board[closest_pos]["info"]
if not is_instance_valid(closest_root) or closest_root == new_root or closest_info == null: continue
if closest_info is Node3D: closest_info.force_update_transform()
var closest_sx = _get_lampposts(closest_info, "sx")
var closest_dx = _get_lampposts(closest_info, "dx")
if closest_sx.is_empty() or closest_dx.is_empty(): continue
for i_m in range(new_sx.size()):
for i_t in range(closest_sx.size()):
var c_mio = (new_sx[i_m].global_position + new_dx[i_m].global_position) / 2.0
var c_tuo = (closest_sx[i_t].global_position + closest_dx[i_t].global_position) / 2.0
var dist = c_mio.distance_to(c_tuo)
if dist < best_distance:
best_distance = dist
best_closest_to_root = closest_root
p_sx_my_best = new_sx[i_m]
p_dx_my_best = new_dx[i_m]
p_sx_your_best = closest_sx[i_t]
p_dx_your_best = closest_dx[i_t]
var max_dist = chunk_size * lamppost_dist_factor
if best_closest_to_root != null and best_distance < max_dist:
@@ -791,7 +1098,7 @@ func _connect_lamppost_wires(new_board_pos: Vector2i) -> void:
if not wire_connections.has(closest_id): wire_connections[closest_id] = 0
wire_connections[closest_id] += 1
#draw lamppost
#draw lamppost wires
func _draw_parable(p1: Vector3, p2: Vector3, parent: Node3D) -> void:
var segments = 15
var lowering = 1.5

View File

@@ -5,6 +5,7 @@ class_name ChunkInfo
@export_group("Set Piece Rules (Unique pieces)")
@export var exclusive_biome: String = "" # Es: "Forest"
@export_range(0, 5, 1) var uniqueness: int = 0 #0=common; 5=unique
@export_group("Base exit")
@export var north: bool = false

View File

@@ -0,0 +1,5 @@
extends Marker3D
class_name PropInfo
@export var available_props: Array[PackedScene]
@export_range(0, 5, 1) var uniqueness: int = 0 #0=common; 5=unique

View File

@@ -0,0 +1 @@
uid://dg6ngy4pmtsyc

View File

@@ -32,6 +32,7 @@ render_priority = 0
shader = ExtResource("2_r4tfj")
shader_parameter/use_red_as_alpha = true
shader_parameter/fog_color = Color(0.8, 0.85, 0.9, 0.5)
shader_parameter/fog_density = 0.25
shader_parameter/scroll_speed = Vector2(0.05, 0.01)
shader_parameter/texture_scale = Vector2(1, 1)
shader_parameter/edge_softness_y = 0.2
@@ -66,12 +67,12 @@ grad_intensity_morning = 0.05
grad_intensity_afternoon = 0.1
grad_intensity_night = 0.5
fog_color_morning = Color(0.7490196, 0.8509804, 0.9490196, 1)
fog_color_afternoon = Color(0.9647059, 0.5882353, 0.7607843, 1)
fog_color_night = Color(0.14901961, 0.101960786, 0.2509804, 1)
fog_color_afternoon = Color(0.9823975, 0.8034449, 0.8778439, 1)
fog_color_night = Color(0.38409987, 0.28720453, 0.5907528, 1)
fog_density_morning = 0.01
fog_density_afternoon = 0.02
glow_morning = 0.4
glow_night = 0.6
glow_night = 0.8
material_fog = SubResource("ShaderMaterial_b5atu")
material_drops = SubResource("StandardMaterial3D_r4tfj")
material_clouds = SubResource("ShaderMaterial_ruhh7")
@@ -80,7 +81,7 @@ lightning_min = 2
lightning_max = 4
lightning_scale_min = 2.0
lightning_scale_max = 5.0
godray_max_rain = 60
godray_max_rain = 30
godray_spawn_radius = 100.0
godray_spawn_offset = Vector3(20, 80, 20)
godray_rotation_degrees = Vector3(50, 30, 0)
@@ -261,6 +262,7 @@ shader = ExtResource("2_r4tfj")
shader_parameter/fog_noise = ExtResource("11_tuauy")
shader_parameter/use_red_as_alpha = true
shader_parameter/fog_color = Color(0.8, 0.8509804, 0.9019608, 0.2509804)
shader_parameter/fog_density = 0.25
shader_parameter/scroll_speed = Vector2(0, 0.01)
shader_parameter/texture_scale = Vector2(1, 1)
shader_parameter/edge_softness_y = 0.16400000779

View File

@@ -3,7 +3,6 @@ extends Node3D
const NOISE_TEXTURE: Texture2D = preload("res://core/daynight/noise.tres")
const WEATHER_SHADER: Material = preload("res://core/daynight/weather_overlay.tres")
const WEATHER_PLAIN_SHADER: Material = preload("res://core/daynight/weather_plain_shader.tres")
const DYNAMIC_ENVIRONMENT_UPDATES_PER_FRAME: int = 2 #how many update of the environment (apply materials) will be done per frame
@export var environment_config: EnvironmentConfig
@@ -134,7 +133,7 @@ func _apply_dynamic_environment_materials(node: Node) -> void:
_apply_weather_overlay_to_node(node, WEATHER_SHADER)
if node.is_in_group("weather_vegetables_node"):
_apply_weather_overlay_to_node(node, WEATHER_PLAIN_SHADER)
_clear_weather_overlay_from_node(node)
func ApplyWindNoiseToMaterials():
for node in get_tree().get_nodes_in_group("wind_node"):
@@ -160,15 +159,54 @@ func ApplyWeatherShaderToMaterials():
_apply_weather_overlay_to_node(node, WEATHER_SHADER)
for node in get_tree().get_nodes_in_group("weather_vegetables_node"):
_apply_weather_overlay_to_node(node, WEATHER_PLAIN_SHADER)
_clear_weather_overlay_from_node(node)
func _apply_weather_overlay_to_node(node: Node, material: Material) -> void:
if node.is_in_group("weather_vegetables_node"):
_clear_weather_overlay_from_node(node)
return
if node is GeometryInstance3D:
node.material_overlay = material
if _geometry_uses_alpha_texture(node):
node.material_overlay = null
else:
node.material_overlay = material
for child in node.get_children():
_apply_weather_overlay_to_node(child, material)
func _clear_weather_overlay_from_node(node: Node) -> void:
if node is GeometryInstance3D:
node.material_overlay = null
for child in node.get_children():
_clear_weather_overlay_from_node(child)
func _geometry_uses_alpha_texture(node: GeometryInstance3D) -> bool:
var material_override := node.material_override as ShaderMaterial
if _shader_material_uses_alpha_texture(material_override):
return true
if node is MeshInstance3D:
for surface_index in node.get_surface_override_material_count():
var surface_material := node.get_surface_override_material(surface_index) as ShaderMaterial
if _shader_material_uses_alpha_texture(surface_material):
return true
if node.mesh:
for surface_index in node.mesh.get_surface_count():
var mesh_material := node.mesh.surface_get_material(surface_index) as ShaderMaterial
if _shader_material_uses_alpha_texture(mesh_material):
return true
return false
func _shader_material_uses_alpha_texture(material: ShaderMaterial) -> bool:
if material == null or material.shader == null:
return false
return material.shader.code.find("alpha_texture") != -1
func select_day_time(normalized_time: float) -> void:
#set show_day_time_debug = true to show debug on screen
#normalized_time is a value between 0 and 1; the time of the day is calculate as "normalized_time" * 1440; day_time is the step to pass from sunrise, to day, to sunset, to night

View File

@@ -67,7 +67,6 @@ void fragment() {
float is_center = step(center_sharpness, internal_n);
ALBEDO = shadow_color;
ALPHA = mix(opacity_edge, opacity_center, is_center) * final_fade;
}
}

View File

@@ -7,6 +7,7 @@ uniform bool use_red_as_alpha = true;
group_uniforms Settings;
uniform vec4 fog_color : source_color = vec4(0.8, 0.85, 0.9, 0.5);
uniform float fog_density : hint_range(0.0, 1.0) = 0.25;
uniform vec2 scroll_speed = vec2(0.05, 0.01);
uniform vec2 texture_scale = vec2(1.0, 1.0);
@@ -36,5 +37,5 @@ void fragment() {
vec3 dark_fog = tinted_fog * 0.5;
ALBEDO = mix(tinted_fog, dark_fog, night_intensity);
ALPHA = fog_color.a * noise_alpha * edge_mask;
}
ALPHA = fog_color.a * fog_density * noise_alpha * edge_mask;
}

View File

@@ -8,10 +8,12 @@ global uniform float global_wind_speed;
global uniform float global_wind_strength;
global uniform vec2 global_wind_direction;
//global uniform sampler2D global_wind_noise : filter_linear_mipmap;
global uniform float global_snow_start_time;
global uniform float global_snow_accumulation_speed;
global uniform float global_snow_melt_time;
global uniform float global_snow_melt_speed;
global uniform float global_snow_start_time = -1.0;
global uniform float global_snow_accumulation_speed = 0.005;
global uniform float global_snow_melt_time = -1.0;
global uniform float global_snow_melt_speed = 0.1;
global uniform float global_snow_amount = 0.0;
global uniform float global_rain_intensity;
// --- PARAMETRI ESTETICI ---
uniform bool billboard_enabled = true;
@@ -31,6 +33,7 @@ uniform vec4 variance_color : source_color = vec4(0.3, 0.5, 0.2, 1.0); // Colore
uniform float variance_intensity : hint_range(0.0, 1.0) = 0.4; // Quanto si vedono le chiazze
uniform vec4 snow_color : source_color = vec4(0.85, 0.9, 0.95, 1.0);
uniform float snow_visibility : hint_range(0.0, 1.0) = 1.0;
// --- CONTROLLO GRADIENTE E RANDOM ---
uniform float height_min = 0.0;
@@ -41,6 +44,7 @@ uniform float light_steps : hint_range(1.0, 10.0) = 4.0;
uniform float random_mix : hint_range(0.0, 1.0) = 0.3;
uniform float cast_shadow_strength : hint_range(0.0, 1.0) = 0.6;
uniform float wetness_darkening : hint_range(0.0, 0.5) = 0.25;
varying vec3 v_final_color;
varying float v_shade_factor;
@@ -52,6 +56,21 @@ float hash(vec3 p) {
return fract((p.x + p.y) * p.z);
}
float get_snow_progress() {
float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
if (global_snow_start_time >= 0.0) {
float timed_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
snow_progress = max(snow_progress, timed_progress);
}
if (global_snow_melt_time >= 0.0) {
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
snow_progress = min(snow_progress, 1.0 - melt);
}
return snow_progress;
}
void vertex() {
vec3 instance_pos = MODEL_MATRIX[3].xyz;
v_world_pos = instance_pos; // Salviamo la posizione dell'istanza
@@ -113,17 +132,10 @@ void fragment() {
// Applichiamo la variazione al colore finale dell'erba
vec3 varied_grass_color = mix(v_final_color, variance_color.rgb, noise_sample * variance_intensity);
float snow_amount = 0.0;
if (global_snow_start_time >= 0.0) {
snow_amount = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
}
if (global_snow_melt_time >= 0.0) {
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
snow_amount *= (1.0 - melt);
}
float snow_amount = smoothstep(0.0, 1.0, get_snow_progress());
float top_mask = 1.0 - shifted_uv.y;
float snow_mask = smoothstep(1.0 - snow_amount, 1.2 - snow_amount, top_mask);
float snow_mask = smoothstep(0.65, 1.0, top_mask) * snow_amount * snow_visibility;
snow_mask *= step(0.01, snow_amount);
vec3 dark_snow = snow_color.rgb * (1.0 - shadow_intensity);
@@ -131,12 +143,15 @@ void fragment() {
// Mescoliamo il colore variato con la neve
vec3 final_albedo = mix(varied_grass_color, shaded_snow, snow_mask);
float rain_int = clamp(global_rain_intensity, 0.0, 1.0);
final_albedo *= mix(1.0, 1.0 - wetness_darkening, rain_int);
float final_roughness = mix(0.02, 0.005, rain_int);
ALBEDO = final_albedo;
ALPHA = tex.r * opacity;
ALPHA_SCISSOR_THRESHOLD = 0.5;
ROUGHNESS = 0.02;
ROUGHNESS = final_roughness;
}
void light() {

View File

@@ -2,9 +2,10 @@ shader_type spatial;
render_mode blend_mix, cull_back, depth_draw_opaque;
global uniform float global_snow_start_time = -1.0;
global uniform float global_snow_accumulation_speed = 0.1;
global uniform float global_snow_accumulation_speed = 0.005;
global uniform float global_snow_melt_time = -1.0;
global uniform float global_snow_melt_speed = 0.1;
global uniform float global_snow_amount = 0.0;
global uniform vec4 global_snow_color = vec4(0.92, 0.96, 1.0, 1.0);
uniform float max_height : hint_range(0.02, 1.0) = 0.2;
@@ -51,17 +52,18 @@ float fbm(vec2 p) {
}
float get_snow_amount() {
float snow_amount = 0.0;
float snow_amount = clamp(global_snow_amount, 0.0, 1.0);
if (global_snow_start_time >= 0.0) {
snow_amount = clamp(
float timed_amount = clamp(
(TIME - global_snow_start_time) * global_snow_accumulation_speed,
0.0,
1.0
);
snow_amount = max(snow_amount, timed_amount);
}
if (global_snow_melt_time >= 0.0) {
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
snow_amount *= (1.0 - melt);
snow_amount = min(snow_amount, 1.0 - melt);
}
return snow_amount;
}

View File

@@ -6,12 +6,12 @@ global uniform vec2 global_wind_direction;
global uniform float global_wind_scale;
global uniform float global_wind_strength;
global uniform float global_wind_fade;
/*
global uniform float global_snow_start_time;
global uniform float global_snow_accumulation_speed;
global uniform float global_snow_melt_time;
global uniform float global_snow_melt_speed;
global uniform vec4 global_snow_color;*/
global uniform float global_snow_start_time = -1.0;
global uniform float global_snow_accumulation_speed = 0.005;
global uniform float global_snow_melt_time = -1.0;
global uniform float global_snow_melt_speed = 0.1;
global uniform float global_snow_amount = 0.0;
global uniform vec4 global_snow_color;
global uniform float global_rain_intensity;
uniform sampler2D wind_noise : filter_linear_mipmap;
@@ -31,6 +31,7 @@ uniform float light_steps : hint_range(1.0, 10.0) = 4.0;
uniform float random_mix : hint_range(0.0, 1.0) = 0.3;
uniform float cast_shadow_strength : hint_range(0.0, 1.0) = 0.6;
uniform float wetness_darkening : hint_range(0.0, 0.5) = 0.25;
uniform float snow_visibility : hint_range(0.0, 1.0) = 1.0;
varying vec3 v_final_color;
varying float v_shade_factor;
@@ -41,6 +42,21 @@ float hash(vec3 p) {
return fract((p.x + p.y) * p.z);
}
float get_snow_progress() {
float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
if (global_snow_start_time >= 0.0) {
float timed_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
snow_progress = max(snow_progress, timed_progress);
}
if (global_snow_melt_time >= 0.0) {
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
snow_progress = min(snow_progress, 1.0 - melt);
}
return snow_progress;
}
void vertex() {
vec3 instance_pos = MODEL_MATRIX[3].xyz;
@@ -88,24 +104,16 @@ void fragment() {
vec2 shifted_uv = UV + texture_offset;
vec4 tex = texture(alpha_texture, shifted_uv);
//// Snow accumulation
//float snow_amount = 0.0;
//if (global_snow_start_time >= 0.0) {
//snow_amount = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
//}
//if (global_snow_melt_time >= 0.0) {
//float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
//snow_amount *= (1.0 - melt);
//}
//
//float top_mask = 1.0 - shifted_uv.y;
//float snow_mask = smoothstep(1.0 - snow_amount, 1.2 - snow_amount, top_mask);
//snow_mask *= step(0.01, snow_amount);
// Snow accumulation
float snow_amount = pow(get_snow_progress(), 0.55);
//vec3 dark_snow = global_snow_color.rgb * (1.0 - shadow_intensity);
//vec3 shaded_snow = mix(dark_snow, global_snow_color.rgb, v_shade_factor);
//vec3 final_albedo = mix(v_final_color, shaded_snow, snow_mask);
vec3 final_albedo = v_final_color;
float top_mask = 1.0 - shifted_uv.y;
float snow_mask = smoothstep(1.0 - snow_amount * 1.35, 1.08 - snow_amount * 1.35, top_mask) * snow_visibility;
snow_mask *= step(0.01, snow_amount);
vec3 dark_snow = global_snow_color.rgb * (1.0 - shadow_intensity);
vec3 shaded_snow = mix(dark_snow, global_snow_color.rgb, v_shade_factor);
vec3 final_albedo = mix(v_final_color, shaded_snow, snow_mask);
// Rain wetness: darken and make shinier
float rain_int = clamp(global_rain_intensity, 0.0, 1.0);

View File

@@ -3,6 +3,12 @@ render_mode blend_mix, depth_draw_always;
global uniform float global_rain_intensity;
global uniform vec4 global_water_color = vec4(0.285, 0.534, 0.487, 1.0);
global uniform float global_snow_start_time = -1.0;
global uniform float global_snow_accumulation_speed = 0.005;
global uniform float global_snow_melt_time = -1.0;
global uniform float global_snow_melt_speed = 0.1;
global uniform float global_snow_amount = 0.0;
global uniform vec4 global_snow_color = vec4(0.92, 0.96, 1.0, 1.0);
//Water color
uniform vec4 deep_water_color : source_color = vec4(0.0, 0.1, 0.2, 1.0);
@@ -29,6 +35,21 @@ uniform sampler2D depth_texture : hint_depth_texture, filter_linear_mipmap;
varying vec2 world_pos_xz;
varying vec2 local_uv;
float get_snow_progress() {
float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
if (global_snow_start_time >= 0.0) {
float timed_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
snow_progress = max(snow_progress, timed_progress);
}
if (global_snow_melt_time >= 0.0) {
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
snow_progress = min(snow_progress, 1.0 - melt);
}
return snow_progress;
}
void vertex() {
world_pos_xz = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xz;
local_uv = UV;
@@ -82,8 +103,15 @@ void fragment() {
float is_sky = step(ref_depth_raw, 0.00001); // Protezione anti-cielo
reflection_mask *= (1.0 - is_sky);
vec3 final_rgb = mix(base_water.rgb, screen_ref, reflection_strength * reflection_mask);
float snow_progress = get_snow_progress();
float active_snowfall = step(0.0, global_snow_start_time) * (1.0 - step(0.0, global_snow_melt_time));
float reflection_snow_damping = max(smoothstep(0.0, 0.08, snow_progress), active_snowfall * 0.75);
float effective_reflection_strength = reflection_strength * (1.0 - reflection_snow_damping * 0.85);
vec3 final_rgb = mix(base_water.rgb, screen_ref, effective_reflection_strength * reflection_mask);
final_rgb = mix(final_rgb, ripple_color.rgb, ring * ripple_color.a);
float water_snow_amount = smoothstep(0.15, 1.0, snow_progress) * 0.18;
final_rgb = mix(final_rgb, global_snow_color.rgb, water_snow_amount);
ALBEDO = final_rgb;

View File

@@ -0,0 +1,241 @@
#define USE_CAUSTICS 1
#define USE_REFRACTION 1
#define USE_DISPLACEMENT 1
#define USE_STYLIZED_LIGHTING 0
#define USE_UNSHADED 0
shader_type spatial;
#if USE_UNSHADED
render_mode unshaded, depth_draw_never;
#else
render_mode depth_draw_never;
#endif
uniform sampler2D DEPTH_TEXTURE: hint_depth_texture;
group_uniforms Color;
uniform vec4 surface_color : source_color = vec4(0.2,1.0,0.8,1.0);
uniform vec4 depth_color : source_color = vec4(0.08,0.2,0.4,1.0);
uniform vec4 foam_color : source_color = vec4(1.0);
uniform float depth_size = 12.0;
group_uniforms Roughness;
uniform float surface_roughness : hint_range(0.0, 1.0, 0.01) = 0.05;
uniform float foam_roughness : hint_range(0.0, 1.0, 0.01) = 0.05;
#if USE_CAUSTICS
group_uniforms Caustics;
uniform sampler2D caustics_texture;
uniform float caustics_strength = 2.0;
uniform vec2 caustics_scale = vec2(0.5);
#endif
group_uniforms Wave;
uniform sampler2D wave_texture;
uniform float wave_softness : hint_range(0.0, 10.0, 0.1) = 3.0;
uniform vec2 wave_scale = vec2(0.2);
uniform vec2 wave_layer_scale = vec2(1.5);
uniform float wave_highlight : hint_range(0.0, 1.0, 0.05) = 0.5;
group_uniforms Wave.Motion;
uniform vec2 wave_velocity = vec2(0.02);
instance uniform vec2 river_flow_direction = vec2(0.0, 0.0);
group_uniforms Foam;
uniform sampler2D foam_texture;
uniform float edge_foam_depth_size = 1.0;
uniform float wave_foam_amount : hint_range(0.0, 1.0, 0.01) = 0.8;
uniform float foam_start : hint_range(0.0, 1.0, 0.05) = 0.15;
uniform float foam_end : hint_range(0.0, 1.0, 0.05) = 0.3;
uniform float foam_exponent = 2.0;
#if USE_REFRACTION
group_uniforms Refraction;
uniform float refraction_amount = 0.5;
uniform float refraction_exponent = 0.5;
#endif
#if USE_DISPLACEMENT
group_uniforms Displacement;
uniform float displacement_amount = 0.3;
#endif
#if USE_STYLIZED_LIGHTING && !USE_UNSHADED
group_uniforms Lighting;
uniform float diffuse_steps = 12.0;
uniform float diffuse_smoothness : hint_range(0.0, 1.0, 0.01) = 0.2;
uniform float specular_steps = 12.0;
uniform float specular_smoothness : hint_range(0.0, 1.0, 0.01) = 0.2;
#endif
uniform sampler2D screen_texture : hint_screen_texture;
varying vec3 world_pos;
varying vec2 world_wave_velocity;
#if USE_CAUSTICS
vec3 sample_caustics(vec2 uv){
vec2 caustics_uv = uv * caustics_scale;
return vec3(
texture(caustics_texture, caustics_uv).r,
texture(caustics_texture, caustics_uv+vec2(0.02,0.02)).r,
texture(caustics_texture, caustics_uv+vec2(0.03,0.01)).r
);
}
#endif
vec4 sample_world_dpos(vec2 screen_uv, mat4 inv_proj_mat, mat4 inv_view_mat){
vec4 clip_pos = vec4(screen_uv * 2.0 - 1.0, texture(DEPTH_TEXTURE, screen_uv).r, 1.0);
vec4 view_pos = inv_proj_mat * clip_pos;
view_pos /= view_pos.w;
vec4 world_dpos = inv_view_mat * view_pos;
return world_dpos;
}
vec4 sample_wave(sampler2D tex, vec2 uv, vec2 velocity, float lod){
vec2 base_uv = uv * wave_scale;
vec2 wave_uv1 = (base_uv * wave_layer_scale) + (TIME * -velocity);
float wave1 = textureLod(tex, wave_uv1, lod).r;
vec2 wave_uv2 = base_uv + (TIME * velocity);
vec4 wave2 = textureLod(tex, wave_uv2 - (wave1 * 0.1), lod);
return wave2;
}
vec3 sample_wave_normal(vec2 uv, vec2 velocity, float center_wave) {
vec2 normal_offset = vec2(0.25, 0.0);
float wave_x = sample_wave(wave_texture, uv + normal_offset.xy, velocity, wave_softness).r;
float wave_z = sample_wave(wave_texture, uv + normal_offset.yx, velocity, wave_softness).r;
vec2 slope = vec2(center_wave - wave_x, center_wave - wave_z) * 0.35;
return normalize(vec3(slope, 1.0)) * 0.5 + 0.5;
}
vec2 get_world_wave_velocity(mat4 model_matrix) {
float velocity_length = length(wave_velocity);
if (velocity_length <= 0.0001) {
return vec2(0.0);
}
float flow_direction_length = length(river_flow_direction);
if (flow_direction_length > 0.0001) {
return (river_flow_direction / flow_direction_length) * velocity_length;
}
vec3 world_direction_3d = (model_matrix * vec4(0.0, 1.0, 0.0, 0.0)).xyz;
vec2 world_direction = world_direction_3d.xz;
float world_direction_length = length(world_direction);
if (world_direction_length <= 0.0001) {
return wave_velocity;
}
return (world_direction / world_direction_length) * velocity_length;
}
void vertex(){
world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
world_wave_velocity = get_world_wave_velocity(MODEL_MATRIX);
#if USE_DISPLACEMENT
float wave = sample_wave(wave_texture, world_pos.xz, world_wave_velocity, wave_softness).r;
VERTEX.y += wave*displacement_amount;
#endif
}
void fragment() {
float wave = sample_wave(wave_texture, world_pos.xz, world_wave_velocity, wave_softness).r;
wave = smoothstep(0.0,1.0,wave);
vec2 screen_uv = SCREEN_UV;
// Refraction
#if USE_REFRACTION
screen_uv += ((pow(wave, refraction_exponent)*2.0 - 0.5) * 0.01 * refraction_amount);
vec4 world_dpos = sample_world_dpos(screen_uv, INV_PROJECTION_MATRIX, INV_VIEW_MATRIX);
float pre_depth = pow(clamp((world_dpos.y - world_pos.y + depth_size)/depth_size, 0.0, 1.0), 4.0);
screen_uv = mix(screen_uv, SCREEN_UV, pre_depth);
if(world_dpos.y - world_pos.y > 0.0){
screen_uv = SCREEN_UV;
}
#else
vec4 world_dpos = sample_world_dpos(screen_uv, INV_PROJECTION_MATRIX, INV_VIEW_MATRIX);
#endif
world_dpos = sample_world_dpos(screen_uv, INV_PROJECTION_MATRIX, INV_VIEW_MATRIX);
vec2 surface_uv = world_dpos.xz * 0.2;
float depth = pow(clamp((world_dpos.y - world_pos.y + depth_size)/depth_size, 0.0, 1.0), 4.0);
// Caustics
#if USE_CAUSTICS
vec3 caustics1 = sample_caustics(surface_uv + (TIME * -world_wave_velocity));
vec3 caustics2 = sample_caustics((surface_uv + (caustics1.r*0.05)) + (TIME * (world_wave_velocity*0.5)));
vec3 caustics = caustics2 * (1.0 - depth);
#endif
// Edge Foam
float edge_foam_depth = clamp((world_dpos.y - world_pos.y + edge_foam_depth_size)/edge_foam_depth_size, 0.0, 1.0);
// Wave Foam
float wave_foam = wave;
float foam = max(edge_foam_depth, wave_foam * wave_foam_amount);
float foam_shape = 1.0 - texture(foam_texture, world_pos.xz* 0.5).r;
foam = clamp((foam - foam_start) / (foam_end - foam_start), 0.0, 1.0);
foam = clamp((foam - foam_shape) / (1.0 - foam_shape), 0.0, 1.0);
foam = pow(foam, foam_exponent);
vec3 flat_color = mix(depth_color, surface_color, depth).rgb;
vec4 screen = texture(screen_texture, screen_uv);
vec3 color = screen.rgb;
#if USE_CAUSTICS
color += vec3(pow(caustics * caustics_strength, vec3(2.0)));
#endif
color = mix(flat_color, color, 0.4 * depth);
color = mix(color, surface_color.rgb, wave * wave_highlight);
color = mix(color, foam_color.rgb, foam);
#if !USE_UNSHADED
vec3 wave_normal_map = sample_wave_normal(world_pos.xz, world_wave_velocity, wave);
NORMAL_MAP = wave_normal_map;
#endif
ROUGHNESS = mix(surface_roughness, foam_roughness, foam);
ALBEDO = color;
}
#if USE_STYLIZED_LIGHTING && !USE_UNSHADED
void light(){
float ndotl = dot(NORMAL, LIGHT) * ATTENUATION;
//ndotl = smoothstep(0.0,1.0-ROUGHNESS,ndotl);
float light = ndotl;
float light_mult = light * diffuse_steps;
float light_step_base = floor(light_mult);
float light_factor = light_mult - light_step_base;
light_factor = smoothstep(0.5 - diffuse_smoothness * 0.5, 0.5 + diffuse_smoothness * 0.5, light_factor);
light = (light_step_base + light_factor) / diffuse_steps;
DIFFUSE_LIGHT += (LIGHT_COLOR+ALBEDO) * light / PI;
float roughness = mix(0.01, 0.99, ROUGHNESS);
vec3 h = normalize(VIEW + LIGHT);
float ndoth = clamp(dot(NORMAL, h), 0.0, 1.0) * ATTENUATION;
float specular = clamp(pow(ndoth, 16.0/(roughness)), 0.1, 0.99);
specular = mix(pow(specular, 2.0-roughness),0.00,pow(roughness, 0.1));
float specular_mult = specular * specular_steps;
float specular_step_base = floor(specular_mult);
float specular_factor = specular_mult - specular_step_base;
specular_factor = smoothstep(0.5 - specular_smoothness * 0.5, 0.5 + specular_smoothness * 0.5, specular_factor);
specular = (specular_step_base + specular_factor) / specular_steps;
SPECULAR_LIGHT += (LIGHT_COLOR + ALBEDO) * specular;
}
#endif

View File

@@ -0,0 +1 @@
uid://cb12c2j8rfu6a

View File

@@ -34,12 +34,15 @@ var rain_tween: Tween
var rain_audio_tween: Tween
var puddle_tween: Tween
var puddle_amount: float = 0.0
var clouds_tween: Tween
var snow_tween: Tween
var snow_weather_tween: Tween
var snow_particles_tween: Tween
var is_snowing: bool = false
var is_snow_accumulated: bool = false
var actual_snow_amount: float = 0.0
var snow_weather_amount: float = 0.0
var is_storm: bool = false
var cold_tween: Tween
@@ -188,10 +191,10 @@ func _process(delta: float) -> void:
var final_fog_density = lerp(base_fog_density, base_fog_density * 4.0, clamp(rain_intensity, 0.0, 1.0))
var final_water_color = base_water_color.darkened(clamp(environment_config.water_darkening_rain, 0.0, 1.0) * clamp(rain_intensity, 0.0, 1.0))
final_tint = final_tint.lerp(final_tint * environment_config.snow_mode_color, actual_snow_amount)
final_sky_top = final_sky_top.lerp(final_sky_top * environment_config.snow_mode_color, actual_snow_amount)
final_sky_horizon = final_sky_horizon.lerp(final_sky_horizon * environment_config.snow_mode_color, actual_snow_amount)
final_fog_color = final_fog_color.lerp(final_fog_color * environment_config.snow_mode_color, actual_snow_amount)
final_tint = final_tint.lerp(final_tint * environment_config.snow_mode_color, snow_weather_amount)
final_sky_top = final_sky_top.lerp(final_sky_top * environment_config.snow_mode_color, snow_weather_amount)
final_sky_horizon = final_sky_horizon.lerp(final_sky_horizon * environment_config.snow_mode_color, snow_weather_amount)
final_fog_color = final_fog_color.lerp(final_fog_color * environment_config.snow_mode_color, snow_weather_amount)
#Shader parameters for global trunk_shader
var final_grad_top = base_grad_top.lerp(base_grad_top * weather_color, clamp(rain_intensity, 0.0, 1.0))
@@ -205,8 +208,8 @@ func _process(delta: float) -> void:
var night_val = clamp(day_time - 2.0, 0.0, 1.0)
#Snow exposure compensation
var snow_light_attenuation = lerp(1.0, 0.55, actual_snow_amount * (1.0 - night_val))
var snow_glow_attenuation = lerp(1.0, 0.5, actual_snow_amount)
var snow_light_attenuation = lerp(1.0, 0.55, snow_weather_amount * (1.0 - night_val))
var snow_glow_attenuation = lerp(1.0, 0.5, snow_weather_amount)
var final_bloom = lerp(base_bloom, base_bloom * 0.5, rain_intensity) * snow_glow_attenuation
# We calculate the final exposure by applying snow damping directly to the camera exposure
@@ -247,15 +250,36 @@ func _process(delta: float) -> void:
sky_mat.set_shader_parameter("sun_color", final_tint)
sky_mat.set_shader_parameter("night_intensity", night_val)
var cloud_density_amount: float = maxf(clamp(rain_intensity, 0.0, 1.0), clamp(snow_weather_amount, 0.0, 1.0))
var current_cloud_density: float = lerp(environment_config.base_cloud_density, environment_config.rain_cloud_density, cloud_density_amount)
if environment_config.material_clouds:
var current_density = lerp(0.4, 1.0, rain_intensity)
environment_config.material_clouds.set_shader_parameter("cloud_density", current_density)
var current_sharpness = lerp(0.14, 0.0, rain_intensity)
environment_config.material_clouds.set_shader_parameter("cloud_density", current_cloud_density)
var current_sharpness = lerp(0.14, 0.0, cloud_density_amount)
environment_config.material_clouds.set_shader_parameter("center_sharpness", current_sharpness)
var env_shadow_mat = environment_shadows.get_surface_override_material(0) if environment_shadows else null
if env_shadow_mat:
env_shadow_mat.set_shader_parameter("cloud_density", current_cloud_density)
if environment_config.material_fog:
environment_config.material_fog.set_shader_parameter("fog_color", final_fog_color)
environment_config.material_fog.set_shader_parameter("fog_density", clamp(final_fog_density * 25.0, 0.0, 1.0))
environment_config.material_fog.set_shader_parameter("night_intensity", night_val)
environment_config.material_fog.set_shader_parameter("sun_color", final_tint)
if fog:
for child in fog.get_children():
var fog_mesh := child as MeshInstance3D
if fog_mesh == null:
continue
var fog_material := fog_mesh.get_surface_override_material(0) as ShaderMaterial
if fog_material == null:
continue
fog_material.set_shader_parameter("fog_color", final_fog_color)
fog_material.set_shader_parameter("fog_density", clamp(final_fog_density * 25.0, 0.0, 1.0))
fog_material.set_shader_parameter("night_intensity", night_val)
fog_material.set_shader_parameter("sun_color", final_tint)
func create_sound_players():
rain_audio_player = AudioStreamPlayer.new()
@@ -666,7 +690,7 @@ func toggle_rain(value: bool):
if puddle_tween and puddle_tween.is_valid():
puddle_tween.kill()
if is_raining:
particles_rain.amount_ratio = 0.0
particles_rain.emitting = true
@@ -786,8 +810,23 @@ func toggle_snow(value: bool):
var target_snow_amount: float = 1.0 if is_snowing else 0.0
if snow_tween and snow_tween.is_valid():
snow_tween.kill()
if snow_weather_tween and snow_weather_tween.is_valid():
snow_weather_tween.kill()
var snow_amount_transition_duration: float = _get_snow_amount_transition_duration(is_snowing)
snow_tween = create_tween()
snow_tween.tween_method(init_snow_amount, actual_snow_amount, target_snow_amount, environment_config.snow_transaction_time)
snow_tween.tween_method(
init_snow_amount,
actual_snow_amount,
target_snow_amount,
snow_amount_transition_duration
)
snow_weather_tween = create_tween()
snow_weather_tween.tween_method(
init_snow_weather_amount,
snow_weather_amount,
target_snow_amount,
environment_config.snow_fade_time
)
_emit_weather_event_label()
func _emit_weather_event_label() -> void:
@@ -811,6 +850,7 @@ func _emit_weather_event_label() -> void:
#disable snow and set default values and shader
func init_snow(value: float = 0.0):
actual_snow_amount = value
snow_weather_amount = value
RenderingServer.global_shader_parameter_set("global_snow_amount", value)
if particles_snow:
@@ -835,6 +875,9 @@ func init_snow_amount(value: float):
actual_snow_amount = value
RenderingServer.global_shader_parameter_set("global_snow_amount", value)
func init_snow_weather_amount(value: float):
snow_weather_amount = value
func start_snow_accumulation() -> void:
RenderingServer.global_shader_parameter_set("global_snow_melt_time", -1.0)
RenderingServer.global_shader_parameter_set("global_snow_start_time", Time.get_ticks_msec() / 1000.0)
@@ -843,6 +886,18 @@ func start_snow_melt() -> void:
RenderingServer.global_shader_parameter_set("global_snow_melt_time", Time.get_ticks_msec() / 1000.0)
RenderingServer.global_shader_parameter_set("global_snow_melt_speed", environment_config.snow_melt_speed)
func _get_snow_amount_transition_duration(is_accumulating: bool) -> float:
if environment_config == null:
return 0.0
var speed: float = environment_config.snow_melt_speed
if is_accumulating:
speed = environment_config.snow_accumulation_speed
if speed <= 0.0:
return environment_config.snow_transaction_time
return 1.0 / speed
#endregion
#region Post-Process

View File

@@ -3,7 +3,7 @@ render_mode blend_mix, depth_draw_never;
//Snow globals
global uniform float global_snow_start_time = -1.0;
global uniform float global_snow_accumulation_speed = 0.1;
global uniform float global_snow_accumulation_speed = 0.005;
global uniform float global_snow_melt_time = -1.0;
global uniform float global_snow_melt_speed = 0.1;
global uniform float global_snow_amount = 0.0;
@@ -72,18 +72,15 @@ float fbm(vec2 p) {
}
float get_snow_progress() {
bool has_snow_timeline = global_snow_start_time >= 0.0 || global_snow_melt_time >= 0.0;
float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
if (has_snow_timeline) {
snow_progress = 0.0;
if (global_snow_start_time >= 0.0) {
snow_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
}
if (global_snow_melt_time >= 0.0) {
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
snow_progress *= (1.0 - melt);
}
if (global_snow_start_time >= 0.0) {
float timed_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
snow_progress = max(snow_progress, timed_progress);
}
if (global_snow_melt_time >= 0.0) {
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
snow_progress = min(snow_progress, 1.0 - melt);
}
return snow_progress;
@@ -130,12 +127,13 @@ void fragment() {
float snow_edge = smoothstep(
global_snow_threshold - snow_edge_softness,
global_snow_threshold + snow_edge_softness,
facing_up + (noise_val - 0.5) * 0.4
facing_up
);
float flat_accumulation = smoothstep(0.0, 0.35, v_snow_cap_mask) * snow_accumulation;
float snow_coverage = smoothstep(0.0, 0.6, noise_val + snow_progress - 0.4 + flat_accumulation * 0.25);
float snow_factor = max(snow_edge * snow_coverage * snow_progress, flat_accumulation);
float snow_opacity = smoothstep(0.04, 0.28, snow_factor);
float snow_variation = mix(0.75, 1.15, noise_val);
float snow_coverage = clamp(snow_progress * snow_variation + flat_accumulation * 0.25, 0.0, 1.0);
float snow_factor = max(snow_edge * snow_coverage, flat_accumulation);
float snow_opacity = clamp(snow_factor, 0.0, 1.0);
snow_opacity = max(snow_opacity, flat_accumulation * 0.9);
float shade = mix(-snow_color_variation, snow_color_variation, noise_val);

View File

@@ -2,10 +2,11 @@ shader_type spatial;
render_mode blend_mix, depth_draw_never, cull_disabled;
// Snow globals
global uniform float global_snow_start_time;
global uniform float global_snow_accumulation_speed;
global uniform float global_snow_melt_time;
global uniform float global_snow_melt_speed;
global uniform float global_snow_start_time = -1.0;
global uniform float global_snow_accumulation_speed = 0.005;
global uniform float global_snow_melt_time = -1.0;
global uniform float global_snow_melt_speed = 0.1;
global uniform float global_snow_amount = 0.0;
global uniform vec4 global_snow_color;
uniform float snow_edge_softness : hint_range(0.01, 0.5) = 0.15;
uniform float snow_color_variation : hint_range(0.0, 0.15) = 0.05;
@@ -34,6 +35,21 @@ float ripple_ring(vec2 uv, float time_offset) {
return ring * fade;
}
float get_snow_progress() {
float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
if (global_snow_start_time >= 0.0) {
float timed_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
snow_progress = max(snow_progress, timed_progress);
}
if (global_snow_melt_time >= 0.0) {
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
snow_progress = min(snow_progress, 1.0 - melt);
}
return snow_progress;
}
void fragment() {
vec3 world_pos = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
@@ -41,18 +57,10 @@ void fragment() {
float facing_up = 1.0;
// Snow accumulation
float snow_amount = 0.0;
if (global_snow_start_time >= 0.0) {
snow_amount = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
}
if (global_snow_melt_time >= 0.0) {
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
snow_amount *= (1.0 - melt);
}
float snow_amount = get_snow_progress();
// UV-based snow mask: accumulates from the top of the quad
float top_mask = 1.0 - UV.y;
float snow_mask = smoothstep(1.0 - snow_amount, 1.0 - snow_amount + snow_edge_softness, top_mask);
// Plain surfaces fade in uniformly to avoid patchy strip-like accumulation.
float snow_mask = smoothstep(0.0, 1.0, snow_amount);
snow_mask *= step(0.01, snow_amount);
// Snow color with slight variation

View File

@@ -98,6 +98,7 @@ extends Resource
@export var material_fog: ShaderMaterial #Fog overlay shader material
@export var material_drops: StandardMaterial3D #Rain drops material (albedo tinted by sky)
@export var material_clouds: ShaderMaterial #Cloud layer shader material
@export var base_cloud_density: float = 0.4 #default cloud density
#Rain weather settings
@export_group("Rain")
@@ -106,6 +107,7 @@ extends Resource
@export var rain_audio_volume_db: float = -10.0 #Target rain loop volume in decibels
@export var puddle_form_time: float = 15.0 #Seconds for puddles to fully form
@export var puddle_dry_time: float = 20.0 #Seconds for puddles to fully dry after rain stops
@export var rain_cloud_density: float = 1.0 #the cloud density when is rainy
#Storm settings (applied on top of rain when storm is active)
@export_group("Storm")
@@ -136,7 +138,7 @@ extends Resource
#Train start settings
@export_group("Train Start")
@export var train_start_from_random_position: bool = false #When enabled the train starts from a random offset on the rail curve instead of a stop
@export var train_start_from_random_position: bool = true #When enabled the train starts from a random offset on the rail curve instead of a stop
@export_range(0, 64, 1, "or_greater") var train_start_stop_index: int = 1 #Stop index used for the train start when random start is disabled
#Snow settings
@@ -145,7 +147,7 @@ extends Resource
@export var snow_transaction_time: float = 10.0 #Seconds for snow shader to fully transition in/out
@export var snow_fade_time: float = 5.0 #Seconds for snow particles to fade in/out
@export var snow_threshold: float = 0.4 #Normal Y threshold for snow accumulation on surfaces
@export var snow_accumulation_speed: float = 0.014 #Accumulation speed: 0.1 -> 10s, 0.05 -> 20s, 0.02 -> 50s, 0.012 -> ~83s
@export var snow_accumulation_speed: float = 0.005 #Accumulation speed: 0.005 -> ~200s, 0.01 -> 100s, 0.02 -> 50s
@export var snow_melt_speed: float = 0.05 #Speed at which accumulated snow melts away
@export var show_snow_accumulation_volume: bool = true #Enables vertex snow buildup; when false snow only changes surface color
@export var snow_max_accumulation: float = 0.25 #Maximum accumulated snow factor applied to coverage and thickness