fix river water direction2

This commit is contained in:
2026-05-10 18:44:43 +02:00
parent bcf854fd74
commit 8ceb6cb16b
2 changed files with 151 additions and 8 deletions

View File

@@ -8,6 +8,19 @@ 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 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
@@ -616,11 +629,15 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
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",
"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,
@@ -647,12 +664,109 @@ 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
}
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)

View File

@@ -32,9 +32,6 @@ uniform float foam_roughness : hint_range(0.0, 1.0, 0.01) = 0.05;
group_uniforms Wave;
uniform sampler2D wave_texture;
#if !USE_UNSHADED
uniform sampler2D wave_normal_texture;
#endif
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);
@@ -42,6 +39,7 @@ 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;
@@ -72,6 +70,7 @@ uniform float foam_exponent = 2.0;
uniform sampler2D screen_texture : hint_screen_texture;
varying vec3 world_pos;
varying vec2 world_wave_velocity;
#if USE_CAUSTICS
vec3 sample_caustics(vec2 uv){
@@ -103,17 +102,47 @@ vec4 sample_wave(sampler2D tex, vec2 uv, vec2 velocity, float 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, wave_velocity, wave_softness).r;
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, wave_velocity, wave_softness).r;
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;
@@ -141,8 +170,8 @@ void fragment() {
// Caustics
#if USE_CAUSTICS
vec3 caustics1 = sample_caustics(surface_uv + (TIME * -wave_velocity));
vec3 caustics2 = sample_caustics((surface_uv + (caustics1.r*0.05)) + (TIME * (wave_velocity*0.5)));
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
@@ -170,7 +199,7 @@ void fragment() {
color = mix(color, foam_color.rgb, foam);
#if !USE_UNSHADED
vec3 wave_normal_map = sample_wave(wave_normal_texture, world_pos.xz, wave_velocity, wave_softness).rgb;
vec3 wave_normal_map = sample_wave_normal(world_pos.xz, world_wave_velocity, wave);
NORMAL_MAP = wave_normal_map;
#endif