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3 Commits
3d7c8e5f43
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75286521d1 | ||
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b975e13c8d | ||
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ae9b75cc53 |
13
.idea/.gitignore
generated
vendored
@@ -1,13 +0,0 @@
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|||||||
# Default ignored files
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||||||
/shelf/
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||||||
/workspace.xml
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||||||
# Rider ignored files
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||||||
/contentModel.xml
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||||||
/modules.xml
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||||||
/projectSettingsUpdater.xml
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||||||
/.idea.tgcc.iml
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||||||
# Editor-based HTTP Client requests
|
|
||||||
/httpRequests/
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|
||||||
# Datasource local storage ignored files
|
|
||||||
/dataSources/
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|
||||||
/dataSources.local.xml
|
|
||||||
4
.idea/encodings.xml
generated
@@ -1,4 +0,0 @@
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|||||||
<?xml version="1.0" encoding="UTF-8"?>
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|
||||||
<project version="4">
|
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||||||
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
|
|
||||||
</project>
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|
||||||
8
.idea/indexLayout.xml
generated
@@ -1,8 +0,0 @@
|
|||||||
<?xml version="1.0" encoding="UTF-8"?>
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|
||||||
<project version="4">
|
|
||||||
<component name="UserContentModel">
|
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||||||
<attachedFolders />
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||||||
<explicitIncludes />
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||||||
<explicitExcludes />
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||||||
</component>
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||||||
</project>
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||||||
6
.idea/vcs.xml
generated
@@ -1,6 +0,0 @@
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|||||||
<?xml version="1.0" encoding="UTF-8"?>
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|
||||||
<project version="4">
|
|
||||||
<component name="VcsDirectoryMappings">
|
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||||||
<mapping directory="" vcs="Git" />
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||||||
</component>
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||||||
</project>
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||||||
@@ -1,51 +0,0 @@
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|||||||
extends CharacterBody3D
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||||||
|
|
||||||
class_name AIBase
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||||||
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||||||
@export var speed: float = 4.0
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||||||
var _enable_state_machine: bool = true
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||||||
@export var enable_state_machine: bool:
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||||||
set(value):
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||||||
_enable_state_machine = value
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||||||
toggle_enable_state_machine()
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||||||
get:
|
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||||||
return _enable_state_machine
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||||||
|
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||||||
|
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||||||
@onready var patrol_radius_shape: CollisionShape3D = $%PatrolRadiusShape
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||||||
@onready var nav_agent: NavigationAgent3D = $%NavigationAgent3D
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||||||
@onready var state_machine: StateMachine = $%StateMachine
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||||||
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||||||
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||||||
func _ready() -> void:
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||||||
randomize()
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|
||||||
toggle_enable_state_machine()
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||||||
|
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||||||
func toggle_enable_state_machine() -> void:
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||||||
state_machine.enable = _enable_state_machine
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||||||
|
|
||||||
func _physics_process(delta: float) -> void:
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||||||
if !_enable_state_machine:
|
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||||||
return
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|
||||||
|
|
||||||
state_machine.physics_process(delta)
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||||||
|
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||||||
if nav_agent.is_navigation_finished():
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||||||
velocity = Vector3.ZERO
|
|
||||||
move_and_slide()
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|
||||||
return
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|
||||||
|
|
||||||
var next_point = nav_agent.get_next_path_position()
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||||||
var direction = global_position.direction_to(next_point)
|
|
||||||
|
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||||||
velocity.x = direction.x * speed
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||||||
velocity.z = direction.z * speed
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|
||||||
|
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||||||
move_and_slide()
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||||||
|
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||||||
func navigate_to_random_point() -> void:
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||||||
var nav_map_rid = get_world_3d().get_navigation_map()
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|
||||||
var patrol_radius = patrol_radius_shape.shape.radius
|
|
||||||
var target_point_in_space = global_position + Vector3(randf_range(-1, 1), 0, randf_range(-1, 1)).normalized() * randf_range(0, patrol_radius)
|
|
||||||
var closest_valid_point = NavigationServer3D.map_get_closest_point(nav_map_rid, target_point_in_space)
|
|
||||||
nav_agent.target_position = closest_valid_point
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|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://b30p1yqojbbbk
|
|
||||||
@@ -1,44 +0,0 @@
|
|||||||
[gd_scene format=3 uid="uid://clx701xdwelgx"]
|
|
||||||
|
|
||||||
[ext_resource type="Script" uid="uid://b30p1yqojbbbk" path="res://core/ai/agents/base/ai_base.gd" id="1_4d1nn"]
|
|
||||||
[ext_resource type="Script" uid="uid://ps3vlu2qvmop" path="res://core/ai/framework/state_machine.gd" id="2_q1hg3"]
|
|
||||||
[ext_resource type="Script" uid="uid://nga8qx56iwgu" path="res://core/ai/agents/base/idle_state.gd" id="3_26faq"]
|
|
||||||
[ext_resource type="Script" uid="uid://bngfthvt04ivv" path="res://core/ai/agents/base/patrol_state.gd" id="4_lim44"]
|
|
||||||
|
|
||||||
[sub_resource type="CapsuleMesh" id="CapsuleMesh_mh3lg"]
|
|
||||||
|
|
||||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_mh3lg"]
|
|
||||||
|
|
||||||
[sub_resource type="SphereShape3D" id="SphereShape3D_lim44"]
|
|
||||||
radius = 20.0
|
|
||||||
|
|
||||||
[node name="AiBase" type="CharacterBody3D" unique_id=1228675528]
|
|
||||||
script = ExtResource("1_4d1nn")
|
|
||||||
|
|
||||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="." unique_id=214482161]
|
|
||||||
mesh = SubResource("CapsuleMesh_mh3lg")
|
|
||||||
|
|
||||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=92811823]
|
|
||||||
shape = SubResource("CapsuleShape3D_mh3lg")
|
|
||||||
|
|
||||||
[node name="NavigationAgent3D" type="NavigationAgent3D" parent="." unique_id=1370024449]
|
|
||||||
unique_name_in_owner = true
|
|
||||||
|
|
||||||
[node name="StateMachine" type="Node" parent="." unique_id=1286404264 node_paths=PackedStringArray("initial_state")]
|
|
||||||
unique_name_in_owner = true
|
|
||||||
script = ExtResource("2_q1hg3")
|
|
||||||
initial_state = NodePath("IdleState")
|
|
||||||
|
|
||||||
[node name="IdleState" type="Node" parent="StateMachine" unique_id=763668255]
|
|
||||||
script = ExtResource("3_26faq")
|
|
||||||
state_id = &"idle"
|
|
||||||
|
|
||||||
[node name="PatrolState" type="Node" parent="StateMachine" unique_id=2054606629]
|
|
||||||
script = ExtResource("4_lim44")
|
|
||||||
state_id = &"patrol"
|
|
||||||
|
|
||||||
[node name="PatrolRadiusShape" type="CollisionShape3D" parent="." unique_id=1379515938]
|
|
||||||
unique_name_in_owner = true
|
|
||||||
shape = SubResource("SphereShape3D_lim44")
|
|
||||||
disabled = true
|
|
||||||
debug_color = Color(1, 1, 0, 1)
|
|
||||||
@@ -1,26 +0,0 @@
|
|||||||
extends State
|
|
||||||
|
|
||||||
const PATROL_STATE_ID: StringName = &"patrol"
|
|
||||||
|
|
||||||
@export var wait_time: float = 3.0
|
|
||||||
|
|
||||||
var runtime_timer: Timer
|
|
||||||
|
|
||||||
func enter() -> void:
|
|
||||||
runtime_timer = Timer.new()
|
|
||||||
runtime_timer.name = "IdleTimer"
|
|
||||||
add_child(runtime_timer)
|
|
||||||
runtime_timer.one_shot = true
|
|
||||||
runtime_timer.timeout.connect(_on_timer_timeout)
|
|
||||||
runtime_timer.start(wait_time)
|
|
||||||
|
|
||||||
func exit() -> void:
|
|
||||||
if runtime_timer:
|
|
||||||
if runtime_timer.is_connected("timeout", _on_timer_timeout):
|
|
||||||
runtime_timer.timeout.disconnect(_on_timer_timeout)
|
|
||||||
|
|
||||||
runtime_timer.queue_free()
|
|
||||||
runtime_timer = null
|
|
||||||
|
|
||||||
func _on_timer_timeout() -> void:
|
|
||||||
transitioned.emit(self, PATROL_STATE_ID)
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://nga8qx56iwgu
|
|
||||||
@@ -1,12 +0,0 @@
|
|||||||
extends State
|
|
||||||
|
|
||||||
const IDLE_STATE_ID: StringName = &"idle"
|
|
||||||
|
|
||||||
@onready var agent: AIBase = owner
|
|
||||||
|
|
||||||
func enter() -> void:
|
|
||||||
agent.navigate_to_random_point()
|
|
||||||
|
|
||||||
func physics_update(_delta) -> void:
|
|
||||||
if agent.nav_agent.is_navigation_finished():
|
|
||||||
transitioned.emit(self, IDLE_STATE_ID)
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://bngfthvt04ivv
|
|
||||||
@@ -1,20 +0,0 @@
|
|||||||
extends Node
|
|
||||||
|
|
||||||
class_name State
|
|
||||||
|
|
||||||
@export var state_id: StringName = &""
|
|
||||||
|
|
||||||
@warning_ignore("unused_signal")
|
|
||||||
signal transitioned(state: State, new_state_id: StringName)
|
|
||||||
|
|
||||||
func enter() -> void:
|
|
||||||
pass
|
|
||||||
|
|
||||||
func exit() -> void:
|
|
||||||
pass
|
|
||||||
|
|
||||||
func update(_delta) -> void:
|
|
||||||
pass
|
|
||||||
|
|
||||||
func physics_update(_delta) -> void:
|
|
||||||
pass
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://dpso7abi5ftyw
|
|
||||||
@@ -1,61 +0,0 @@
|
|||||||
extends Node
|
|
||||||
|
|
||||||
class_name StateMachine
|
|
||||||
|
|
||||||
@export var initial_state: State
|
|
||||||
|
|
||||||
var current_state: State
|
|
||||||
var states: Dictionary[StringName, State] = {}
|
|
||||||
var is_initialized: bool = false
|
|
||||||
var _enabled: bool = true
|
|
||||||
var enable: bool:
|
|
||||||
set(value):
|
|
||||||
_enabled = value
|
|
||||||
_set_enabled(value)
|
|
||||||
get:
|
|
||||||
return _enabled
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
_initialize_states()
|
|
||||||
_set_enabled(enable)
|
|
||||||
|
|
||||||
func _initialize_states() -> void:
|
|
||||||
if is_initialized:
|
|
||||||
return
|
|
||||||
|
|
||||||
for state in get_children():
|
|
||||||
if state is State:
|
|
||||||
states[state.state_id] = state
|
|
||||||
state.transitioned.connect(_on_state_transition)
|
|
||||||
|
|
||||||
is_initialized = true
|
|
||||||
|
|
||||||
func _set_enabled(value: bool) -> void:
|
|
||||||
_enabled = value
|
|
||||||
|
|
||||||
if not _enabled:
|
|
||||||
return
|
|
||||||
|
|
||||||
_initialize_states()
|
|
||||||
|
|
||||||
if initial_state and current_state == null:
|
|
||||||
current_state = initial_state
|
|
||||||
current_state.enter()
|
|
||||||
|
|
||||||
func physics_process(delta) -> void:
|
|
||||||
if current_state and _enabled:
|
|
||||||
current_state.physics_update(delta)
|
|
||||||
|
|
||||||
func _on_state_transition(state: State, new_state_id: StringName) -> void:
|
|
||||||
if state != current_state:
|
|
||||||
return
|
|
||||||
|
|
||||||
var new_state = states.get(new_state_id)
|
|
||||||
if not new_state:
|
|
||||||
return
|
|
||||||
|
|
||||||
if current_state:
|
|
||||||
current_state.exit()
|
|
||||||
|
|
||||||
current_state = new_state
|
|
||||||
current_state.enter()
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://ps3vlu2qvmop
|
|
||||||
@@ -1,31 +0,0 @@
|
|||||||
extends Node
|
|
||||||
|
|
||||||
const MIN_VOLUME: float = 0.0
|
|
||||||
const MAX_VOLUME: float = 1.0
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
load_save_data()
|
|
||||||
|
|
||||||
func load_save_data() -> void:
|
|
||||||
for bus_name in GameState.save_data.audio_bus_volumes:
|
|
||||||
_apply_audio_bus_volume(bus_name, GameState.save_data.audio_bus_volumes[bus_name])
|
|
||||||
|
|
||||||
func set_audio_bus_volume(bus_name: StringName, linear_value: float) -> void:
|
|
||||||
var normalized_bus_name := str(bus_name)
|
|
||||||
var clamped_value := clampf(linear_value, MIN_VOLUME, MAX_VOLUME)
|
|
||||||
|
|
||||||
GameState.save_data.audio_bus_volumes[normalized_bus_name] = clamped_value
|
|
||||||
_apply_audio_bus_volume(normalized_bus_name, clamped_value)
|
|
||||||
GameState.save_game()
|
|
||||||
|
|
||||||
func get_audio_bus_volume(bus_name: StringName, default_value: float = 1.0) -> float:
|
|
||||||
return float(GameState.save_data.audio_bus_volumes.get(str(bus_name), default_value))
|
|
||||||
|
|
||||||
func _apply_audio_bus_volume(bus_name: String, linear_value: float) -> void:
|
|
||||||
var bus_index := AudioServer.get_bus_index(bus_name)
|
|
||||||
if bus_index == -1:
|
|
||||||
return
|
|
||||||
|
|
||||||
var clamped_value := clampf(linear_value, MIN_VOLUME, MAX_VOLUME)
|
|
||||||
AudioServer.set_bus_volume_db(bus_index, linear_to_db(clamped_value))
|
|
||||||
AudioServer.set_bus_mute(bus_index, is_zero_approx(clamped_value))
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://dcttbbavtwtsg
|
|
||||||
@@ -1,14 +1,5 @@
|
|||||||
extends Node3D
|
extends Node3D
|
||||||
|
|
||||||
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 RAILWAY_SCENE_DIRECTORY: String = "res://tgcc/chunk/railway/scene"
|
|
||||||
|
|
||||||
@export_group("Rails")
|
@export_group("Rails")
|
||||||
@export var rail_path: Path3D
|
@export var rail_path: Path3D
|
||||||
|
|
||||||
@@ -23,28 +14,17 @@ const RAILWAY_SCENE_DIRECTORY: String = "res://tgcc/chunk/railway/scene"
|
|||||||
@export_group("Lamppost")
|
@export_group("Lamppost")
|
||||||
@export var lamppost_wire_material: ShaderMaterial
|
@export var lamppost_wire_material: ShaderMaterial
|
||||||
@export_range(0.01, 1.0) var wire_thickness: float = 0.05
|
@export_range(0.01, 1.0) var wire_thickness: float = 0.05
|
||||||
@export var lamppost_dist_factor: int = 10
|
|
||||||
|
|
||||||
var board: Dictionary = {}
|
var board: Dictionary = {}
|
||||||
var last_pos_train: Vector2i = Vector2i(999999, 999999)
|
var last_pos_train: Vector2i = Vector2i(999999, 999999)
|
||||||
var noise_generator: FastNoiseLite
|
var noise_generator: FastNoiseLite
|
||||||
var altitude_generator: FastNoiseLite
|
var altitude_generator: FastNoiseLite
|
||||||
var wire_connections: Dictionary = {}
|
var wire_connections: Dictionary = {}
|
||||||
var chunk_candidate_cache: Dictionary = {}
|
|
||||||
var pending_generation_cells: Array[Vector2i] = []
|
|
||||||
var pending_cleanup_cells: Array[Vector2i] = []
|
|
||||||
var pending_wire_cells: Array[Vector2i] = []
|
|
||||||
var pending_wire_lookup: Dictionary = {}
|
|
||||||
var pending_radar_update: bool = false
|
|
||||||
var rail_chunk_catalogue: Dictionary = {}
|
|
||||||
|
|
||||||
var manual_biome: Biome = null
|
var manual_biome: Biome = null
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
if biome_list.is_empty() or rail_path == null: return
|
if biome_list.is_empty() or rail_path == null: return
|
||||||
|
|
||||||
#connect events
|
|
||||||
UIEvents.update_rail_chunks.connect(_update_rail_chunks)
|
|
||||||
|
|
||||||
noise_generator = FastNoiseLite.new()
|
noise_generator = FastNoiseLite.new()
|
||||||
noise_generator.noise_type = FastNoiseLite.TYPE_PERLIN
|
noise_generator.noise_type = FastNoiseLite.TYPE_PERLIN
|
||||||
@@ -56,8 +36,6 @@ func _ready() -> void:
|
|||||||
altitude_generator.seed = randi()
|
altitude_generator.seed = randi()
|
||||||
altitude_generator.frequency = district_scale * 0.5
|
altitude_generator.frequency = district_scale * 0.5
|
||||||
|
|
||||||
_warm_chunk_candidate_cache()
|
|
||||||
_warm_rail_chunk_catalogue()
|
|
||||||
_update_set_pieces()
|
_update_set_pieces()
|
||||||
|
|
||||||
func _update_set_pieces() -> void:
|
func _update_set_pieces() -> void:
|
||||||
@@ -69,7 +47,7 @@ func _update_set_pieces() -> void:
|
|||||||
if not "exclusive_biome" in sp or sp.exclusive_biome == "":
|
if not "exclusive_biome" in sp or sp.exclusive_biome == "":
|
||||||
print("⚠️ Set Piece '", sp.name, "' not have exclusive biome -> always visible.")
|
print("⚠️ Set Piece '", sp.name, "' not have exclusive biome -> always visible.")
|
||||||
continue
|
continue
|
||||||
|
|
||||||
var local_biome = ""
|
var local_biome = ""
|
||||||
if manual_biome != null:
|
if manual_biome != null:
|
||||||
local_biome = manual_biome.nome
|
local_biome = manual_biome.nome
|
||||||
@@ -77,7 +55,7 @@ func _update_set_pieces() -> void:
|
|||||||
var grid_x = roundi(sp.global_position.x / chunk_size)
|
var grid_x = roundi(sp.global_position.x / chunk_size)
|
||||||
var grid_z = roundi(sp.global_position.z / chunk_size)
|
var grid_z = roundi(sp.global_position.z / chunk_size)
|
||||||
local_biome = _get_procedural_biome_name(noise_generator.get_noise_2d(grid_x, grid_z))
|
local_biome = _get_procedural_biome_name(noise_generator.get_noise_2d(grid_x, grid_z))
|
||||||
|
|
||||||
print("Analyze: '", sp.name, "' | Need: [", sp.exclusive_biome, "] | Current biome is: [", local_biome, "]")
|
print("Analyze: '", sp.name, "' | Need: [", sp.exclusive_biome, "] | Current biome is: [", local_biome, "]")
|
||||||
if local_biome == sp.exclusive_biome:
|
if local_biome == sp.exclusive_biome:
|
||||||
sp.show()
|
sp.show()
|
||||||
@@ -89,18 +67,15 @@ func _update_set_pieces() -> void:
|
|||||||
print(" ❌ Temple is an invisible ghost.")
|
print(" ❌ Temple is an invisible ghost.")
|
||||||
|
|
||||||
func _destroy_and_regenrate_world() -> void:
|
func _destroy_and_regenrate_world() -> void:
|
||||||
_warm_chunk_candidate_cache()
|
|
||||||
_clear_pending_world_work()
|
|
||||||
|
|
||||||
#Turn off old temples
|
#Turn off old temples
|
||||||
_update_set_pieces()
|
_update_set_pieces()
|
||||||
|
|
||||||
#Destroy all models
|
#Destroy all models
|
||||||
for pos in board.keys():
|
for pos in board.keys():
|
||||||
var cella = board[pos]
|
var cella = board[pos]
|
||||||
if cella["type"] != "obstacle":
|
if cella["tipo"] == "bioma":
|
||||||
if cella.has("node") and is_instance_valid(cella["node"]):
|
if cella.has("nodo") and is_instance_valid(cella["nodo"]):
|
||||||
cella["node"].queue_free()
|
cella["nodo"].queue_free()
|
||||||
|
|
||||||
#Clean board and wire connections
|
#Clean board and wire connections
|
||||||
board.clear()
|
board.clear()
|
||||||
@@ -108,19 +83,9 @@ func _destroy_and_regenrate_world() -> void:
|
|||||||
|
|
||||||
#Create train
|
#Create train
|
||||||
last_pos_train = Vector2i(999999, 999999)
|
last_pos_train = Vector2i(999999, 999999)
|
||||||
if rail_path != null and rail_path.train_instance != null:
|
_train_radar()
|
||||||
var train_pos = rail_path.train_instance.global_position
|
last_pos_train = Vector2i(999999, 999999)
|
||||||
var current_pos = Vector2i(roundi(train_pos.x / chunk_size), roundi(train_pos.z / chunk_size))
|
_train_radar()
|
||||||
_refresh_world(current_pos)
|
|
||||||
pending_radar_update = true
|
|
||||||
|
|
||||||
func _process(_delta: float) -> void:
|
|
||||||
_drain_cleanup_queue()
|
|
||||||
_drain_generation_queue()
|
|
||||||
_drain_wire_queue()
|
|
||||||
|
|
||||||
if pending_radar_update:
|
|
||||||
pending_radar_update = false
|
|
||||||
|
|
||||||
func _physics_process(_delta: float) -> void:
|
func _physics_process(_delta: float) -> void:
|
||||||
if rail_path == null or rail_path.train_instance == null: return
|
if rail_path == null or rail_path.train_instance == null: return
|
||||||
@@ -132,8 +97,9 @@ func _physics_process(_delta: float) -> void:
|
|||||||
|
|
||||||
if current_pos != last_pos_train:
|
if current_pos != last_pos_train:
|
||||||
last_pos_train = current_pos
|
last_pos_train = current_pos
|
||||||
_refresh_world(current_pos)
|
_generate_pieces_around_train(current_pos)
|
||||||
pending_radar_update = true
|
_clean_far_chunks(current_pos)
|
||||||
|
_train_radar()
|
||||||
|
|
||||||
func collect_all_chunkinfo(root: Node, list: Array[Node]) -> void:
|
func collect_all_chunkinfo(root: Node, list: Array[Node]) -> void:
|
||||||
if root == null: return
|
if root == null: return
|
||||||
@@ -144,297 +110,11 @@ func collect_all_chunkinfo(root: Node, list: Array[Node]) -> void:
|
|||||||
for child in root.get_children():
|
for child in root.get_children():
|
||||||
collect_all_chunkinfo(child, list)
|
collect_all_chunkinfo(child, list)
|
||||||
|
|
||||||
func _warm_chunk_candidate_cache() -> void:
|
|
||||||
var unique_scenes: Dictionary = {}
|
|
||||||
|
|
||||||
for biome in biome_list:
|
|
||||||
if biome == null:
|
|
||||||
continue
|
|
||||||
for scene in biome.available_chunks:
|
|
||||||
if scene == null:
|
|
||||||
continue
|
|
||||||
unique_scenes[_get_chunk_scene_cache_key(scene)] = scene
|
|
||||||
|
|
||||||
if manual_biome != null:
|
|
||||||
for scene in manual_biome.available_chunks:
|
|
||||||
if scene == null:
|
|
||||||
continue
|
|
||||||
unique_scenes[_get_chunk_scene_cache_key(scene)] = scene
|
|
||||||
|
|
||||||
for scene in unique_scenes.values():
|
|
||||||
_get_chunk_scene_metadata(scene)
|
|
||||||
|
|
||||||
func _warm_rail_chunk_catalogue() -> void:
|
|
||||||
rail_chunk_catalogue.clear()
|
|
||||||
|
|
||||||
var directory := DirAccess.open(RAILWAY_SCENE_DIRECTORY)
|
|
||||||
if directory == null:
|
|
||||||
return
|
|
||||||
|
|
||||||
directory.list_dir_begin()
|
|
||||||
var file_name := directory.get_next()
|
|
||||||
while file_name != "":
|
|
||||||
if not directory.current_is_dir() and file_name.ends_with(".tscn"):
|
|
||||||
var scene_path := "%s/%s" % [RAILWAY_SCENE_DIRECTORY, file_name]
|
|
||||||
var scene := load(scene_path) as PackedScene
|
|
||||||
if scene != null:
|
|
||||||
var chunk_type = _get_chunk_type_from_scene(scene)
|
|
||||||
if chunk_type == CHUNK_TYPE_STRAIGHT_TRACK or chunk_type == CHUNK_TYPE_CURVED_TRACK:
|
|
||||||
if not rail_chunk_catalogue.has(chunk_type):
|
|
||||||
rail_chunk_catalogue[chunk_type] = []
|
|
||||||
rail_chunk_catalogue[chunk_type].append(scene)
|
|
||||||
file_name = directory.get_next()
|
|
||||||
directory.list_dir_end()
|
|
||||||
|
|
||||||
func _get_chunk_scene_cache_key(scene: PackedScene) -> String:
|
|
||||||
if scene == null:
|
|
||||||
return ""
|
|
||||||
if scene.resource_path != "":
|
|
||||||
return scene.resource_path
|
|
||||||
return "scene_%s" % scene.get_instance_id()
|
|
||||||
|
|
||||||
func _get_chunk_scene_metadata(scene: PackedScene) -> Dictionary:
|
|
||||||
if scene == null:
|
|
||||||
return {}
|
|
||||||
|
|
||||||
var key = _get_chunk_scene_cache_key(scene)
|
|
||||||
if chunk_candidate_cache.has(key):
|
|
||||||
return chunk_candidate_cache[key]
|
|
||||||
|
|
||||||
var preview_chunk = scene.instantiate()
|
|
||||||
var info_list: Array[Node] = []
|
|
||||||
collect_all_chunkinfo(preview_chunk, info_list)
|
|
||||||
var info_node = info_list[0] if info_list.size() > 0 else null
|
|
||||||
|
|
||||||
if info_node == null or not info_node.has_method("get_rotated_data"):
|
|
||||||
preview_chunk.queue_free()
|
|
||||||
chunk_candidate_cache[key] = {}
|
|
||||||
return {}
|
|
||||||
|
|
||||||
var info_path: NodePath = NodePath(".")
|
|
||||||
if info_node != preview_chunk:
|
|
||||||
info_path = preview_chunk.get_path_to(info_node)
|
|
||||||
|
|
||||||
var rotations = []
|
|
||||||
for rot in range(4):
|
|
||||||
rotations.append({
|
|
||||||
"rotation": rot,
|
|
||||||
"data": info_node.get_rotated_data(rot)
|
|
||||||
})
|
|
||||||
|
|
||||||
var metadata = {
|
|
||||||
"info_path": info_path,
|
|
||||||
"rotations": rotations,
|
|
||||||
"has_lamppost": "have_lamppost" in info_node and info_node.have_lamppost,
|
|
||||||
}
|
|
||||||
preview_chunk.queue_free()
|
|
||||||
chunk_candidate_cache[key] = metadata
|
|
||||||
return metadata
|
|
||||||
|
|
||||||
func _get_cached_chunk_info(instance: Node, scene: PackedScene) -> Node:
|
|
||||||
var metadata = _get_chunk_scene_metadata(scene)
|
|
||||||
if metadata.is_empty():
|
|
||||||
return null
|
|
||||||
|
|
||||||
var info_path: NodePath = metadata["info_path"]
|
|
||||||
if String(info_path) == ".":
|
|
||||||
return instance
|
|
||||||
return instance.get_node_or_null(info_path)
|
|
||||||
|
|
||||||
func _get_chunk_type_from_scene(scene: PackedScene) -> int:
|
|
||||||
if scene == null:
|
|
||||||
return CHUNK_TYPE_BIOME
|
|
||||||
|
|
||||||
var preview_chunk = scene.instantiate()
|
|
||||||
var info_list: Array[Node] = []
|
|
||||||
collect_all_chunkinfo(preview_chunk, info_list)
|
|
||||||
var info_node = info_list[0] if info_list.size() > 0 else null
|
|
||||||
var chunk_type = CHUNK_TYPE_BIOME
|
|
||||||
if info_node != null and "chunk_type" in info_node:
|
|
||||||
chunk_type = info_node.chunk_type
|
|
||||||
preview_chunk.queue_free()
|
|
||||||
return chunk_type
|
|
||||||
|
|
||||||
func _clear_pending_world_work() -> void:
|
|
||||||
pending_generation_cells.clear()
|
|
||||||
pending_cleanup_cells.clear()
|
|
||||||
pending_wire_cells.clear()
|
|
||||||
pending_wire_lookup.clear()
|
|
||||||
pending_radar_update = false
|
|
||||||
|
|
||||||
func _collect_replaceable_rail_chunks(root: Node, result: Array[Node3D]) -> void:
|
|
||||||
if root == null:
|
|
||||||
return
|
|
||||||
|
|
||||||
if root is Node3D:
|
|
||||||
var node_3d := root as Node3D
|
|
||||||
if node_3d.scene_file_path.begins_with(RAILWAY_SCENE_DIRECTORY):
|
|
||||||
var info_list: Array[Node] = []
|
|
||||||
collect_all_chunkinfo(node_3d, info_list)
|
|
||||||
var info_node = info_list[0] if info_list.size() > 0 else null
|
|
||||||
if info_node != null and "chunk_type" in info_node:
|
|
||||||
var chunk_type = info_node.chunk_type
|
|
||||||
if chunk_type == CHUNK_TYPE_STRAIGHT_TRACK or chunk_type == CHUNK_TYPE_CURVED_TRACK:
|
|
||||||
result.append(node_3d)
|
|
||||||
return
|
|
||||||
|
|
||||||
for child in root.get_children():
|
|
||||||
_collect_replaceable_rail_chunks(child, result)
|
|
||||||
|
|
||||||
func _pick_replacement_rail_scene(chunk_type: int, current_scene_path: String) -> PackedScene:
|
|
||||||
var candidates: Array = rail_chunk_catalogue.get(chunk_type, [])
|
|
||||||
if candidates.is_empty():
|
|
||||||
return null
|
|
||||||
|
|
||||||
var alternatives: Array[PackedScene] = []
|
|
||||||
for candidate in candidates:
|
|
||||||
var scene := candidate as PackedScene
|
|
||||||
if scene != null and scene.resource_path != current_scene_path:
|
|
||||||
alternatives.append(scene)
|
|
||||||
|
|
||||||
if not alternatives.is_empty():
|
|
||||||
return alternatives.pick_random()
|
|
||||||
return candidates.pick_random() as PackedScene
|
|
||||||
|
|
||||||
func _replace_rail_chunk_instance(chunk_root: Node3D) -> bool:
|
|
||||||
if chunk_root == null or not is_instance_valid(chunk_root):
|
|
||||||
return false
|
|
||||||
|
|
||||||
var info_list: Array[Node] = []
|
|
||||||
collect_all_chunkinfo(chunk_root, info_list)
|
|
||||||
var info_node = info_list[0] if info_list.size() > 0 else null
|
|
||||||
if info_node == null or not "chunk_type" in info_node:
|
|
||||||
return false
|
|
||||||
|
|
||||||
var replacement_scene = _pick_replacement_rail_scene(info_node.chunk_type, chunk_root.scene_file_path)
|
|
||||||
if replacement_scene == null:
|
|
||||||
return false
|
|
||||||
|
|
||||||
var chunk_parent = chunk_root.get_parent()
|
|
||||||
var replacement = replacement_scene.instantiate() as Node3D
|
|
||||||
if chunk_parent == null or replacement == null:
|
|
||||||
return false
|
|
||||||
|
|
||||||
var chunk_index = chunk_root.get_index()
|
|
||||||
var chunk_name = chunk_root.name
|
|
||||||
chunk_root.name = "%s_old" % chunk_name
|
|
||||||
|
|
||||||
replacement.transform = chunk_root.transform
|
|
||||||
chunk_parent.add_child(replacement)
|
|
||||||
chunk_parent.move_child(replacement, chunk_index)
|
|
||||||
replacement.name = chunk_name
|
|
||||||
replacement.owner = chunk_root.owner
|
|
||||||
chunk_root.queue_free()
|
|
||||||
return true
|
|
||||||
|
|
||||||
func _refresh_rail_chunks() -> void:
|
|
||||||
print("update rail chunks")
|
|
||||||
_warm_rail_chunk_catalogue()
|
|
||||||
|
|
||||||
var current_scene: Node = get_tree().current_scene
|
|
||||||
if current_scene == null:
|
|
||||||
return
|
|
||||||
|
|
||||||
var replaceable_chunks: Array[Node3D] = []
|
|
||||||
_collect_replaceable_rail_chunks(current_scene, replaceable_chunks)
|
|
||||||
|
|
||||||
var replaced_count = 0
|
|
||||||
for chunk_root in replaceable_chunks:
|
|
||||||
if _replace_rail_chunk_instance(chunk_root):
|
|
||||||
replaced_count += 1
|
|
||||||
|
|
||||||
if replaced_count > 0:
|
|
||||||
await get_tree().process_frame
|
|
||||||
_destroy_and_regenrate_world()
|
|
||||||
|
|
||||||
func _update_rail_chunks() -> void:
|
|
||||||
call_deferred("_refresh_rail_chunks")
|
|
||||||
|
|
||||||
func _refresh_world(center: Vector2i) -> void:
|
|
||||||
_rebuild_generation_queue(center)
|
|
||||||
_rebuild_cleanup_queue(center)
|
|
||||||
|
|
||||||
func _rebuild_generation_queue(center: Vector2i) -> void:
|
|
||||||
pending_generation_cells.clear()
|
|
||||||
|
|
||||||
for radius in range(eye_line + 1):
|
|
||||||
for x in range(-radius, radius + 1):
|
|
||||||
for z in range(-radius, radius + 1):
|
|
||||||
if maxi(abs(x), abs(z)) != radius:
|
|
||||||
continue
|
|
||||||
|
|
||||||
var grid_pos = center + Vector2i(x, z)
|
|
||||||
if board.has(grid_pos):
|
|
||||||
continue
|
|
||||||
pending_generation_cells.append(grid_pos)
|
|
||||||
|
|
||||||
func _rebuild_cleanup_queue(center: Vector2i) -> void:
|
|
||||||
pending_cleanup_cells.clear()
|
|
||||||
var safe_margin = 2
|
|
||||||
|
|
||||||
for grid_pos in board.keys():
|
|
||||||
var cell = board[grid_pos]
|
|
||||||
if cell["type"] == "obstacle":
|
|
||||||
continue
|
|
||||||
|
|
||||||
var dist_x = abs(grid_pos.x - center.x)
|
|
||||||
var dist_z = abs(grid_pos.y - center.y)
|
|
||||||
if dist_x > eye_line + safe_margin or dist_z > eye_line + safe_margin:
|
|
||||||
pending_cleanup_cells.append(grid_pos)
|
|
||||||
|
|
||||||
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()
|
|
||||||
if board.has(grid_pos):
|
|
||||||
continue
|
|
||||||
|
|
||||||
var is_obstacle = _register_cell_with_ray(grid_pos)
|
|
||||||
if not is_obstacle:
|
|
||||||
_add_compatible_biome(grid_pos)
|
|
||||||
processed += 1
|
|
||||||
|
|
||||||
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()
|
|
||||||
if not board.has(grid_pos):
|
|
||||||
continue
|
|
||||||
|
|
||||||
var cell = board[grid_pos]
|
|
||||||
if cell["type"] == "obstacle":
|
|
||||||
continue
|
|
||||||
|
|
||||||
if cell.has("node") and is_instance_valid(cell["node"]):
|
|
||||||
cell["node"].queue_free()
|
|
||||||
board.erase(grid_pos)
|
|
||||||
processed += 1
|
|
||||||
|
|
||||||
func _queue_lamppost_wire_connection(grid_pos: Vector2i) -> void:
|
|
||||||
if pending_wire_lookup.has(grid_pos):
|
|
||||||
return
|
|
||||||
pending_wire_lookup[grid_pos] = true
|
|
||||||
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()
|
|
||||||
pending_wire_lookup.erase(grid_pos)
|
|
||||||
|
|
||||||
if not board.has(grid_pos):
|
|
||||||
continue
|
|
||||||
if not board[grid_pos].get("have_lamppost", false):
|
|
||||||
continue
|
|
||||||
|
|
||||||
_connect_lamppost_wires(grid_pos)
|
|
||||||
processed += 1
|
|
||||||
|
|
||||||
func _generate_pieces_around_train(center: Vector2i) -> void:
|
func _generate_pieces_around_train(center: Vector2i) -> void:
|
||||||
for x in range(-eye_line, eye_line + 1):
|
for x in range(-eye_line, eye_line + 1):
|
||||||
for z in range(-eye_line, eye_line + 1):
|
for z in range(-eye_line, eye_line + 1):
|
||||||
var grid_pos = center + Vector2i(x, z)
|
var grid_pos = center + Vector2i(x, z)
|
||||||
|
|
||||||
if not board.has(grid_pos):
|
if not board.has(grid_pos):
|
||||||
var ce_obstacle = _register_cell_with_ray(grid_pos)
|
var ce_obstacle = _register_cell_with_ray(grid_pos)
|
||||||
if not ce_obstacle:
|
if not ce_obstacle:
|
||||||
@@ -486,7 +166,7 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
|
|||||||
if info_list.size() > 0:
|
if info_list.size() > 0:
|
||||||
var min_distance = 999999.0
|
var min_distance = 999999.0
|
||||||
var center_cell_pos = Vector3(world_pos.x, 0, world_pos.z)
|
var center_cell_pos = Vector3(world_pos.x, 0, world_pos.z)
|
||||||
|
|
||||||
for info in info_list:
|
for info in info_list:
|
||||||
if info is Node3D:
|
if info is Node3D:
|
||||||
var pos_info = Vector3(info.global_position.x, 0, info.global_position.z)
|
var pos_info = Vector3(info.global_position.x, 0, info.global_position.z)
|
||||||
@@ -501,7 +181,6 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
|
|||||||
right_info_node = info_list[0]
|
right_info_node = info_list[0]
|
||||||
|
|
||||||
var exit_found = {"north": false, "est": false, "south": false, "west": false}
|
var exit_found = {"north": false, "est": false, "south": false, "west": false}
|
||||||
var river_exit_found = {"north": false, "est": false, "south": false, "west": false}
|
|
||||||
var height_found = {"north": 0, "est": 0, "south": 0, "west": 0}
|
var height_found = {"north": 0, "est": 0, "south": 0, "west": 0}
|
||||||
var have_lamppost = false
|
var have_lamppost = false
|
||||||
|
|
||||||
@@ -511,9 +190,8 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
|
|||||||
var rotation_steps = roundi(rad_to_deg(right_info_node.global_rotation.y) / -90.0)
|
var rotation_steps = roundi(rad_to_deg(right_info_node.global_rotation.y) / -90.0)
|
||||||
var data = right_info_node.get_rotated_data(rotation_steps)
|
var data = right_info_node.get_rotated_data(rotation_steps)
|
||||||
exit_found = data["connections"]
|
exit_found = data["connections"]
|
||||||
river_exit_found = data["river_connections"]
|
|
||||||
height_found = data["heights"]
|
height_found = data["heights"]
|
||||||
|
|
||||||
if "have_lamppost" in right_info_node:
|
if "have_lamppost" in right_info_node:
|
||||||
have_lamppost = right_info_node.have_lamppost
|
have_lamppost = right_info_node.have_lamppost
|
||||||
|
|
||||||
@@ -521,7 +199,6 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
|
|||||||
board[grid_pos] = {
|
board[grid_pos] = {
|
||||||
"type": "obstacle",
|
"type": "obstacle",
|
||||||
"exit": exit_found,
|
"exit": exit_found,
|
||||||
"river_exit": river_exit_found,
|
|
||||||
"heights": height_found,
|
"heights": height_found,
|
||||||
"node": root_chunk,
|
"node": root_chunk,
|
||||||
"info": right_info_node,
|
"info": right_info_node,
|
||||||
@@ -529,7 +206,7 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
|
|||||||
}
|
}
|
||||||
|
|
||||||
if have_lamppost:
|
if have_lamppost:
|
||||||
_queue_lamppost_wire_connection(grid_pos)
|
_connect_lamppost_wires(grid_pos)
|
||||||
|
|
||||||
return true
|
return true
|
||||||
return false
|
return false
|
||||||
@@ -539,10 +216,6 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
|
|||||||
var req_conn_est = _needed_connection(grid_pos + Vector2i(1, 0), "west")
|
var req_conn_est = _needed_connection(grid_pos + Vector2i(1, 0), "west")
|
||||||
var req_conn_south = _needed_connection(grid_pos + Vector2i(0, 1), "north")
|
var req_conn_south = _needed_connection(grid_pos + Vector2i(0, 1), "north")
|
||||||
var req_conn_west = _needed_connection(grid_pos + Vector2i(-1, 0), "est")
|
var req_conn_west = _needed_connection(grid_pos + Vector2i(-1, 0), "est")
|
||||||
var req_river_north = _needed_river_connection(grid_pos + Vector2i(0, -1), "south")
|
|
||||||
var req_river_est = _needed_river_connection(grid_pos + Vector2i(1, 0), "west")
|
|
||||||
var req_river_south = _needed_river_connection(grid_pos + Vector2i(0, 1), "north")
|
|
||||||
var req_river_west = _needed_river_connection(grid_pos + Vector2i(-1, 0), "est")
|
|
||||||
|
|
||||||
var req_height_north = _needed_heights(grid_pos + Vector2i(0, -1), "south")
|
var req_height_north = _needed_heights(grid_pos + Vector2i(0, -1), "south")
|
||||||
var req_height_est = _needed_heights(grid_pos + Vector2i(1, 0), "west")
|
var req_height_est = _needed_heights(grid_pos + Vector2i(1, 0), "west")
|
||||||
@@ -556,45 +229,43 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
|
|||||||
var valid_candidates = []
|
var valid_candidates = []
|
||||||
|
|
||||||
for scene in zone_catalogue:
|
for scene in zone_catalogue:
|
||||||
var metadata = _get_chunk_scene_metadata(scene)
|
var test_chunk = scene.instantiate()
|
||||||
if metadata.is_empty():
|
var test_list: Array[Node] = []
|
||||||
continue
|
collect_all_chunkinfo(test_chunk, test_list)
|
||||||
|
var info_test = test_list[0] if test_list.size() > 0 else null
|
||||||
|
|
||||||
for candidate in metadata["rotations"]:
|
if info_test != null and info_test.has_method("get_rotated_data"):
|
||||||
var rot = candidate["rotation"]
|
for rot in range(4):
|
||||||
var data = candidate["data"]
|
var data = test_chunk.get_rotated_data(rot)
|
||||||
var u_conn = data["connections"]
|
var u_conn = data["connections"]
|
||||||
var u_river_conn = data["river_connections"]
|
var u_height = data["heights"]
|
||||||
var u_height = data["heights"]
|
|
||||||
|
|
||||||
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"])
|
|
||||||
var match_conn_s = (req_conn_south == -1) or ((req_conn_south == 1) == u_conn["south"])
|
|
||||||
var match_conn_o = (req_conn_west == -1) or ((req_conn_west == 1) == u_conn["west"])
|
|
||||||
var match_river_n = (req_river_north == -1) or ((req_river_north == 1) == u_river_conn["north"])
|
|
||||||
var match_river_e = (req_river_est == -1) or ((req_river_est == 1) == u_river_conn["est"])
|
|
||||||
var match_river_s = (req_river_south == -1) or ((req_river_south == 1) == u_river_conn["south"])
|
|
||||||
var match_river_o = (req_river_west == -1) or ((req_river_west == 1) == u_river_conn["west"])
|
|
||||||
|
|
||||||
var match_alt_n = (req_height_north == -1) or (req_height_north == u_height["north"])
|
|
||||||
var match_alt_e = (req_height_est == -1) or (req_height_est == u_height["est"])
|
|
||||||
var match_alt_s = (req_height_south == -1) or (req_height_south == u_height["south"])
|
|
||||||
var match_alt_o = (req_height_west == -1) or (req_height_west == u_height["west"])
|
|
||||||
|
|
||||||
var diff_n = abs(u_height["north"] - height_target) if req_height_north == -1 else 0
|
|
||||||
var diff_e = abs(u_height["est"] - height_target) if req_height_est == -1 else 0
|
|
||||||
var diff_s = abs(u_height["south"] - height_target) if req_height_south == -1 else 0
|
|
||||||
var diff_o = abs(u_height["west"] - height_target) if req_height_west == -1 else 0
|
|
||||||
var excessive_jumps = diff_n > 1 or diff_e > 1 or diff_s > 1 or diff_o > 1
|
|
||||||
|
|
||||||
if match_conn_n and match_conn_e and match_conn_s and match_conn_o and match_river_n and match_river_e and match_river_s and match_river_o and match_alt_n and match_alt_e and match_alt_s and match_alt_o and not excessive_jumps:
|
|
||||||
var score = 0
|
|
||||||
if req_height_north == -1 and u_height["north"] == height_target: score += 1
|
|
||||||
if req_height_est == -1 and u_height["est"] == height_target: score += 1
|
|
||||||
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})
|
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"])
|
||||||
|
var match_conn_s = (req_conn_south == -1) or ((req_conn_south == 1) == u_conn["south"])
|
||||||
|
var match_conn_o = (req_conn_west == -1) or ((req_conn_west == 1) == u_conn["west"])
|
||||||
|
|
||||||
|
var match_alt_n = (req_height_north == -1) or (req_height_north == u_height["north"])
|
||||||
|
var match_alt_e = (req_height_est == -1) or (req_height_est == u_height["est"])
|
||||||
|
var match_alt_s = (req_height_south == -1) or (req_height_south == u_height["south"])
|
||||||
|
var match_alt_o = (req_height_west == -1) or (req_height_west == u_height["west"])
|
||||||
|
|
||||||
|
var diff_n = abs(u_height["north"] - height_target) if req_height_north == -1 else 0
|
||||||
|
var diff_e = abs(u_height["est"] - height_target) if req_height_est == -1 else 0
|
||||||
|
var diff_s = abs(u_height["south"] - height_target) if req_height_south == -1 else 0
|
||||||
|
var diff_o = abs(u_height["west"] - height_target) if req_height_west == -1 else 0
|
||||||
|
var excessive_jumps = diff_n > 1 or diff_e > 1 or diff_s > 1 or diff_o > 1
|
||||||
|
|
||||||
|
if match_conn_n and match_conn_e and match_conn_s and match_conn_o and match_alt_n and match_alt_e and match_alt_s and match_alt_o and not excessive_jumps:
|
||||||
|
var score = 0
|
||||||
|
if req_height_north == -1 and u_height["north"] == height_target: score += 1
|
||||||
|
if req_height_est == -1 and u_height["est"] == height_target: score += 1
|
||||||
|
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})
|
||||||
|
|
||||||
|
test_chunk.queue_free()
|
||||||
|
|
||||||
if valid_candidates.size() > 0:
|
if valid_candidates.size() > 0:
|
||||||
var max_score = -1
|
var max_score = -1
|
||||||
@@ -607,20 +278,21 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
|
|||||||
|
|
||||||
var choise = best_candidate.pick_random()
|
var choise = best_candidate.pick_random()
|
||||||
var new_chunk = choise.scene.instantiate()
|
var new_chunk = choise.scene.instantiate()
|
||||||
|
add_child(new_chunk)
|
||||||
new_chunk.position = Vector3(grid_pos.x * chunk_size, 0, grid_pos.y * chunk_size)
|
new_chunk.position = Vector3(grid_pos.x * chunk_size, 0, grid_pos.y * chunk_size)
|
||||||
new_chunk.rotation.y = choise.rotation * (-PI / 2.0)
|
new_chunk.rotation.y = choise.rotation * (-PI / 2.0)
|
||||||
add_child(new_chunk)
|
|
||||||
|
|
||||||
var info_new = _get_cached_chunk_info(new_chunk, choise.scene)
|
var new_list: Array[Node] = []
|
||||||
|
collect_all_chunkinfo(new_chunk, new_list)
|
||||||
|
var info_new = new_list[0] if new_list.size() > 0 else null
|
||||||
|
|
||||||
var have_lamppost = false
|
var have_lamppost = false
|
||||||
if info_new != null and "have_lamppost" in info_new:
|
if info_new != null and "have_lamppost" in new_chunk:
|
||||||
have_lamppost = info_new.have_lamppost
|
have_lamppost = info_new.have_lamppost
|
||||||
|
|
||||||
board[grid_pos] = {
|
board[grid_pos] = {
|
||||||
"type": "bioma",
|
"type": "bioma",
|
||||||
"exit": choise.data["connections"],
|
"exit": choise.data["connections"],
|
||||||
"river_exit": choise.data["river_connections"],
|
|
||||||
"heights": choise.data["heights"],
|
"heights": choise.data["heights"],
|
||||||
"node": new_chunk,
|
"node": new_chunk,
|
||||||
"info": info_new,
|
"info": info_new,
|
||||||
@@ -628,14 +300,16 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
|
|||||||
}
|
}
|
||||||
|
|
||||||
if have_lamppost:
|
if have_lamppost:
|
||||||
_queue_lamppost_wire_connection(grid_pos)
|
_connect_lamppost_wires(grid_pos)
|
||||||
|
|
||||||
else:
|
else:
|
||||||
var backup = zone_catalogue[0].instantiate()
|
var backup = zone_catalogue[0].instantiate()
|
||||||
backup.position = Vector3(grid_pos.x * chunk_size, 0, grid_pos.y * chunk_size)
|
|
||||||
add_child(backup)
|
add_child(backup)
|
||||||
|
backup.position = Vector3(grid_pos.x * chunk_size, 0, grid_pos.y * chunk_size)
|
||||||
|
|
||||||
var info_backup = _get_cached_chunk_info(backup, zone_catalogue[0])
|
var backup_list: Array[Node] = []
|
||||||
|
collect_all_chunkinfo(backup, backup_list)
|
||||||
|
var info_backup = backup_list[0] if backup_list.size() > 0 else null
|
||||||
|
|
||||||
var safe_heights = {
|
var safe_heights = {
|
||||||
"north": req_height_north if req_height_north != -1 else height_target,
|
"north": req_height_north if req_height_north != -1 else height_target,
|
||||||
@@ -646,7 +320,6 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
|
|||||||
board[grid_pos] = {
|
board[grid_pos] = {
|
||||||
"type": "biome",
|
"type": "biome",
|
||||||
"exit": {"north":false, "est":false, "south":false, "west":false},
|
"exit": {"north":false, "est":false, "south":false, "west":false},
|
||||||
"river_exit": {"north":false, "est":false, "south":false, "west":false},
|
|
||||||
"heights": safe_heights,
|
"heights": safe_heights,
|
||||||
"node": backup,
|
"node": backup,
|
||||||
"info": info_backup,
|
"info": info_backup,
|
||||||
@@ -660,28 +333,75 @@ func _needed_connection(near_pos: Vector2i, side_needed: String) -> int:
|
|||||||
return 1 if board[near_pos]["exit"][side_needed] else 0
|
return 1 if board[near_pos]["exit"][side_needed] else 0
|
||||||
return -1
|
return -1
|
||||||
|
|
||||||
func _needed_river_connection(near_pos: Vector2i, side_needed: String) -> int:
|
|
||||||
if not board.has(near_pos):
|
|
||||||
_register_cell_with_ray(near_pos)
|
|
||||||
if board.has(near_pos) and board[near_pos].has("river_exit"):
|
|
||||||
return 1 if board[near_pos]["river_exit"][side_needed] else 0
|
|
||||||
return -1
|
|
||||||
|
|
||||||
func _needed_heights(near_pos: Vector2i, side_needed: String) -> int:
|
func _needed_heights(near_pos: Vector2i, side_needed: String) -> int:
|
||||||
if board.has(near_pos) and board[near_pos].has("heights"):
|
if board.has(near_pos) and board[near_pos].has("heights"):
|
||||||
return board[near_pos]["heights"][side_needed]
|
return board[near_pos]["heights"][side_needed]
|
||||||
return -1
|
return -1
|
||||||
|
|
||||||
|
func _train_radar() -> void:
|
||||||
|
if rail_path == null or rail_path.curve == null or rail_path.train_instance == null: return
|
||||||
|
|
||||||
|
if manual_biome != null:
|
||||||
|
return
|
||||||
|
|
||||||
|
var train_pos = rail_path.train_instance.global_position
|
||||||
|
var grid_x = roundi(train_pos.x / chunk_size)
|
||||||
|
var grid_z = roundi(train_pos.z / chunk_size)
|
||||||
|
var current_biome = _get_procedural_biome_name(noise_generator.get_noise_2d(grid_x, grid_z))
|
||||||
|
|
||||||
|
var current_progress = rail_path.train_progress
|
||||||
|
var total_length = rail_path.curve.get_baked_length()
|
||||||
|
#var exchange_distance = 0.0
|
||||||
|
#var next_biome = ""
|
||||||
|
|
||||||
|
for step in range(1, 31):
|
||||||
|
var next_progress = wrapf(current_progress + (step * chunk_size), 0.0, total_length)
|
||||||
|
var next_local_pos = rail_path.curve.sample_baked(next_progress, true)
|
||||||
|
var next_global_pos = rail_path.to_global(next_local_pos)
|
||||||
|
|
||||||
|
var f_x = roundi(next_global_pos.x / chunk_size)
|
||||||
|
var f_z = roundi(next_global_pos.z / chunk_size)
|
||||||
|
var future_biome = _get_procedural_biome_name(noise_generator.get_noise_2d(f_x, f_z))
|
||||||
|
|
||||||
|
if future_biome != current_biome:
|
||||||
|
#exchange_distance = step * chunk_size
|
||||||
|
#next_biome = future_biome
|
||||||
|
break
|
||||||
|
|
||||||
|
func _clean_far_chunks(centro_attuale: Vector2i) -> void:
|
||||||
|
var cells_to_remove = []
|
||||||
|
var safe_margin = 2
|
||||||
|
|
||||||
|
for grid_pos in board.keys():
|
||||||
|
var cell = board[grid_pos]
|
||||||
|
if cell["type"] == "obstacle": continue
|
||||||
|
|
||||||
|
var dist_x = abs(grid_pos.x - centro_attuale.x)
|
||||||
|
var dist_z = abs(grid_pos.y - centro_attuale.y)
|
||||||
|
|
||||||
|
if dist_x > eye_line + safe_margin or dist_z > eye_line + safe_margin:
|
||||||
|
if cell.has("node") and is_instance_valid(cell["node"]):
|
||||||
|
cell["node"].queue_free()
|
||||||
|
cells_to_remove.append(grid_pos)
|
||||||
|
|
||||||
|
for pos in cells_to_remove:
|
||||||
|
board.erase(pos)
|
||||||
|
|
||||||
|
|
||||||
func _get_lampposts(info_node: Node, side: String) -> Array[Node3D]:
|
func _get_lampposts(info_node: Node, side: String) -> Array[Node3D]:
|
||||||
var lampposts: Array[Node3D] = []
|
var lampposts: Array[Node3D] = []
|
||||||
if side == "sx":
|
if side == "sx":
|
||||||
if "connection_left" in info_node and info_node.connection_left != null:
|
if "connection_left" in info_node and info_node.connection_left != null:
|
||||||
for p in info_node.connection_left:
|
for p in info_node.connection_left:
|
||||||
if is_instance_valid(p): lampposts.append(p)
|
if is_instance_valid(p): lampposts.append(p)
|
||||||
|
#if lampposts.is_empty() and "nodo_attacco_sx" in nodo_info and is_instance_valid(nodo_info.get("nodo_attacco_sx")):
|
||||||
|
# lampposts.append(nodo_info.get("nodo_attacco_sx"))
|
||||||
else:
|
else:
|
||||||
if "connection_right" in info_node and info_node.connection_right != null:
|
if "connection_right" in info_node and info_node.connection_right != null:
|
||||||
for p in info_node.connection_right:
|
for p in info_node.connection_right:
|
||||||
if is_instance_valid(p): lampposts.append(p)
|
if is_instance_valid(p): lampposts.append(p)
|
||||||
|
#if lampposts.is_empty() and "nodo_attacco_dx" in nodo_info and is_instance_valid(nodo_info.get("nodo_attacco_dx")):
|
||||||
|
# lampposts.append(nodo_info.get("nodo_attacco_dx"))
|
||||||
return lampposts
|
return lampposts
|
||||||
|
|
||||||
func _connect_lamppost_wires(new_board_pos: Vector2i) -> void:
|
func _connect_lamppost_wires(new_board_pos: Vector2i) -> void:
|
||||||
@@ -705,7 +425,7 @@ func _connect_lamppost_wires(new_board_pos: Vector2i) -> void:
|
|||||||
var p_sx_your_best = null; var p_dx_your_best = null
|
var p_sx_your_best = null; var p_dx_your_best = null
|
||||||
var best_closest_to_root = null
|
var best_closest_to_root = null
|
||||||
var best_distance = 999999.0
|
var best_distance = 999999.0
|
||||||
var ray_research = 6
|
var ray_research = 3
|
||||||
|
|
||||||
for x in range(-ray_research, ray_research + 1):
|
for x in range(-ray_research, ray_research + 1):
|
||||||
for z in range(-ray_research, ray_research + 1):
|
for z in range(-ray_research, ray_research + 1):
|
||||||
@@ -751,7 +471,7 @@ func _connect_lamppost_wires(new_board_pos: Vector2i) -> void:
|
|||||||
if board.has(closest_pos) and board[closest_pos].get("have_lamppost", false):
|
if board.has(closest_pos) and board[closest_pos].get("have_lamppost", false):
|
||||||
var closest_root = board[closest_pos]["node"]
|
var closest_root = board[closest_pos]["node"]
|
||||||
var closest_info = board[closest_pos]["info"]
|
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 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()
|
if closest_info is Node3D: closest_info.force_update_transform()
|
||||||
@@ -773,7 +493,7 @@ func _connect_lamppost_wires(new_board_pos: Vector2i) -> void:
|
|||||||
p_sx_your_best = closest_sx[i_t]
|
p_sx_your_best = closest_sx[i_t]
|
||||||
p_dx_your_best = closest_dx[i_t]
|
p_dx_your_best = closest_dx[i_t]
|
||||||
|
|
||||||
var max_dist = chunk_size * lamppost_dist_factor
|
var max_dist = chunk_size * 8.0
|
||||||
|
|
||||||
if best_closest_to_root != null and best_distance < max_dist:
|
if best_closest_to_root != null and best_distance < max_dist:
|
||||||
var dist_streight = p_sx_my_best.global_position.distance_to(p_sx_your_best.global_position) + p_dx_my_best.global_position.distance_to(p_dx_your_best.global_position)
|
var dist_streight = p_sx_my_best.global_position.distance_to(p_sx_your_best.global_position) + p_dx_my_best.global_position.distance_to(p_dx_your_best.global_position)
|
||||||
@@ -791,7 +511,6 @@ func _connect_lamppost_wires(new_board_pos: Vector2i) -> void:
|
|||||||
if not wire_connections.has(closest_id): wire_connections[closest_id] = 0
|
if not wire_connections.has(closest_id): wire_connections[closest_id] = 0
|
||||||
wire_connections[closest_id] += 1
|
wire_connections[closest_id] += 1
|
||||||
|
|
||||||
#draw lamppost
|
|
||||||
func _draw_parable(p1: Vector3, p2: Vector3, parent: Node3D) -> void:
|
func _draw_parable(p1: Vector3, p2: Vector3, parent: Node3D) -> void:
|
||||||
var segments = 15
|
var segments = 15
|
||||||
var lowering = 1.5
|
var lowering = 1.5
|
||||||
|
|||||||
@@ -12,12 +12,6 @@ class_name ChunkInfo
|
|||||||
@export var south: bool = false
|
@export var south: bool = false
|
||||||
@export var west: bool = false
|
@export var west: bool = false
|
||||||
|
|
||||||
@export_group("River exit")
|
|
||||||
@export var river_north: bool = false
|
|
||||||
@export var river_est: bool = false
|
|
||||||
@export var river_south: bool = false
|
|
||||||
@export var river_west: bool = false
|
|
||||||
|
|
||||||
@export_group("Margin heights (level 0, 1, 2)")
|
@export_group("Margin heights (level 0, 1, 2)")
|
||||||
@export_range(0, 2, 1) var height_north: int = 0
|
@export_range(0, 2, 1) var height_north: int = 0
|
||||||
@export_range(0, 2, 1) var height_est: int = 0
|
@export_range(0, 2, 1) var height_est: int = 0
|
||||||
@@ -35,17 +29,14 @@ func _ready() -> void:
|
|||||||
|
|
||||||
func get_rotated_data(steps_90: int) -> Dictionary:
|
func get_rotated_data(steps_90: int) -> Dictionary:
|
||||||
var original_exit = [north, est, south, west]
|
var original_exit = [north, est, south, west]
|
||||||
var original_river_exit = [river_north, river_est, river_south, river_west]
|
|
||||||
var original_height = [height_north, height_est, height_south, height_west]
|
var original_height = [height_north, height_est, height_south, height_west]
|
||||||
|
|
||||||
var calculated_exit = []
|
var calculated_exit = []
|
||||||
var calculated_river_exit = []
|
|
||||||
var calculated_height = []
|
var calculated_height = []
|
||||||
|
|
||||||
for i in range(4):
|
for i in range(4):
|
||||||
var index = (i - steps_90 + 4) % 4
|
var index = (i - steps_90 + 4) % 4
|
||||||
calculated_exit.append(original_exit[index])
|
calculated_exit.append(original_exit[index])
|
||||||
calculated_river_exit.append(original_river_exit[index])
|
|
||||||
calculated_height.append(original_height[index])
|
calculated_height.append(original_height[index])
|
||||||
|
|
||||||
return {
|
return {
|
||||||
@@ -53,10 +44,6 @@ func get_rotated_data(steps_90: int) -> Dictionary:
|
|||||||
"north": calculated_exit[0], "est": calculated_exit[1],
|
"north": calculated_exit[0], "est": calculated_exit[1],
|
||||||
"south": calculated_exit[2], "west": calculated_exit[3]
|
"south": calculated_exit[2], "west": calculated_exit[3]
|
||||||
},
|
},
|
||||||
"river_connections": {
|
|
||||||
"north": calculated_river_exit[0], "est": calculated_river_exit[1],
|
|
||||||
"south": calculated_river_exit[2], "west": calculated_river_exit[3]
|
|
||||||
},
|
|
||||||
"heights": {
|
"heights": {
|
||||||
"north": calculated_height[0], "est": calculated_height[1],
|
"north": calculated_height[0], "est": calculated_height[1],
|
||||||
"south": calculated_height[2], "west": calculated_height[3]
|
"south": calculated_height[2], "west": calculated_height[3]
|
||||||
|
|||||||
@@ -1,7 +0,0 @@
|
|||||||
[gd_resource type="NoiseTexture2D" format=3 uid="uid://b2xcpt2y8v32x"]
|
|
||||||
|
|
||||||
[sub_resource type="FastNoiseLite" id="FastNoiseLite_oqwsk"]
|
|
||||||
|
|
||||||
[resource]
|
|
||||||
noise = SubResource("FastNoiseLite_oqwsk")
|
|
||||||
seamless = true
|
|
||||||
@@ -1,17 +1,9 @@
|
|||||||
shader_type canvas_item;
|
shader_type canvas_item;
|
||||||
|
|
||||||
// Cattura tutto quello che c'è sotto questo nodo
|
|
||||||
uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
|
uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
|
||||||
|
|
||||||
uniform float blur_amount : hint_range(0.0, 5.0) = 2.5;
|
uniform float blur_amount : hint_range(0.0, 5.0) = 2.5;
|
||||||
uniform float focus_size : hint_range(0.0, 1.0) = 0.4;
|
|
||||||
uniform float transition_softness : hint_range(0.01, 1.0) = 0.3;
|
|
||||||
|
|
||||||
void fragment() {
|
void fragment() {
|
||||||
float dist_from_center = abs(SCREEN_UV.y - 0.5);
|
COLOR = textureLod(screen_texture, SCREEN_UV, blur_amount);
|
||||||
float mask = smoothstep(focus_size / 2.0, (focus_size / 2.0) + transition_softness, dist_from_center);
|
}
|
||||||
|
|
||||||
// Applica il blur
|
|
||||||
vec4 blurred_screen = textureLod(screen_texture, SCREEN_UV, blur_amount * mask);
|
|
||||||
COLOR = blurred_screen;
|
|
||||||
}
|
|
||||||
|
|||||||
@@ -1,21 +1,16 @@
|
|||||||
class_name DayNightController
|
class_name DayNightController
|
||||||
extends Node
|
extends Node
|
||||||
|
|
||||||
const TIME_OPTION_SUNRISE: int = 0
|
|
||||||
const TIME_OPTION_DAY: int = 1
|
|
||||||
const TIME_OPTION_SUNSET: int = 2
|
|
||||||
const TIME_OPTION_NIGHT: int = 3
|
|
||||||
|
|
||||||
var environment_config: EnvironmentConfig
|
var environment_config: EnvironmentConfig
|
||||||
|
|
||||||
#Multiply for debug
|
#Multiply for debug
|
||||||
@export var time_scale: float = 1.0
|
@export var time_scale: float = 1.0
|
||||||
|
|
||||||
@export var paused: bool = false
|
@export var paused: bool = false
|
||||||
|
|
||||||
signal time_changed(time: float)
|
signal time_changed(time: float)
|
||||||
|
|
||||||
var current_time: float = 0.0
|
var current_time: float = 0.0
|
||||||
var _current_time_option_index: int = -1
|
|
||||||
|
|
||||||
func _init(environmentconfig: EnvironmentConfig) -> void:
|
func _init(environmentconfig: EnvironmentConfig) -> void:
|
||||||
environment_config = environmentconfig
|
environment_config = environmentconfig
|
||||||
@@ -24,7 +19,6 @@ func _ready() -> void:
|
|||||||
#connect events
|
#connect events
|
||||||
UIEvents.set_day_time.connect(_on_set_day_time)
|
UIEvents.set_day_time.connect(_on_set_day_time)
|
||||||
UIEvents.toggle_pause_daytime.connect(_on_toggle_pause_daytime)
|
UIEvents.toggle_pause_daytime.connect(_on_toggle_pause_daytime)
|
||||||
UIEvents.time_option_item_changed.connect(_time_option_changed)
|
|
||||||
|
|
||||||
current_time = environment_config.start_time
|
current_time = environment_config.start_time
|
||||||
update_time(current_time)
|
update_time(current_time)
|
||||||
@@ -50,34 +44,9 @@ func set_time(t: float) -> void:
|
|||||||
update_time(current_time)
|
update_time(current_time)
|
||||||
|
|
||||||
func update_time(currtime: float) -> void:
|
func update_time(currtime: float) -> void:
|
||||||
var time_option_index: int = get_time_option_index(currtime)
|
|
||||||
if time_option_index != _current_time_option_index:
|
|
||||||
_current_time_option_index = time_option_index
|
|
||||||
UIEvents.day_time_option_changed.emit(time_option_index)
|
|
||||||
|
|
||||||
emit_signal("time_changed", currtime)
|
emit_signal("time_changed", currtime)
|
||||||
UIEvents.day_time_changed.emit(currtime, get_time_string())
|
UIEvents.day_time_changed.emit(currtime, get_time_string())
|
||||||
|
|
||||||
func get_time_option_index(currtime: float) -> int:
|
|
||||||
if currtime >= environment_config.night or currtime < environment_config.sunrise:
|
|
||||||
return TIME_OPTION_NIGHT
|
|
||||||
if currtime < environment_config.day:
|
|
||||||
return TIME_OPTION_SUNRISE
|
|
||||||
if currtime < environment_config.sunset:
|
|
||||||
return TIME_OPTION_DAY
|
|
||||||
return TIME_OPTION_SUNSET
|
|
||||||
|
|
||||||
func _time_option_changed(index: int) -> void:
|
|
||||||
match index:
|
|
||||||
TIME_OPTION_SUNRISE:
|
|
||||||
set_time(environment_config.sunrise)
|
|
||||||
TIME_OPTION_DAY:
|
|
||||||
set_time(environment_config.day)
|
|
||||||
TIME_OPTION_SUNSET:
|
|
||||||
set_time(environment_config.sunset)
|
|
||||||
TIME_OPTION_NIGHT:
|
|
||||||
set_time(environment_config.night)
|
|
||||||
|
|
||||||
func _on_set_day_time(value: float) -> void:
|
func _on_set_day_time(value: float) -> void:
|
||||||
set_time(value)
|
set_time(value)
|
||||||
|
|
||||||
|
|||||||
@@ -9,7 +9,6 @@
|
|||||||
[ext_resource type="Material" uid="uid://codq5gx71rj4o" path="res://core/daynight/environment_dust_material.tres" id="8_amaf0"]
|
[ext_resource type="Material" uid="uid://codq5gx71rj4o" path="res://core/daynight/environment_dust_material.tres" id="8_amaf0"]
|
||||||
[ext_resource type="Shader" uid="uid://bkn6eqgbn37jx" path="res://core/daynight/blur.gdshader" id="9_amaf0"]
|
[ext_resource type="Shader" uid="uid://bkn6eqgbn37jx" path="res://core/daynight/blur.gdshader" id="9_amaf0"]
|
||||||
[ext_resource type="Shader" uid="uid://b5wa82soyhsqm" path="res://core/daynight/environment_shadows.gdshader" id="10_tuauy"]
|
[ext_resource type="Shader" uid="uid://b5wa82soyhsqm" path="res://core/daynight/environment_shadows.gdshader" id="10_tuauy"]
|
||||||
[ext_resource type="Texture2D" uid="uid://b2xcpt2y8v32x" path="res://core/daynight/FogNoise.tres" id="11_tuauy"]
|
|
||||||
[ext_resource type="FastNoiseLite" uid="uid://c0mtwrkptjcuw" path="res://core/daynight/environment_shadows_noise_clouds.tres" id="11_yn8v8"]
|
[ext_resource type="FastNoiseLite" uid="uid://c0mtwrkptjcuw" path="res://core/daynight/environment_shadows_noise_clouds.tres" id="11_yn8v8"]
|
||||||
|
|
||||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_ruhh7"]
|
[sub_resource type="ShaderMaterial" id="ShaderMaterial_ruhh7"]
|
||||||
@@ -41,58 +40,9 @@ shader_parameter/sun_color = Color(0.2841828, 0.2023238, 0.27953526, 1)
|
|||||||
|
|
||||||
[sub_resource type="Resource" id="Resource_r4tfj"]
|
[sub_resource type="Resource" id="Resource_r4tfj"]
|
||||||
script = ExtResource("2_h6hjk")
|
script = ExtResource("2_h6hjk")
|
||||||
morning_color = Color(0.93333334, 0.78039217, 0.6039216, 1)
|
|
||||||
afternoon_color = Color(0.9490196, 0.62352943, 0.38039216, 1)
|
|
||||||
night_color = Color(0.18431373, 0.18431373, 0.4862745, 1)
|
|
||||||
sun_rotation_morning = Vector3(-50, -90, 0)
|
|
||||||
sun_rotation_afternoon = Vector3(-120, -90, 0)
|
|
||||||
sun_rotation_night = Vector3(-130, -90, 0)
|
|
||||||
night_light_energy = 1.0
|
|
||||||
exposure_morning = 0.8
|
|
||||||
exposure_afternoon = 0.7
|
|
||||||
exposure_night = 0.7
|
|
||||||
sky_top_morning = Color(0.11764706, 0.35686275, 0.5411765, 1)
|
|
||||||
sky_top_afternoon = Color(0.7019608, 0.4509804, 0.2, 1)
|
|
||||||
sky_top_night = Color(0.050980393, 0.050980393, 0.14901961, 1)
|
|
||||||
sky_horizon_morning = Color(0.4627451, 0.6745098, 0.8627451, 1)
|
|
||||||
sky_horizon_afternoon = Color(0.93333334, 0.6, 0.8039216, 1)
|
|
||||||
sky_horizon_night = Color(0.14901961, 0.101960786, 0.2509804, 1)
|
|
||||||
grad_top_morning = Color(0.7921569, 0.8784314, 0.95686275, 1)
|
|
||||||
grad_top_afternoon = Color(0.8627451, 0.24313726, 0.5411765, 1)
|
|
||||||
grad_top_night = Color(0.16470589, 0.16470589, 0.26666668, 1)
|
|
||||||
grad_bot_morning = Color(0.05882353, 0.078431375, 0.21568628, 1)
|
|
||||||
grad_bot_afternoon = Color(0.2509804, 0.019607844, 0.043137256, 1)
|
|
||||||
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_density_morning = 0.01
|
|
||||||
fog_density_afternoon = 0.02
|
|
||||||
glow_morning = 0.4
|
|
||||||
glow_night = 0.6
|
|
||||||
material_fog = SubResource("ShaderMaterial_b5atu")
|
material_fog = SubResource("ShaderMaterial_b5atu")
|
||||||
material_drops = SubResource("StandardMaterial3D_r4tfj")
|
material_drops = SubResource("StandardMaterial3D_r4tfj")
|
||||||
material_clouds = SubResource("ShaderMaterial_ruhh7")
|
material_clouds = SubResource("ShaderMaterial_ruhh7")
|
||||||
lightning_color = Color(1, 0.9843137, 0.4627451, 1)
|
|
||||||
lightning_min = 2
|
|
||||||
lightning_max = 4
|
|
||||||
lightning_scale_min = 2.0
|
|
||||||
lightning_scale_max = 5.0
|
|
||||||
godray_max_rain = 60
|
|
||||||
godray_spawn_radius = 100.0
|
|
||||||
godray_spawn_offset = Vector3(20, 80, 20)
|
|
||||||
godray_rotation_degrees = Vector3(50, 30, 0)
|
|
||||||
godray_scale = Vector3(2, 25, 50)
|
|
||||||
snow_amount = 2000.0
|
|
||||||
wind_amount = 50
|
|
||||||
cloud_speed = 0.01
|
|
||||||
fireflies_amount = 550
|
|
||||||
fireflies_spawn_ray = 60.0
|
|
||||||
water_color_morning = Color(0.33333334, 0.654902, 0.5294118, 1)
|
|
||||||
water_color_afternoon = Color(0.5803922, 0.5137255, 0.2901961, 1)
|
|
||||||
water_color_night = Color(0.48235294, 0.45490196, 0.69411767, 1)
|
|
||||||
metadata/_custom_type_script = "uid://butda6k2tli3o"
|
metadata/_custom_type_script = "uid://butda6k2tli3o"
|
||||||
|
|
||||||
[sub_resource type="Gradient" id="Gradient_i3hjl"]
|
[sub_resource type="Gradient" id="Gradient_i3hjl"]
|
||||||
@@ -135,7 +85,7 @@ gradient = SubResource("Gradient_djqkg")
|
|||||||
lifetime_randomness = 0.5
|
lifetime_randomness = 0.5
|
||||||
emission_shape_scale = Vector3(5, 5, 5)
|
emission_shape_scale = Vector3(5, 5, 5)
|
||||||
emission_shape = 3
|
emission_shape = 3
|
||||||
emission_box_extents = Vector3(1, 1, 1)
|
emission_box_extents = Vector3(25, 5, 25)
|
||||||
direction = Vector3(0, 1, 0)
|
direction = Vector3(0, 1, 0)
|
||||||
initial_velocity_min = 6.0
|
initial_velocity_min = 6.0
|
||||||
initial_velocity_max = 6.0
|
initial_velocity_max = 6.0
|
||||||
@@ -149,9 +99,10 @@ point_count = 3
|
|||||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_cer0u"]
|
[sub_resource type="ShaderMaterial" id="ShaderMaterial_cer0u"]
|
||||||
render_priority = 0
|
render_priority = 0
|
||||||
shader = ExtResource("5_djqkg")
|
shader = ExtResource("5_djqkg")
|
||||||
shader_parameter/time_scale = 3.065
|
shader_parameter/wave_frequency = 1.0
|
||||||
shader_parameter/wave_amplitude = 0.3
|
shader_parameter/base_amplitude = 0.5
|
||||||
shader_parameter/wave_frequency = 0.25
|
shader_parameter/secondary_ratio = 0.6
|
||||||
|
shader_parameter/time_scale_base = 3.0
|
||||||
|
|
||||||
[sub_resource type="TubeTrailMesh" id="TubeTrailMesh_vo82p"]
|
[sub_resource type="TubeTrailMesh" id="TubeTrailMesh_vo82p"]
|
||||||
material = SubResource("ShaderMaterial_cer0u")
|
material = SubResource("ShaderMaterial_cer0u")
|
||||||
@@ -223,9 +174,7 @@ size = Vector2(0.05, 0.8)
|
|||||||
|
|
||||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_kavln"]
|
[sub_resource type="ShaderMaterial" id="ShaderMaterial_kavln"]
|
||||||
shader = ExtResource("9_amaf0")
|
shader = ExtResource("9_amaf0")
|
||||||
shader_parameter/blur_amount = 0.50000002375
|
shader_parameter/blur_amount = 0.6000000285
|
||||||
shader_parameter/focus_size = 0.54400002584
|
|
||||||
shader_parameter/transition_softness = 0.00999999977648
|
|
||||||
|
|
||||||
[sub_resource type="QuadMesh" id="QuadMesh_sxgg7"]
|
[sub_resource type="QuadMesh" id="QuadMesh_sxgg7"]
|
||||||
size = Vector2(2, 2)
|
size = Vector2(2, 2)
|
||||||
@@ -235,12 +184,12 @@ noise = ExtResource("11_yn8v8")
|
|||||||
seamless = true
|
seamless = true
|
||||||
|
|
||||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_oqt1s"]
|
[sub_resource type="ShaderMaterial" id="ShaderMaterial_oqt1s"]
|
||||||
render_priority = -1
|
render_priority = 0
|
||||||
shader = ExtResource("10_tuauy")
|
shader = ExtResource("10_tuauy")
|
||||||
shader_parameter/noise_texture = SubResource("NoiseTexture2D_0fcg4")
|
shader_parameter/noise_texture = SubResource("NoiseTexture2D_0fcg4")
|
||||||
shader_parameter/cloud_scale = 0.0070000003325
|
shader_parameter/cloud_scale = 0.0070000003325
|
||||||
shader_parameter/cloud_speed = 0.0030000001425
|
shader_parameter/cloud_speed = 0.0030000001425
|
||||||
shader_parameter/direction = Vector2(0.1, 0.025)
|
shader_parameter/direction = Vector2(0.5, 0.2)
|
||||||
shader_parameter/sun_angle = Vector2(0.5, 0.5)
|
shader_parameter/sun_angle = Vector2(0.5, 0.5)
|
||||||
shader_parameter/cloud_density = 0.400000019
|
shader_parameter/cloud_density = 0.400000019
|
||||||
shader_parameter/center_sharpness = 0.138000006555
|
shader_parameter/center_sharpness = 0.138000006555
|
||||||
@@ -252,23 +201,7 @@ shader_parameter/fade_end = 800.000035625
|
|||||||
shader_parameter/height_fade_start = 10.0
|
shader_parameter/height_fade_start = 10.0
|
||||||
shader_parameter/height_fade_end = 50.0
|
shader_parameter/height_fade_end = 50.0
|
||||||
|
|
||||||
[sub_resource type="QuadMesh" id="QuadMesh_yn8v8"]
|
[node name="EnvironmentManager" type="Node3D" unique_id=1611939731 node_paths=PackedStringArray("particles_wind", "particles_snow", "particles_fireflies", "particles_rain", "environment_dust", "blur", "environment_shadows")]
|
||||||
size = Vector2(2, 2)
|
|
||||||
|
|
||||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_sxgg7"]
|
|
||||||
render_priority = 2
|
|
||||||
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/scroll_speed = Vector2(0, 0.01)
|
|
||||||
shader_parameter/texture_scale = Vector2(1, 1)
|
|
||||||
shader_parameter/edge_softness_y = 0.16400000779
|
|
||||||
shader_parameter/edge_softness_x = 0.5
|
|
||||||
shader_parameter/night_intensity = 0.0
|
|
||||||
shader_parameter/sun_color = Color(1, 1, 1, 1)
|
|
||||||
|
|
||||||
[node name="EnvironmentManager" type="Node3D" unique_id=1611939731 node_paths=PackedStringArray("particles_wind", "particles_snow", "particles_fireflies", "particles_rain", "environment_dust", "blur", "environment_shadows", "fog")]
|
|
||||||
script = ExtResource("1_wecen")
|
script = ExtResource("1_wecen")
|
||||||
environment_config = SubResource("Resource_r4tfj")
|
environment_config = SubResource("Resource_r4tfj")
|
||||||
particles_wind = NodePath("Particles_Wind")
|
particles_wind = NodePath("Particles_Wind")
|
||||||
@@ -279,7 +212,6 @@ godray = ExtResource("5_411rw")
|
|||||||
environment_dust = NodePath("EnvironmentDust")
|
environment_dust = NodePath("EnvironmentDust")
|
||||||
blur = NodePath("Blur")
|
blur = NodePath("Blur")
|
||||||
environment_shadows = NodePath("EnvironmentCloudsShadows")
|
environment_shadows = NodePath("EnvironmentCloudsShadows")
|
||||||
fog = NodePath("Fog")
|
|
||||||
|
|
||||||
[node name="Particles_Fireflies" type="GPUParticles3D" parent="." unique_id=947538133]
|
[node name="Particles_Fireflies" type="GPUParticles3D" parent="." unique_id=947538133]
|
||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0)
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0)
|
||||||
@@ -290,10 +222,9 @@ process_material = SubResource("ParticleProcessMaterial_i3hjl")
|
|||||||
draw_pass_1 = SubResource("QuadMesh_b5atu")
|
draw_pass_1 = SubResource("QuadMesh_b5atu")
|
||||||
|
|
||||||
[node name="Particles_Wind" type="GPUParticles3D" parent="." unique_id=1238214694]
|
[node name="Particles_Wind" type="GPUParticles3D" parent="." unique_id=1238214694]
|
||||||
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 50, 0)
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 50, 0)
|
||||||
cast_shadow = 0
|
|
||||||
emitting = false
|
emitting = false
|
||||||
amount = 25
|
amount = 100
|
||||||
lifetime = 3.0
|
lifetime = 3.0
|
||||||
fixed_fps = 60
|
fixed_fps = 60
|
||||||
process_material = SubResource("ParticleProcessMaterial_ruhh7")
|
process_material = SubResource("ParticleProcessMaterial_ruhh7")
|
||||||
@@ -340,15 +271,3 @@ mouse_filter = 2
|
|||||||
extra_cull_margin = 16384.0
|
extra_cull_margin = 16384.0
|
||||||
mesh = SubResource("QuadMesh_sxgg7")
|
mesh = SubResource("QuadMesh_sxgg7")
|
||||||
surface_material_override/0 = SubResource("ShaderMaterial_oqt1s")
|
surface_material_override/0 = SubResource("ShaderMaterial_oqt1s")
|
||||||
|
|
||||||
[node name="Fog" type="Node3D" parent="." unique_id=1626352238]
|
|
||||||
|
|
||||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="Fog" unique_id=96635311]
|
|
||||||
transform = Transform3D(-42.075005, 7.553328e-06, 1.7196172e-13, 0, -3.7766642e-06, 45, 3.6783138e-06, 86.4, 1.9670128e-06, -41.926987, 14, 0)
|
|
||||||
mesh = SubResource("QuadMesh_yn8v8")
|
|
||||||
surface_material_override/0 = SubResource("ShaderMaterial_sxgg7")
|
|
||||||
|
|
||||||
[node name="MeshInstance3D2" type="MeshInstance3D" parent="Fog" unique_id=10121049]
|
|
||||||
transform = Transform3D(-42.075005, 7.553328e-06, 1.7196172e-13, 0, -3.7766642e-06, 45, 3.6783138e-06, 86.4, 1.9670128e-06, 59.320038, 14, 0)
|
|
||||||
mesh = SubResource("QuadMesh_yn8v8")
|
|
||||||
surface_material_override/0 = SubResource("ShaderMaterial_sxgg7")
|
|
||||||
|
|||||||
@@ -1,11 +1,6 @@
|
|||||||
class_name EnvironmentManagerRoot
|
class_name EnvironmentManagerRoot
|
||||||
extends Node3D
|
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
|
@export var environment_config: EnvironmentConfig
|
||||||
|
|
||||||
@export_group("Camera")
|
@export_group("Camera")
|
||||||
@@ -21,7 +16,6 @@ const DYNAMIC_ENVIRONMENT_UPDATES_PER_FRAME: int = 2 #how many update of the env
|
|||||||
@export var environment_dust: ColorRect
|
@export var environment_dust: ColorRect
|
||||||
@export var blur: ColorRect
|
@export var blur: ColorRect
|
||||||
@export var environment_shadows: MeshInstance3D
|
@export var environment_shadows: MeshInstance3D
|
||||||
@export var fog: Node3D
|
|
||||||
|
|
||||||
@export_group("Sound")
|
@export_group("Sound")
|
||||||
@export var thunder_sounds: Array[AudioStream]
|
@export var thunder_sounds: Array[AudioStream]
|
||||||
@@ -36,13 +30,9 @@ var weather_controller: WeatherController
|
|||||||
|
|
||||||
var day_tween: Tween
|
var day_tween: Tween
|
||||||
var day_time: float = 0.0
|
var day_time: float = 0.0
|
||||||
var pending_environment_nodes: Dictionary = {}
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
|
|
||||||
#connect shader when new node is added
|
|
||||||
get_tree().node_added.connect(_on_tree_node_added)
|
|
||||||
|
|
||||||
#set noise texture 2d to materials in special group
|
#set noise texture 2d to materials in special group
|
||||||
ApplyWindNoiseToMaterials()
|
ApplyWindNoiseToMaterials()
|
||||||
#set weather overlay (snow + rain) to materials in special group
|
#set weather overlay (snow + rain) to materials in special group
|
||||||
@@ -65,7 +55,6 @@ func _ready() -> void:
|
|||||||
godray,
|
godray,
|
||||||
environment_dust,
|
environment_dust,
|
||||||
blur,
|
blur,
|
||||||
fog,
|
|
||||||
environment_shadows,
|
environment_shadows,
|
||||||
sun,
|
sun,
|
||||||
environment,
|
environment,
|
||||||
@@ -78,67 +67,10 @@ func _ready() -> void:
|
|||||||
weather_controller.name = "WeatherController"
|
weather_controller.name = "WeatherController"
|
||||||
add_child(weather_controller)
|
add_child(weather_controller)
|
||||||
|
|
||||||
func _process(_delta: float) -> void:
|
|
||||||
_process_pending_environment_nodes()
|
|
||||||
|
|
||||||
func _on_tree_node_added(node: Node) -> void:
|
|
||||||
if node.is_in_group("wind_node") or node.is_in_group("weather_node") or node.is_in_group("weather_vegetables_node"):
|
|
||||||
_queue_dynamic_environment_node(node)
|
|
||||||
|
|
||||||
func _queue_dynamic_environment_node(node: Node) -> void:
|
|
||||||
if not is_instance_valid(node):
|
|
||||||
return
|
|
||||||
|
|
||||||
var ancestor = node.get_parent()
|
|
||||||
while ancestor != null:
|
|
||||||
if pending_environment_nodes.has(ancestor.get_instance_id()):
|
|
||||||
return
|
|
||||||
ancestor = ancestor.get_parent()
|
|
||||||
|
|
||||||
var stale_ids: Array[int] = []
|
|
||||||
for node_id in pending_environment_nodes.keys():
|
|
||||||
var pending_node = pending_environment_nodes[node_id]
|
|
||||||
if not is_instance_valid(pending_node):
|
|
||||||
stale_ids.append(node_id)
|
|
||||||
continue
|
|
||||||
if node.is_ancestor_of(pending_node):
|
|
||||||
stale_ids.append(node_id)
|
|
||||||
|
|
||||||
for node_id in stale_ids:
|
|
||||||
pending_environment_nodes.erase(node_id)
|
|
||||||
|
|
||||||
pending_environment_nodes[node.get_instance_id()] = node
|
|
||||||
|
|
||||||
func _process_pending_environment_nodes() -> void:
|
|
||||||
var processed = 0
|
|
||||||
for node_id in pending_environment_nodes.keys():
|
|
||||||
if processed >= DYNAMIC_ENVIRONMENT_UPDATES_PER_FRAME:
|
|
||||||
break
|
|
||||||
|
|
||||||
var node = pending_environment_nodes[node_id]
|
|
||||||
pending_environment_nodes.erase(node_id)
|
|
||||||
if not is_instance_valid(node):
|
|
||||||
continue
|
|
||||||
|
|
||||||
_apply_dynamic_environment_materials(node)
|
|
||||||
processed += 1
|
|
||||||
|
|
||||||
func _apply_dynamic_environment_materials(node: Node) -> void:
|
|
||||||
if not is_instance_valid(node):
|
|
||||||
return
|
|
||||||
|
|
||||||
if node.is_in_group("wind_node"):
|
|
||||||
_apply_wind_noise_to_node(node, NOISE_TEXTURE)
|
|
||||||
|
|
||||||
if node.is_in_group("weather_node"):
|
|
||||||
_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)
|
|
||||||
|
|
||||||
func ApplyWindNoiseToMaterials():
|
func ApplyWindNoiseToMaterials():
|
||||||
|
var noise_tex = preload("res://core/daynight/noise.tres")
|
||||||
for node in get_tree().get_nodes_in_group("wind_node"):
|
for node in get_tree().get_nodes_in_group("wind_node"):
|
||||||
_apply_wind_noise_to_node(node, NOISE_TEXTURE)
|
_apply_wind_noise_to_node(node, noise_tex)
|
||||||
|
|
||||||
func _apply_wind_noise_to_node(node: Node, noise_tex: Texture2D) -> void:
|
func _apply_wind_noise_to_node(node: Node, noise_tex: Texture2D) -> void:
|
||||||
if node is GeometryInstance3D:
|
if node is GeometryInstance3D:
|
||||||
@@ -156,18 +88,15 @@ func _apply_wind_noise_to_node(node: Node, noise_tex: Texture2D) -> void:
|
|||||||
_apply_wind_noise_to_node(child, noise_tex)
|
_apply_wind_noise_to_node(child, noise_tex)
|
||||||
|
|
||||||
func ApplyWeatherShaderToMaterials():
|
func ApplyWeatherShaderToMaterials():
|
||||||
|
var weather_shader = preload("res://core/daynight/weather_overlay.tres")
|
||||||
|
|
||||||
for node in get_tree().get_nodes_in_group("weather_node"):
|
for node in get_tree().get_nodes_in_group("weather_node"):
|
||||||
_apply_weather_overlay_to_node(node, WEATHER_SHADER)
|
if node is GeometryInstance3D:
|
||||||
|
node.material_overlay = weather_shader
|
||||||
for node in get_tree().get_nodes_in_group("weather_vegetables_node"):
|
else:
|
||||||
_apply_weather_overlay_to_node(node, WEATHER_PLAIN_SHADER)
|
for child in node.get_children():
|
||||||
|
if child is GeometryInstance3D:
|
||||||
func _apply_weather_overlay_to_node(node: Node, material: Material) -> void:
|
child.material_overlay = weather_shader
|
||||||
if node is GeometryInstance3D:
|
|
||||||
node.material_overlay = material
|
|
||||||
|
|
||||||
for child in node.get_children():
|
|
||||||
_apply_weather_overlay_to_node(child, material)
|
|
||||||
|
|
||||||
func select_day_time(normalized_time: float) -> void:
|
func select_day_time(normalized_time: float) -> void:
|
||||||
#set show_day_time_debug = true to show debug on screen
|
#set show_day_time_debug = true to show debug on screen
|
||||||
|
|||||||
@@ -8,10 +8,7 @@ global uniform float global_wind_speed;
|
|||||||
global uniform float global_wind_strength;
|
global uniform float global_wind_strength;
|
||||||
global uniform vec2 global_wind_direction;
|
global uniform vec2 global_wind_direction;
|
||||||
//global uniform sampler2D global_wind_noise : filter_linear_mipmap;
|
//global uniform sampler2D global_wind_noise : filter_linear_mipmap;
|
||||||
global uniform float global_snow_start_time;
|
global uniform float global_snow_amount;
|
||||||
global uniform float global_snow_accumulation_speed;
|
|
||||||
global uniform float global_snow_melt_time;
|
|
||||||
global uniform float global_snow_melt_speed;
|
|
||||||
|
|
||||||
// --- PARAMETRI ESTETICI ---
|
// --- PARAMETRI ESTETICI ---
|
||||||
uniform bool billboard_enabled = true;
|
uniform bool billboard_enabled = true;
|
||||||
@@ -112,19 +109,10 @@ void fragment() {
|
|||||||
float noise_sample = texture(color_variance_noise, v_world_pos.xz * variance_scale).r;
|
float noise_sample = texture(color_variance_noise, v_world_pos.xz * variance_scale).r;
|
||||||
// Applichiamo la variazione al colore finale dell'erba
|
// Applichiamo la variazione al colore finale dell'erba
|
||||||
vec3 varied_grass_color = mix(v_final_color, variance_color.rgb, noise_sample * variance_intensity);
|
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 top_mask = 1.0 - shifted_uv.y;
|
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(1.0 - global_snow_amount, 1.2 - global_snow_amount, top_mask);
|
||||||
snow_mask *= step(0.01, snow_amount);
|
snow_mask *= step(0.01, global_snow_amount);
|
||||||
|
|
||||||
vec3 dark_snow = snow_color.rgb * (1.0 - shadow_intensity);
|
vec3 dark_snow = snow_color.rgb * (1.0 - shadow_intensity);
|
||||||
vec3 shaded_snow = mix(dark_snow, snow_color.rgb, v_shade_factor);
|
vec3 shaded_snow = mix(dark_snow, snow_color.rgb, v_shade_factor);
|
||||||
@@ -143,4 +131,4 @@ void light() {
|
|||||||
float shadow_factor = mix(1.0 - cast_shadow_strength, 1.0, ATTENUATION);
|
float shadow_factor = mix(1.0 - cast_shadow_strength, 1.0, ATTENUATION);
|
||||||
float cutoff_mask = smoothstep(0.0, 0.05, ATTENUATION);
|
float cutoff_mask = smoothstep(0.0, 0.05, ATTENUATION);
|
||||||
DIFFUSE_LIGHT += (shadow_factor * LIGHT_COLOR) * cutoff_mask;
|
DIFFUSE_LIGHT += (shadow_factor * LIGHT_COLOR) * cutoff_mask;
|
||||||
}
|
}
|
||||||
@@ -1,107 +0,0 @@
|
|||||||
## Procedural snow cap geometry for flat roofs and vehicles.
|
|
||||||
extends Node3D
|
|
||||||
|
|
||||||
enum PlacementMode {
|
|
||||||
AUTO_TARGET_AABB,
|
|
||||||
MANUAL_SURFACE,
|
|
||||||
}
|
|
||||||
|
|
||||||
const SNOW_CAP_SHADER: Shader = preload("res://core/daynight/snow_cap.gdshader")
|
|
||||||
|
|
||||||
@export var placement_mode: PlacementMode = PlacementMode.AUTO_TARGET_AABB
|
|
||||||
@export var target_path: NodePath
|
|
||||||
@export var size_inset: Vector2 = Vector2(0.25, 1.0)
|
|
||||||
@export var position_offset: Vector3 = Vector3(0.0, -0.08, 0.0)
|
|
||||||
@export var max_snow_height: float = 0.2
|
|
||||||
@export_range(1, 24) var subdivide_width: int = 6
|
|
||||||
@export_range(1, 24) var subdivide_depth: int = 18
|
|
||||||
@export var manual_surface_center: Vector3 = Vector3.ZERO
|
|
||||||
@export var manual_surface_size: Vector2 = Vector2(2.0, 6.0)
|
|
||||||
|
|
||||||
var _mesh_instance: MeshInstance3D
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
add_to_group("weather_overlay_ignore")
|
|
||||||
_ensure_mesh_instance()
|
|
||||||
_rebuild()
|
|
||||||
|
|
||||||
func rebuild() -> void:
|
|
||||||
_rebuild()
|
|
||||||
|
|
||||||
func _ensure_mesh_instance() -> void:
|
|
||||||
_mesh_instance = get_node_or_null("SnowCapMesh") as MeshInstance3D
|
|
||||||
if _mesh_instance != null:
|
|
||||||
return
|
|
||||||
|
|
||||||
_mesh_instance = MeshInstance3D.new()
|
|
||||||
_mesh_instance.name = "SnowCapMesh"
|
|
||||||
_mesh_instance.add_to_group("weather_overlay_ignore")
|
|
||||||
add_child(_mesh_instance)
|
|
||||||
|
|
||||||
func _rebuild() -> void:
|
|
||||||
var cap_width: float = 0.0
|
|
||||||
var cap_depth: float = 0.0
|
|
||||||
var cap_surface_center := Vector3.ZERO
|
|
||||||
|
|
||||||
if placement_mode == PlacementMode.MANUAL_SURFACE:
|
|
||||||
cap_width = manual_surface_size.x
|
|
||||||
cap_depth = manual_surface_size.y
|
|
||||||
cap_surface_center = manual_surface_center
|
|
||||||
else:
|
|
||||||
var target_mesh: MeshInstance3D = get_node_or_null(target_path) as MeshInstance3D
|
|
||||||
if target_mesh == null:
|
|
||||||
if _mesh_instance:
|
|
||||||
_mesh_instance.visible = false
|
|
||||||
return
|
|
||||||
|
|
||||||
var target_aabb: AABB = _get_target_aabb(target_mesh)
|
|
||||||
cap_width = max(target_aabb.size.x - size_inset.x, 0.1)
|
|
||||||
cap_depth = max(target_aabb.size.z - size_inset.y, 0.1)
|
|
||||||
cap_surface_center = Vector3(
|
|
||||||
target_aabb.position.x + target_aabb.size.x * 0.5,
|
|
||||||
target_aabb.position.y + target_aabb.size.y,
|
|
||||||
target_aabb.position.z + target_aabb.size.z * 0.5
|
|
||||||
)
|
|
||||||
|
|
||||||
var cap_center := cap_surface_center + Vector3(0.0, max_snow_height * 0.5, 0.0)
|
|
||||||
|
|
||||||
var box_mesh := BoxMesh.new()
|
|
||||||
box_mesh.size = Vector3(cap_width, max_snow_height, cap_depth)
|
|
||||||
box_mesh.subdivide_width = subdivide_width
|
|
||||||
box_mesh.subdivide_depth = subdivide_depth
|
|
||||||
_mesh_instance.mesh = box_mesh
|
|
||||||
_mesh_instance.position = cap_center + position_offset
|
|
||||||
_mesh_instance.material_override = _build_material(cap_width, cap_depth)
|
|
||||||
_mesh_instance.visible = true
|
|
||||||
|
|
||||||
func _build_material(cap_width: float, cap_depth: float) -> ShaderMaterial:
|
|
||||||
var material := ShaderMaterial.new()
|
|
||||||
material.shader = SNOW_CAP_SHADER
|
|
||||||
material.set_shader_parameter("max_height", max_snow_height)
|
|
||||||
material.set_shader_parameter("half_width", cap_width * 0.5)
|
|
||||||
material.set_shader_parameter("half_depth", cap_depth * 0.5)
|
|
||||||
return material
|
|
||||||
|
|
||||||
func _get_target_aabb(target_mesh: MeshInstance3D) -> AABB:
|
|
||||||
var points: Array[Vector3] = []
|
|
||||||
for point in _get_aabb_points(target_mesh.get_aabb()):
|
|
||||||
points.append(target_mesh.transform * point)
|
|
||||||
|
|
||||||
var merged := AABB(points[0], Vector3.ZERO)
|
|
||||||
for point in points:
|
|
||||||
merged = merged.expand(point)
|
|
||||||
return merged
|
|
||||||
|
|
||||||
func _get_aabb_points(aabb: AABB) -> Array[Vector3]:
|
|
||||||
var p: Vector3 = aabb.position
|
|
||||||
var s: Vector3 = aabb.size
|
|
||||||
return [
|
|
||||||
p,
|
|
||||||
p + Vector3(s.x, 0.0, 0.0),
|
|
||||||
p + Vector3(0.0, s.y, 0.0),
|
|
||||||
p + Vector3(0.0, 0.0, s.z),
|
|
||||||
p + Vector3(s.x, s.y, 0.0),
|
|
||||||
p + Vector3(s.x, 0.0, s.z),
|
|
||||||
p + Vector3(0.0, s.y, s.z),
|
|
||||||
p + s,
|
|
||||||
]
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://bxc6ketfgedxw
|
|
||||||
@@ -1,114 +0,0 @@
|
|||||||
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_melt_time = -1.0;
|
|
||||||
global uniform float global_snow_melt_speed = 0.1;
|
|
||||||
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;
|
|
||||||
uniform float half_width : hint_range(0.01, 20.0) = 1.0;
|
|
||||||
uniform float half_depth : hint_range(0.01, 20.0) = 1.0;
|
|
||||||
uniform float noise_scale : hint_range(0.05, 2.0) = 0.35;
|
|
||||||
uniform float noise_strength : hint_range(0.0, 0.4) = 0.18;
|
|
||||||
uniform float edge_rounding : hint_range(0.0, 0.3) = 0.12;
|
|
||||||
uniform float side_shade : hint_range(0.2, 1.0) = 0.82;
|
|
||||||
uniform float sparkle_strength : hint_range(0.0, 0.1) = 0.03;
|
|
||||||
|
|
||||||
varying float v_snow_amount;
|
|
||||||
varying float v_noise;
|
|
||||||
|
|
||||||
float hash(vec2 p) {
|
|
||||||
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
|
|
||||||
}
|
|
||||||
|
|
||||||
float value_noise(vec2 p) {
|
|
||||||
vec2 i = floor(p);
|
|
||||||
vec2 f = fract(p);
|
|
||||||
vec2 u = f * f * (3.0 - 2.0 * f);
|
|
||||||
|
|
||||||
float a = hash(i);
|
|
||||||
float b = hash(i + vec2(1.0, 0.0));
|
|
||||||
float c = hash(i + vec2(0.0, 1.0));
|
|
||||||
float d = hash(i + vec2(1.0, 1.0));
|
|
||||||
|
|
||||||
return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
|
|
||||||
}
|
|
||||||
|
|
||||||
float fbm(vec2 p) {
|
|
||||||
float value = 0.0;
|
|
||||||
float amplitude = 0.5;
|
|
||||||
float frequency = 1.0;
|
|
||||||
|
|
||||||
for (int i = 0; i < 4; i++) {
|
|
||||||
value += value_noise(p * frequency) * amplitude;
|
|
||||||
frequency *= 2.0;
|
|
||||||
amplitude *= 0.5;
|
|
||||||
}
|
|
||||||
|
|
||||||
return clamp(value, 0.0, 1.0);
|
|
||||||
}
|
|
||||||
|
|
||||||
float get_snow_amount() {
|
|
||||||
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);
|
|
||||||
}
|
|
||||||
return snow_amount;
|
|
||||||
}
|
|
||||||
|
|
||||||
void vertex() {
|
|
||||||
vec3 base_vertex = VERTEX;
|
|
||||||
vec3 world_pos = (MODEL_MATRIX * vec4(base_vertex, 1.0)).xyz;
|
|
||||||
float snow_amount = get_snow_amount();
|
|
||||||
float noise_val = fbm(world_pos.xz * noise_scale);
|
|
||||||
float thickness = max_height * snow_amount * mix(
|
|
||||||
1.0 - noise_strength,
|
|
||||||
1.0 + noise_strength,
|
|
||||||
noise_val
|
|
||||||
);
|
|
||||||
float footprint_growth = smoothstep(0.0, 0.35, snow_amount);
|
|
||||||
|
|
||||||
float from_bottom = clamp((base_vertex.y + max_height * 0.5) / max_height, 0.0, 1.0);
|
|
||||||
VERTEX.y = -max_height * 0.5 + thickness * from_bottom;
|
|
||||||
VERTEX.x *= mix(0.92, 1.0, footprint_growth);
|
|
||||||
VERTEX.z *= mix(0.94, 1.0, footprint_growth);
|
|
||||||
|
|
||||||
float edge_x = abs(base_vertex.x) / max(half_width, 0.001);
|
|
||||||
float edge_z = abs(base_vertex.z) / max(half_depth, 0.001);
|
|
||||||
float edge_mask = smoothstep(0.55, 1.0, max(edge_x, edge_z));
|
|
||||||
float top_mask = smoothstep(0.6, 1.0, from_bottom) * snow_amount;
|
|
||||||
float round_factor = edge_rounding * edge_mask * top_mask;
|
|
||||||
VERTEX.x *= 1.0 - round_factor;
|
|
||||||
VERTEX.z *= 1.0 - round_factor;
|
|
||||||
|
|
||||||
v_snow_amount = snow_amount;
|
|
||||||
v_noise = noise_val;
|
|
||||||
}
|
|
||||||
|
|
||||||
void fragment() {
|
|
||||||
if (v_snow_amount <= 0.001) {
|
|
||||||
ALPHA = 0.0;
|
|
||||||
ALBEDO = global_snow_color.rgb;
|
|
||||||
ROUGHNESS = 1.0;
|
|
||||||
SPECULAR = 0.0;
|
|
||||||
} else {
|
|
||||||
float facing_up = clamp(NORMAL.y, 0.0, 1.0);
|
|
||||||
float shade = mix(-sparkle_strength, sparkle_strength, v_noise);
|
|
||||||
vec3 snow_albedo = clamp(global_snow_color.rgb + vec3(shade), 0.0, 1.0);
|
|
||||||
|
|
||||||
ALBEDO = mix(snow_albedo * side_shade, snow_albedo, facing_up);
|
|
||||||
ROUGHNESS = mix(0.95, 0.72, facing_up);
|
|
||||||
SPECULAR = 0.18;
|
|
||||||
ALPHA = smoothstep(0.0, 0.28, v_snow_amount);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://c7js7ytvewmab
|
|
||||||
@@ -6,12 +6,11 @@ global uniform vec2 global_wind_direction;
|
|||||||
global uniform float global_wind_scale;
|
global uniform float global_wind_scale;
|
||||||
global uniform float global_wind_strength;
|
global uniform float global_wind_strength;
|
||||||
global uniform float global_wind_fade;
|
global uniform float global_wind_fade;
|
||||||
/*
|
|
||||||
global uniform float global_snow_start_time;
|
global uniform float global_snow_start_time;
|
||||||
global uniform float global_snow_accumulation_speed;
|
global uniform float global_snow_accumulation_speed;
|
||||||
global uniform float global_snow_melt_time;
|
global uniform float global_snow_melt_time;
|
||||||
global uniform float global_snow_melt_speed;
|
global uniform float global_snow_melt_speed;
|
||||||
global uniform vec4 global_snow_color;*/
|
global uniform vec4 global_snow_color;
|
||||||
global uniform float global_rain_intensity;
|
global uniform float global_rain_intensity;
|
||||||
|
|
||||||
uniform sampler2D wind_noise : filter_linear_mipmap;
|
uniform sampler2D wind_noise : filter_linear_mipmap;
|
||||||
@@ -88,25 +87,24 @@ void fragment() {
|
|||||||
vec2 shifted_uv = UV + texture_offset;
|
vec2 shifted_uv = UV + texture_offset;
|
||||||
vec4 tex = texture(alpha_texture, shifted_uv);
|
vec4 tex = texture(alpha_texture, shifted_uv);
|
||||||
|
|
||||||
//// Snow accumulation
|
// Snow accumulation
|
||||||
//float snow_amount = 0.0;
|
float snow_amount = 0.0;
|
||||||
//if (global_snow_start_time >= 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);
|
snow_amount = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
|
||||||
//}
|
}
|
||||||
//if (global_snow_melt_time >= 0.0) {
|
if (global_snow_melt_time >= 0.0) {
|
||||||
//float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
|
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
|
||||||
//snow_amount *= (1.0 - melt);
|
snow_amount *= (1.0 - melt);
|
||||||
//}
|
}
|
||||||
//
|
|
||||||
//float top_mask = 1.0 - shifted_uv.y;
|
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(1.0 - snow_amount, 1.2 - snow_amount, top_mask);
|
||||||
//snow_mask *= step(0.01, snow_amount);
|
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);
|
||||||
|
|
||||||
//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;
|
|
||||||
|
|
||||||
// Rain wetness: darken and make shinier
|
// Rain wetness: darken and make shinier
|
||||||
float rain_int = clamp(global_rain_intensity, 0.0, 1.0);
|
float rain_int = clamp(global_rain_intensity, 0.0, 1.0);
|
||||||
final_albedo *= mix(1.0, 1.0 - wetness_darkening, rain_int);
|
final_albedo *= mix(1.0, 1.0 - wetness_darkening, rain_int);
|
||||||
|
|||||||
@@ -1,9 +1,6 @@
|
|||||||
shader_type spatial;
|
shader_type spatial;
|
||||||
render_mode blend_mix, depth_draw_always;
|
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);
|
|
||||||
|
|
||||||
//Water color
|
//Water color
|
||||||
uniform vec4 deep_water_color : source_color = vec4(0.0, 0.1, 0.2, 1.0);
|
uniform vec4 deep_water_color : source_color = vec4(0.0, 0.1, 0.2, 1.0);
|
||||||
uniform vec4 shallow_water_color : source_color = vec4(0.0, 0.4, 0.7, 1.0);
|
uniform vec4 shallow_water_color : source_color = vec4(0.0, 0.4, 0.7, 1.0);
|
||||||
@@ -44,15 +41,12 @@ void fragment() {
|
|||||||
|
|
||||||
float water_depth_gradient = exp(-depth_difference * beer_law_factor);
|
float water_depth_gradient = exp(-depth_difference * beer_law_factor);
|
||||||
vec4 base_water = mix(deep_water_color, shallow_water_color, water_depth_gradient);
|
vec4 base_water = mix(deep_water_color, shallow_water_color, water_depth_gradient);
|
||||||
float rain_intensity = clamp(global_rain_intensity, 0.0, 1.0);
|
|
||||||
base_water.rgb = mix(base_water.rgb, global_water_color.rgb, 0.7);
|
|
||||||
|
|
||||||
vec2 pos = world_pos_xz * ripple_scale;
|
vec2 pos = world_pos_xz * ripple_scale;
|
||||||
vec2 cell = floor(pos);
|
vec2 cell = floor(pos);
|
||||||
vec2 local_pos = fract(pos) - 0.5;
|
vec2 local_pos = fract(pos) - 0.5;
|
||||||
float random_val = fract(sin(dot(cell, vec2(12.9898, 78.233))) * 43758.5453);
|
float random_val = fract(sin(dot(cell, vec2(12.9898, 78.233))) * 43758.5453);
|
||||||
float active_ripple_density = ripple_density * rain_intensity;
|
float is_active_cell = step(1.0 - ripple_density, random_val);
|
||||||
float is_active_cell = step(1.0 - active_ripple_density, random_val);
|
|
||||||
|
|
||||||
float ring = 0.0;
|
float ring = 0.0;
|
||||||
if (is_active_cell > 0.0) {
|
if (is_active_cell > 0.0) {
|
||||||
@@ -62,7 +56,6 @@ void fragment() {
|
|||||||
- smoothstep(local_time, local_time + ripple_thickness, dist);
|
- smoothstep(local_time, local_time + ripple_thickness, dist);
|
||||||
ring *= (1.0 - local_time);
|
ring *= (1.0 - local_time);
|
||||||
}
|
}
|
||||||
ring *= rain_intensity;
|
|
||||||
|
|
||||||
vec2 ref_uv = SCREEN_UV;
|
vec2 ref_uv = SCREEN_UV;
|
||||||
|
|
||||||
@@ -92,4 +85,4 @@ void fragment() {
|
|||||||
|
|
||||||
ROUGHNESS = 1.0;
|
ROUGHNESS = 1.0;
|
||||||
SPECULAR = 0.0;
|
SPECULAR = 0.0;
|
||||||
}
|
}
|
||||||
@@ -14,7 +14,6 @@ var godray: PackedScene
|
|||||||
var environment_dust: ColorRect
|
var environment_dust: ColorRect
|
||||||
var blur: ColorRect
|
var blur: ColorRect
|
||||||
var environment_shadows: MeshInstance3D
|
var environment_shadows: MeshInstance3D
|
||||||
var fog: Node3D
|
|
||||||
|
|
||||||
var sun: DirectionalLight3D
|
var sun: DirectionalLight3D
|
||||||
var environment: WorldEnvironment
|
var environment: WorldEnvironment
|
||||||
@@ -50,13 +49,10 @@ var current_wind_speed: float = 0.0
|
|||||||
var current_wind_strength: float = 0.0
|
var current_wind_strength: float = 0.0
|
||||||
var current_wind_fade: float = 0.0
|
var current_wind_fade: float = 0.0
|
||||||
var max_wind_amount: int = 0
|
var max_wind_amount: int = 0
|
||||||
var random_weather_restore_tween: Tween
|
|
||||||
var random_event_remaining: float = 0.0
|
|
||||||
var random_event_label_seconds: int = -1
|
|
||||||
|
|
||||||
func _init(wind: GPUParticles3D, snow: GPUParticles3D,
|
func _init(wind: GPUParticles3D, snow: GPUParticles3D,
|
||||||
fireflies: GPUParticles3D, rain: GPUParticles3D, ray: PackedScene,
|
fireflies: GPUParticles3D, rain: GPUParticles3D, ray: PackedScene,
|
||||||
dust: ColorRect, blurr: ColorRect, thefog: Node3D, envshadows: MeshInstance3D,
|
dust: ColorRect, blurr: ColorRect, envshadows: MeshInstance3D,
|
||||||
thesun: DirectionalLight3D, theenvironment: WorldEnvironment, environmentconfig: EnvironmentConfig,
|
thesun: DirectionalLight3D, theenvironment: WorldEnvironment, environmentconfig: EnvironmentConfig,
|
||||||
thecamera: Camera3D, thecamerapivot: Node3D, thundersounds: Array[AudioStream], rainsounds: Array[AudioStream]) -> void:
|
thecamera: Camera3D, thecamerapivot: Node3D, thundersounds: Array[AudioStream], rainsounds: Array[AudioStream]) -> void:
|
||||||
particles_wind = wind
|
particles_wind = wind
|
||||||
@@ -67,7 +63,6 @@ func _init(wind: GPUParticles3D, snow: GPUParticles3D,
|
|||||||
sun = thesun
|
sun = thesun
|
||||||
environment_dust = dust
|
environment_dust = dust
|
||||||
blur = blurr
|
blur = blurr
|
||||||
fog = thefog
|
|
||||||
environment_shadows = envshadows
|
environment_shadows = envshadows
|
||||||
environment = theenvironment
|
environment = theenvironment
|
||||||
environment_config = environmentconfig
|
environment_config = environmentconfig
|
||||||
@@ -91,7 +86,6 @@ func _init(wind: GPUParticles3D, snow: GPUParticles3D,
|
|||||||
|
|
||||||
toggle_dust(environment_config.enable_dust)
|
toggle_dust(environment_config.enable_dust)
|
||||||
toggle_blur(environment_config.enable_blur)
|
toggle_blur(environment_config.enable_blur)
|
||||||
toggle_fog(environment_config.enable_fog)
|
|
||||||
|
|
||||||
#set camera pivot if available
|
#set camera pivot if available
|
||||||
if camera_pivot:
|
if camera_pivot:
|
||||||
@@ -104,17 +98,13 @@ func _ready() -> void:
|
|||||||
UIEvents.toggle_snow.connect(toggle_snow)
|
UIEvents.toggle_snow.connect(toggle_snow)
|
||||||
UIEvents.toggle_wind.connect(toggle_wind)
|
UIEvents.toggle_wind.connect(toggle_wind)
|
||||||
UIEvents.wind_change.connect(change_wind_strength)
|
UIEvents.wind_change.connect(change_wind_strength)
|
||||||
UIEvents.trigger_random_weather.connect(trigger_random_weather_event)
|
|
||||||
UIEvents.toggle_fireflies.connect(toggle_fireflies)
|
UIEvents.toggle_fireflies.connect(toggle_fireflies)
|
||||||
UIEvents.toggle_storm.connect(toggle_storm)
|
UIEvents.toggle_storm.connect(toggle_storm)
|
||||||
UIEvents.toggle_dust.connect(toggle_dust)
|
UIEvents.toggle_dust.connect(toggle_dust)
|
||||||
UIEvents.toggle_blur.connect(toggle_blur)
|
UIEvents.toggle_blur.connect(toggle_blur)
|
||||||
UIEvents.toggle_fog.connect(toggle_fog)
|
|
||||||
UIEvents.toggle_shadows.connect(toggle_shadows)
|
UIEvents.toggle_shadows.connect(toggle_shadows)
|
||||||
_emit_weather_event_label()
|
|
||||||
|
|
||||||
func _process(delta: float) -> void:
|
func _process(delta: float) -> void:
|
||||||
_update_random_event_label(delta)
|
|
||||||
|
|
||||||
_follow_camera()
|
_follow_camera()
|
||||||
|
|
||||||
@@ -132,7 +122,6 @@ func _process(delta: float) -> void:
|
|||||||
var base_grad_top: Color
|
var base_grad_top: Color
|
||||||
var base_grad_bot: Color
|
var base_grad_bot: Color
|
||||||
var base_grad_intensity: float
|
var base_grad_intensity: float
|
||||||
var base_water_color: Color
|
|
||||||
var base_rotation_sun: Vector3
|
var base_rotation_sun: Vector3
|
||||||
|
|
||||||
if is_raining:
|
if is_raining:
|
||||||
@@ -160,7 +149,6 @@ func _process(delta: float) -> void:
|
|||||||
base_grad_top = environment_config.grad_top_morning.lerp(environment_config.grad_top_afternoon, t)
|
base_grad_top = environment_config.grad_top_morning.lerp(environment_config.grad_top_afternoon, t)
|
||||||
base_grad_bot = environment_config.grad_top_morning.lerp(environment_config.grad_bot_afternoon, t)
|
base_grad_bot = environment_config.grad_top_morning.lerp(environment_config.grad_bot_afternoon, t)
|
||||||
base_grad_intensity = lerp(environment_config.grad_intensity_morning, environment_config.grad_intensity_afternoon, t)
|
base_grad_intensity = lerp(environment_config.grad_intensity_morning, environment_config.grad_intensity_afternoon, t)
|
||||||
base_water_color = environment_config.water_color_morning.lerp(environment_config.water_color_afternoon, t)
|
|
||||||
base_rotation_sun = environment_config.sun_rotation_morning.lerp(environment_config.sun_rotation_afternoon, t)
|
base_rotation_sun = environment_config.sun_rotation_morning.lerp(environment_config.sun_rotation_afternoon, t)
|
||||||
else:
|
else:
|
||||||
var t = day_time - 2.0
|
var t = day_time - 2.0
|
||||||
@@ -174,7 +162,6 @@ func _process(delta: float) -> void:
|
|||||||
base_grad_top = environment_config.grad_top_afternoon.lerp(environment_config.grad_top_night, t)
|
base_grad_top = environment_config.grad_top_afternoon.lerp(environment_config.grad_top_night, t)
|
||||||
base_grad_bot = environment_config.grad_bot_afternoon.lerp(environment_config.grad_bot_night, t)
|
base_grad_bot = environment_config.grad_bot_afternoon.lerp(environment_config.grad_bot_night, t)
|
||||||
base_grad_intensity = lerp(environment_config.grad_intensity_afternoon, environment_config.grad_intensity_night, t)
|
base_grad_intensity = lerp(environment_config.grad_intensity_afternoon, environment_config.grad_intensity_night, t)
|
||||||
base_water_color = environment_config.water_color_afternoon.lerp(environment_config.water_color_night, t)
|
|
||||||
base_rotation_sun = environment_config.sun_rotation_afternoon.lerp(environment_config.sun_rotation_night, t)
|
base_rotation_sun = environment_config.sun_rotation_afternoon.lerp(environment_config.sun_rotation_night, t)
|
||||||
|
|
||||||
var weather_color = environment_config.rain_mode_color
|
var weather_color = environment_config.rain_mode_color
|
||||||
@@ -186,7 +173,6 @@ func _process(delta: float) -> void:
|
|||||||
var final_sky_horizon = base_sky_horizon.lerp(base_sky_horizon * weather_color, clamp(rain_intensity, 0.0, 1.0))
|
var final_sky_horizon = base_sky_horizon.lerp(base_sky_horizon * weather_color, clamp(rain_intensity, 0.0, 1.0))
|
||||||
var final_fog_color = base_fog_color.lerp(base_fog_color * weather_color, clamp(rain_intensity, 0.0, 1.0))
|
var final_fog_color = base_fog_color.lerp(base_fog_color * weather_color, clamp(rain_intensity, 0.0, 1.0))
|
||||||
var final_fog_density = lerp(base_fog_density, base_fog_density * 4.0, clamp(rain_intensity, 0.0, 1.0))
|
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_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_top = final_sky_top.lerp(final_sky_top * environment_config.snow_mode_color, actual_snow_amount)
|
||||||
@@ -200,7 +186,6 @@ func _process(delta: float) -> void:
|
|||||||
RenderingServer.global_shader_parameter_set("global_gradient_color_top", final_grad_top)
|
RenderingServer.global_shader_parameter_set("global_gradient_color_top", final_grad_top)
|
||||||
RenderingServer.global_shader_parameter_set("global_gradient_color_bot", final_grad_bot)
|
RenderingServer.global_shader_parameter_set("global_gradient_color_bot", final_grad_bot)
|
||||||
RenderingServer.global_shader_parameter_set("global_gradient_intensity", base_grad_intensity)
|
RenderingServer.global_shader_parameter_set("global_gradient_intensity", base_grad_intensity)
|
||||||
RenderingServer.global_shader_parameter_set("global_water_color", final_water_color)
|
|
||||||
|
|
||||||
var night_val = clamp(day_time - 2.0, 0.0, 1.0)
|
var night_val = clamp(day_time - 2.0, 0.0, 1.0)
|
||||||
|
|
||||||
@@ -280,23 +265,6 @@ func _get_weather_anchor_position() -> Variant:
|
|||||||
return camera.global_position
|
return camera.global_position
|
||||||
return null
|
return null
|
||||||
|
|
||||||
func _get_weather_anchor_basis() -> Variant:
|
|
||||||
var source_basis: Basis
|
|
||||||
if camera_pivot and is_instance_valid(camera_pivot):
|
|
||||||
source_basis = camera_pivot.global_basis
|
|
||||||
elif camera and is_instance_valid(camera):
|
|
||||||
source_basis = camera.global_basis
|
|
||||||
else:
|
|
||||||
return null
|
|
||||||
|
|
||||||
var forward := -source_basis.z
|
|
||||||
forward.y = 0.0
|
|
||||||
if forward.length_squared() <= 0.0001:
|
|
||||||
return Basis.IDENTITY
|
|
||||||
forward = forward.normalized()
|
|
||||||
var right := forward.cross(Vector3.UP).normalized()
|
|
||||||
return Basis(right, Vector3.UP, -forward)
|
|
||||||
|
|
||||||
func _follow_camera() -> void:
|
func _follow_camera() -> void:
|
||||||
var cam_pos = _get_weather_anchor_position()
|
var cam_pos = _get_weather_anchor_position()
|
||||||
if cam_pos == null:
|
if cam_pos == null:
|
||||||
@@ -309,12 +277,6 @@ func _follow_camera() -> void:
|
|||||||
particles_wind.global_position = Vector3(cam_pos.x, cam_pos.y, cam_pos.z)
|
particles_wind.global_position = Vector3(cam_pos.x, cam_pos.y, cam_pos.z)
|
||||||
if particles_fireflies:
|
if particles_fireflies:
|
||||||
particles_fireflies.global_position = Vector3(cam_pos.x, particles_fireflies.position.y, cam_pos.z)
|
particles_fireflies.global_position = Vector3(cam_pos.x, particles_fireflies.position.y, cam_pos.z)
|
||||||
if fog:
|
|
||||||
fog.global_position = Vector3(cam_pos.x, fog.global_position.y, cam_pos.z)
|
|
||||||
#used to follow camera pivot or camera
|
|
||||||
var anchor_basis = _get_weather_anchor_basis()
|
|
||||||
if anchor_basis != null:
|
|
||||||
fog.global_basis = anchor_basis
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
#region Fireflies
|
#region Fireflies
|
||||||
@@ -345,7 +307,6 @@ func toggle_wind(value: bool):
|
|||||||
particles_wind.emitting = is_windy
|
particles_wind.emitting = is_windy
|
||||||
|
|
||||||
_apply_wind_state()
|
_apply_wind_state()
|
||||||
_emit_weather_event_label()
|
|
||||||
|
|
||||||
#disable wind and set default values and materials
|
#disable wind and set default values and materials
|
||||||
func init_wind():
|
func init_wind():
|
||||||
@@ -449,67 +410,6 @@ func _update_wind_amount_from_strength(value: float) -> void:
|
|||||||
|
|
||||||
environment_config.wind_amount = roundi(max_wind_amount * amount_ratio)
|
environment_config.wind_amount = roundi(max_wind_amount * amount_ratio)
|
||||||
|
|
||||||
func trigger_random_weather_event(duration: float = 0.0) -> void:
|
|
||||||
if random_weather_restore_tween and random_weather_restore_tween.is_valid():
|
|
||||||
random_weather_restore_tween.kill()
|
|
||||||
random_event_remaining = 0.0
|
|
||||||
random_event_label_seconds = -1
|
|
||||||
|
|
||||||
var previous_rain: bool = is_raining
|
|
||||||
var previous_snow: bool = is_snowing
|
|
||||||
var previous_wind: bool = is_windy
|
|
||||||
var previous_storm: bool = is_storm
|
|
||||||
var random_event_index: int = randi_range(0, 3)
|
|
||||||
match random_event_index:
|
|
||||||
0:
|
|
||||||
_apply_weather_event_state(false, true, false, false)
|
|
||||||
1:
|
|
||||||
_apply_weather_event_state(true, false, false, false)
|
|
||||||
2:
|
|
||||||
_apply_weather_event_state(false, false, true, false)
|
|
||||||
_:
|
|
||||||
_apply_weather_event_state(true, false, false, true)
|
|
||||||
|
|
||||||
if duration > 0.0:
|
|
||||||
random_event_remaining = duration
|
|
||||||
_emit_weather_event_label()
|
|
||||||
random_weather_restore_tween = create_tween()
|
|
||||||
random_weather_restore_tween.tween_interval(duration)
|
|
||||||
random_weather_restore_tween.tween_callback(func():
|
|
||||||
random_event_remaining = 0.0
|
|
||||||
random_event_label_seconds = -1
|
|
||||||
_apply_weather_event_state(previous_rain, previous_snow, previous_wind, previous_storm)
|
|
||||||
)
|
|
||||||
|
|
||||||
func _update_random_event_label(delta: float) -> void:
|
|
||||||
if random_event_remaining <= 0.0:
|
|
||||||
return
|
|
||||||
|
|
||||||
random_event_remaining = maxf(random_event_remaining - delta, 0.0)
|
|
||||||
var display_seconds: int = ceili(random_event_remaining)
|
|
||||||
if display_seconds != random_event_label_seconds:
|
|
||||||
random_event_label_seconds = display_seconds
|
|
||||||
_emit_weather_event_label()
|
|
||||||
|
|
||||||
func _apply_weather_event_state(rain_enabled: bool, snow_enabled: bool, wind_enabled: bool, storm_enabled: bool = false) -> void:
|
|
||||||
if is_storm and not storm_enabled:
|
|
||||||
toggle_storm(false)
|
|
||||||
if is_raining and not rain_enabled:
|
|
||||||
toggle_rain(false)
|
|
||||||
if is_snowing and not snow_enabled:
|
|
||||||
toggle_snow(false)
|
|
||||||
if is_windy and not wind_enabled:
|
|
||||||
toggle_wind(false)
|
|
||||||
|
|
||||||
if not is_raining and rain_enabled:
|
|
||||||
toggle_rain(true)
|
|
||||||
if not is_snowing and snow_enabled:
|
|
||||||
toggle_snow(true)
|
|
||||||
if not is_windy and wind_enabled:
|
|
||||||
toggle_wind(true)
|
|
||||||
if not is_storm and storm_enabled:
|
|
||||||
toggle_storm(true)
|
|
||||||
|
|
||||||
func _apply_cloud_config() -> void:
|
func _apply_cloud_config() -> void:
|
||||||
var dir = environment_config.wind_direction
|
var dir = environment_config.wind_direction
|
||||||
var cloud_scale = environment_config.cloud_scale
|
var cloud_scale = environment_config.cloud_scale
|
||||||
@@ -541,7 +441,6 @@ func _apply_cloud_config() -> void:
|
|||||||
|
|
||||||
func toggle_storm(value: bool):
|
func toggle_storm(value: bool):
|
||||||
is_storm = value
|
is_storm = value
|
||||||
_emit_weather_event_label()
|
|
||||||
|
|
||||||
#set lightning
|
#set lightning
|
||||||
func init_lightning():
|
func init_lightning():
|
||||||
@@ -655,7 +554,6 @@ func toggle_rain(value: bool):
|
|||||||
is_raining = value
|
is_raining = value
|
||||||
|
|
||||||
if not particles_rain:
|
if not particles_rain:
|
||||||
_emit_weather_event_label()
|
|
||||||
return
|
return
|
||||||
|
|
||||||
if is_raining and is_snowing:
|
if is_raining and is_snowing:
|
||||||
@@ -689,7 +587,6 @@ func toggle_rain(value: bool):
|
|||||||
trigger_after_rain())
|
trigger_after_rain())
|
||||||
puddle_tween = create_tween()
|
puddle_tween = create_tween()
|
||||||
puddle_tween.tween_method(set_puddle_amount, puddle_amount, 0.0, environment_config.puddle_dry_time)
|
puddle_tween.tween_method(set_puddle_amount, puddle_amount, 0.0, environment_config.puddle_dry_time)
|
||||||
_emit_weather_event_label()
|
|
||||||
|
|
||||||
func trigger_morning() -> void:
|
func trigger_morning() -> void:
|
||||||
spawn_single_godray()
|
spawn_single_godray()
|
||||||
@@ -788,25 +685,6 @@ func toggle_snow(value: bool):
|
|||||||
snow_tween.kill()
|
snow_tween.kill()
|
||||||
snow_tween = create_tween()
|
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, environment_config.snow_transaction_time)
|
||||||
_emit_weather_event_label()
|
|
||||||
|
|
||||||
func _emit_weather_event_label() -> void:
|
|
||||||
var weather_label := "Weather: Clear"
|
|
||||||
if is_storm:
|
|
||||||
weather_label = "Weather: Storm"
|
|
||||||
else:
|
|
||||||
var active_events: Array[String] = []
|
|
||||||
if is_snowing:
|
|
||||||
active_events.append("Snow")
|
|
||||||
if is_raining:
|
|
||||||
active_events.append("Rain")
|
|
||||||
if is_windy:
|
|
||||||
active_events.append("Wind")
|
|
||||||
if not active_events.is_empty():
|
|
||||||
weather_label = "Weather: %s" % " + ".join(active_events)
|
|
||||||
if random_event_remaining > 0.0:
|
|
||||||
weather_label += " (%s'')" % ceili(random_event_remaining)
|
|
||||||
UIEvents.weather_event_changed.emit(weather_label)
|
|
||||||
|
|
||||||
#disable snow and set default values and shader
|
#disable snow and set default values and shader
|
||||||
func init_snow(value: float = 0.0):
|
func init_snow(value: float = 0.0):
|
||||||
@@ -821,13 +699,6 @@ func init_snow(value: float = 0.0):
|
|||||||
RenderingServer.global_shader_parameter_set("global_snow_color", environment_config.snow_color)
|
RenderingServer.global_shader_parameter_set("global_snow_color", environment_config.snow_color)
|
||||||
RenderingServer.global_shader_parameter_set("global_snow_accumulation_speed", environment_config.snow_accumulation_speed)
|
RenderingServer.global_shader_parameter_set("global_snow_accumulation_speed", environment_config.snow_accumulation_speed)
|
||||||
RenderingServer.global_shader_parameter_set("global_snow_melt_speed", environment_config.snow_melt_speed)
|
RenderingServer.global_shader_parameter_set("global_snow_melt_speed", environment_config.snow_melt_speed)
|
||||||
RenderingServer.global_shader_parameter_set("global_snow_max_accumulation", environment_config.snow_max_accumulation)
|
|
||||||
RenderingServer.global_shader_parameter_set("global_snow_cap_enabled", environment_config.show_snow_accumulation_volume)
|
|
||||||
RenderingServer.global_shader_parameter_set("global_snow_cap_height", environment_config.snow_cap_height)
|
|
||||||
RenderingServer.global_shader_parameter_set("global_snow_cap_flatness_start", environment_config.snow_cap_flatness_start)
|
|
||||||
RenderingServer.global_shader_parameter_set("global_snow_cap_flatness_end", environment_config.snow_cap_flatness_end)
|
|
||||||
RenderingServer.global_shader_parameter_set("global_snow_cap_noise_scale", environment_config.snow_cap_noise_scale)
|
|
||||||
RenderingServer.global_shader_parameter_set("global_snow_cap_noise_strength", environment_config.snow_cap_noise_strength)
|
|
||||||
RenderingServer.global_shader_parameter_set("global_snow_start_time", -1.0)
|
RenderingServer.global_shader_parameter_set("global_snow_start_time", -1.0)
|
||||||
RenderingServer.global_shader_parameter_set("global_snow_melt_time", -1.0)
|
RenderingServer.global_shader_parameter_set("global_snow_melt_time", -1.0)
|
||||||
|
|
||||||
@@ -857,10 +728,6 @@ func toggle_blur(value: bool) -> void:
|
|||||||
|
|
||||||
ApplyPostProcessBlurConfig()
|
ApplyPostProcessBlurConfig()
|
||||||
|
|
||||||
func toggle_fog(value: bool) -> void:
|
|
||||||
if fog:
|
|
||||||
fog.visible = value
|
|
||||||
|
|
||||||
func toggle_shadows(value: bool) -> void:
|
func toggle_shadows(value: bool) -> void:
|
||||||
if environment_shadows:
|
if environment_shadows:
|
||||||
environment_shadows.visible = value
|
environment_shadows.visible = value
|
||||||
|
|||||||
@@ -6,16 +6,8 @@ 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 = 0.1;
|
||||||
global uniform float global_snow_melt_time = -1.0;
|
global uniform float global_snow_melt_time = -1.0;
|
||||||
global uniform float global_snow_melt_speed = 0.1;
|
global uniform float global_snow_melt_speed = 0.1;
|
||||||
global uniform float global_snow_amount = 0.0;
|
|
||||||
global uniform float global_snow_threshold = 0.5;
|
global uniform float global_snow_threshold = 0.5;
|
||||||
global uniform vec4 global_snow_color = vec4(0.92, 0.96, 1.0, 1.0);
|
global uniform vec4 global_snow_color = vec4(0.92, 0.96, 1.0, 1.0);
|
||||||
global uniform float global_snow_max_accumulation = 0.72;
|
|
||||||
global uniform bool global_snow_cap_enabled = true;
|
|
||||||
global uniform float global_snow_cap_height = 0.06;
|
|
||||||
global uniform float global_snow_cap_flatness_start = 0.72;
|
|
||||||
global uniform float global_snow_cap_flatness_end = 0.96;
|
|
||||||
global uniform float global_snow_cap_noise_scale = 0.22;
|
|
||||||
global uniform float global_snow_cap_noise_strength = 0.18;
|
|
||||||
uniform float snow_noise_scale : hint_range(0.01, 1.0) = 0.15;
|
uniform float snow_noise_scale : hint_range(0.01, 1.0) = 0.15;
|
||||||
uniform float snow_edge_softness : hint_range(0.01, 0.5) = 0.2;
|
uniform float snow_edge_softness : hint_range(0.01, 0.5) = 0.2;
|
||||||
uniform float snow_roughness_variation : hint_range(0.0, 0.3) = 0.15;
|
uniform float snow_roughness_variation : hint_range(0.0, 0.3) = 0.15;
|
||||||
@@ -37,58 +29,6 @@ uniform float puddle_threshold : hint_range(0.0, 0.8) = 0.45;
|
|||||||
|
|
||||||
uniform sampler2D noise_texture : filter_linear_mipmap, repeat_enable;
|
uniform sampler2D noise_texture : filter_linear_mipmap, repeat_enable;
|
||||||
|
|
||||||
varying float v_snow_amount;
|
|
||||||
varying float v_snow_cap_mask;
|
|
||||||
|
|
||||||
float hash(vec2 p) {
|
|
||||||
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
|
|
||||||
}
|
|
||||||
|
|
||||||
float value_noise(vec2 p) {
|
|
||||||
vec2 i = floor(p);
|
|
||||||
vec2 f = fract(p);
|
|
||||||
vec2 u = f * f * (3.0 - 2.0 * f);
|
|
||||||
|
|
||||||
float a = hash(i);
|
|
||||||
float b = hash(i + vec2(1.0, 0.0));
|
|
||||||
float c = hash(i + vec2(0.0, 1.0));
|
|
||||||
float d = hash(i + vec2(1.0, 1.0));
|
|
||||||
|
|
||||||
return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
|
|
||||||
}
|
|
||||||
|
|
||||||
float fbm(vec2 p) {
|
|
||||||
float value = 0.0;
|
|
||||||
float amplitude = 0.5;
|
|
||||||
float frequency = 1.0;
|
|
||||||
|
|
||||||
for (int i = 0; i < 3; i++) {
|
|
||||||
value += value_noise(p * frequency) * amplitude;
|
|
||||||
frequency *= 2.0;
|
|
||||||
amplitude *= 0.5;
|
|
||||||
}
|
|
||||||
|
|
||||||
return clamp(value, 0.0, 1.0);
|
|
||||||
}
|
|
||||||
|
|
||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return snow_progress;
|
|
||||||
}
|
|
||||||
|
|
||||||
float ripple_ring(vec2 uv, float time_offset) {
|
float ripple_ring(vec2 uv, float time_offset) {
|
||||||
float d = length(uv);
|
float d = length(uv);
|
||||||
float ring = sin(d * 30.0 - TIME * ripple_speed + time_offset) * 0.5 + 0.5;
|
float ring = sin(d * 30.0 - TIME * ripple_speed + time_offset) * 0.5 + 0.5;
|
||||||
@@ -96,27 +36,6 @@ float ripple_ring(vec2 uv, float time_offset) {
|
|||||||
return ring * fade;
|
return ring * fade;
|
||||||
}
|
}
|
||||||
|
|
||||||
void vertex() {
|
|
||||||
float snow_progress = get_snow_progress();
|
|
||||||
float snow_accumulation = snow_progress * global_snow_max_accumulation;
|
|
||||||
vec3 world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
|
|
||||||
vec3 world_normal = normalize((MODEL_MATRIX * vec4(NORMAL, 0.0)).xyz);
|
|
||||||
|
|
||||||
float flat_surface = smoothstep(
|
|
||||||
max(global_snow_threshold, global_snow_cap_flatness_start),
|
|
||||||
global_snow_cap_flatness_end,
|
|
||||||
world_normal.y
|
|
||||||
);
|
|
||||||
float accumulation_growth = smoothstep(0.08, 0.65, snow_progress);
|
|
||||||
float cap_noise = fbm(world_pos.xz * global_snow_cap_noise_scale + vec2(11.3, 4.7));
|
|
||||||
float cap_variation = mix(1.0 - global_snow_cap_noise_strength, 1.0 + global_snow_cap_noise_strength, cap_noise);
|
|
||||||
|
|
||||||
v_snow_amount = snow_progress;
|
|
||||||
v_snow_cap_mask = flat_surface * accumulation_growth * cap_variation * (global_snow_cap_enabled ? 1.0 : 0.0);
|
|
||||||
|
|
||||||
VERTEX += NORMAL * (global_snow_cap_height * snow_accumulation * v_snow_cap_mask);
|
|
||||||
}
|
|
||||||
|
|
||||||
void fragment() {
|
void fragment() {
|
||||||
vec3 world_pos = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
|
vec3 world_pos = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
|
||||||
vec3 world_normal = normalize((INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
|
vec3 world_normal = normalize((INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
|
||||||
@@ -124,23 +43,25 @@ void fragment() {
|
|||||||
float noise_val = texture(noise_texture, world_pos.xz * snow_noise_scale).r;
|
float noise_val = texture(noise_texture, world_pos.xz * snow_noise_scale).r;
|
||||||
|
|
||||||
//Snow
|
//Snow
|
||||||
float snow_progress = v_snow_amount;
|
float snow_amount = 0.0;
|
||||||
float snow_accumulation = snow_progress * global_snow_max_accumulation;
|
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_edge = smoothstep(
|
float snow_edge = smoothstep(
|
||||||
global_snow_threshold - snow_edge_softness,
|
global_snow_threshold - snow_edge_softness,
|
||||||
global_snow_threshold + snow_edge_softness,
|
global_snow_threshold + snow_edge_softness,
|
||||||
facing_up + (noise_val - 0.5) * 0.4
|
facing_up + (noise_val - 0.5) * 0.4
|
||||||
);
|
);
|
||||||
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_amount - 0.4);
|
||||||
float snow_coverage = smoothstep(0.0, 0.6, noise_val + snow_progress - 0.4 + flat_accumulation * 0.25);
|
float snow_factor = snow_edge * snow_coverage * snow_amount;
|
||||||
float snow_factor = max(snow_edge * snow_coverage * snow_progress, flat_accumulation);
|
|
||||||
float snow_opacity = smoothstep(0.04, 0.28, snow_factor);
|
|
||||||
snow_opacity = max(snow_opacity, flat_accumulation * 0.9);
|
|
||||||
|
|
||||||
float shade = mix(-snow_color_variation, snow_color_variation, noise_val);
|
float shade = mix(-snow_color_variation, snow_color_variation, noise_val);
|
||||||
vec3 snow_albedo = clamp(global_snow_color.rgb + vec3(shade), 0.0, 1.0);
|
vec3 snow_albedo = clamp(global_snow_color.rgb + vec3(shade), 0.0, 1.0);
|
||||||
snow_albedo = mix(snow_albedo, vec3(1.0), 0.18 + snow_opacity * 0.12);
|
|
||||||
float snow_rough = mix(0.15 - snow_roughness_variation, 0.15 + snow_roughness_variation, noise_val);
|
float snow_rough = mix(0.15 - snow_roughness_variation, 0.15 + snow_roughness_variation, noise_val);
|
||||||
|
|
||||||
//Rain
|
//Rain
|
||||||
@@ -252,7 +173,7 @@ void fragment() {
|
|||||||
ALBEDO = snow_albedo;
|
ALBEDO = snow_albedo;
|
||||||
ROUGHNESS = snow_rough;
|
ROUGHNESS = snow_rough;
|
||||||
METALLIC = 0.0;
|
METALLIC = 0.0;
|
||||||
ALPHA = snow_opacity;
|
ALPHA = snow_factor;
|
||||||
} else {
|
} else {
|
||||||
ALBEDO = rain_albedo;
|
ALBEDO = rain_albedo;
|
||||||
ROUGHNESS = rain_rough;
|
ROUGHNESS = rain_rough;
|
||||||
|
|||||||
@@ -5,17 +5,3 @@
|
|||||||
[resource]
|
[resource]
|
||||||
render_priority = 0
|
render_priority = 0
|
||||||
shader = ExtResource("1_weather")
|
shader = ExtResource("1_weather")
|
||||||
shader_parameter/snow_noise_scale = 0.15
|
|
||||||
shader_parameter/snow_edge_softness = 0.2
|
|
||||||
shader_parameter/snow_roughness_variation = 0.15
|
|
||||||
shader_parameter/snow_color_variation = 0.05
|
|
||||||
shader_parameter/ripple_scale = 1.5
|
|
||||||
shader_parameter/ripple_speed = 2.0
|
|
||||||
shader_parameter/ripple_layers = 3.0
|
|
||||||
shader_parameter/streak_scale = 2.0
|
|
||||||
shader_parameter/streak_speed = 0.8
|
|
||||||
shader_parameter/wetness_darkening = 0.25
|
|
||||||
shader_parameter/wet_roughness = 0.05
|
|
||||||
shader_parameter/rain_normal_strength = 0.4
|
|
||||||
shader_parameter/puddle_noise_scale = 0.08
|
|
||||||
shader_parameter/puddle_threshold = 0.45
|
|
||||||
|
|||||||
@@ -7,13 +7,16 @@ global uniform float global_snow_accumulation_speed;
|
|||||||
global uniform float global_snow_melt_time;
|
global uniform float global_snow_melt_time;
|
||||||
global uniform float global_snow_melt_speed;
|
global uniform float global_snow_melt_speed;
|
||||||
global uniform vec4 global_snow_color;
|
global uniform vec4 global_snow_color;
|
||||||
|
|
||||||
|
// Rain globals
|
||||||
|
global uniform float global_rain_intensity;
|
||||||
|
global uniform float global_rain_puddle_amount;
|
||||||
|
|
||||||
|
// Snow parameters
|
||||||
uniform float snow_edge_softness : hint_range(0.01, 0.5) = 0.15;
|
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;
|
uniform float snow_color_variation : hint_range(0.0, 0.15) = 0.05;
|
||||||
|
|
||||||
|
|
||||||
// Rain wetness parameters
|
// Rain wetness parameters
|
||||||
global uniform float global_rain_intensity;
|
|
||||||
global uniform float global_rain_puddle_amount;
|
|
||||||
uniform float ripple_scale : hint_range(0.1, 5.0) = 1.5;
|
uniform float ripple_scale : hint_range(0.1, 5.0) = 1.5;
|
||||||
uniform float ripple_speed : hint_range(0.5, 5.0) = 2.0;
|
uniform float ripple_speed : hint_range(0.5, 5.0) = 2.0;
|
||||||
uniform float ripple_layers : hint_range(1.0, 4.0) = 3.0;
|
uniform float ripple_layers : hint_range(1.0, 4.0) = 3.0;
|
||||||
|
|||||||
@@ -1,21 +1,7 @@
|
|||||||
[gd_resource type="ShaderMaterial" format=3 uid="uid://b34bnqbrtxktw"]
|
[gd_resource type="ShaderMaterial" format=3]
|
||||||
|
|
||||||
[ext_resource type="Shader" uid="uid://do8puw7u8dvry" path="res://core/daynight/weather_plain_shader.gdshader" id="1_weather_plain"]
|
[ext_resource type="Shader" path="res://core/daynight/weather_plain_shader.gdshader" id="1_weather_plain"]
|
||||||
[ext_resource type="Texture2D" uid="uid://bpswbjh4jj1ou" path="res://core/daynight/noise.tres" id="2_noise"]
|
|
||||||
|
|
||||||
[resource]
|
[resource]
|
||||||
render_priority = 0
|
render_priority = 0
|
||||||
shader = ExtResource("1_weather_plain")
|
shader = ExtResource("1_weather_plain")
|
||||||
shader_parameter/snow_edge_softness = 0.15
|
|
||||||
shader_parameter/snow_color_variation = 0.05
|
|
||||||
shader_parameter/ripple_scale = 1.5
|
|
||||||
shader_parameter/ripple_speed = 2.0
|
|
||||||
shader_parameter/ripple_layers = 3.0
|
|
||||||
shader_parameter/streak_scale = 2.0
|
|
||||||
shader_parameter/streak_speed = 0.8
|
|
||||||
shader_parameter/wetness_darkening = 0.25
|
|
||||||
shader_parameter/wet_roughness = 0.05
|
|
||||||
shader_parameter/rain_normal_strength = 0.4
|
|
||||||
shader_parameter/puddle_noise_scale = 0.08
|
|
||||||
shader_parameter/puddle_threshold = 0.45
|
|
||||||
shader_parameter/noise_texture = ExtResource("2_noise")
|
|
||||||
|
|||||||
@@ -1,26 +1,31 @@
|
|||||||
shader_type spatial;
|
shader_type spatial;
|
||||||
render_mode unshaded;
|
render_mode unshaded;
|
||||||
|
|
||||||
// --- PARAMETRI ---
|
global uniform float global_wind_speed = 1.0; //0.0 = calm, 1.0 = normal, 2.0+ = strong
|
||||||
uniform float time_scale = 3.0;
|
global uniform vec2 global_wind_direction = vec2(1.0, 0.0);
|
||||||
uniform float wave_amplitude = 0.5; // Quanto curva a destra/sinistra
|
|
||||||
uniform float wave_frequency = 1.0; // Ogni quanto fa la curva
|
uniform float wave_frequency = 1.0;
|
||||||
|
uniform float base_amplitude = 0.5;
|
||||||
|
uniform float secondary_ratio = 0.6;
|
||||||
|
uniform float time_scale_base = 3.0;
|
||||||
|
|
||||||
void vertex() {
|
void vertex() {
|
||||||
// Creiamo un offset unico per ogni particella in modo che non si muovano tutte uguali
|
float random_seed_offset = INSTANCE_CUSTOM.x * 100.0;
|
||||||
float random_seed_offset = INSTANCE_CUSTOM.x * 100.0;
|
float scaled_time = (TIME + random_seed_offset) * (time_scale_base * global_wind_speed);
|
||||||
float scaled_time = (TIME + random_seed_offset) * time_scale;
|
float amplitude = base_amplitude * global_wind_speed;
|
||||||
|
|
||||||
// Applichiamo SOLO la curva morbida all'asse X (o Z, a seconda di come orienti la scena)
|
vec2 wind_dir = normalize(global_wind_direction);
|
||||||
// Usiamo VERTEX.y per far sì che la curva si propaghi lungo tutta la lunghezza della scia
|
vec2 wind_perp = vec2(-wind_dir.y, wind_dir.x); //90° perpendicular
|
||||||
VERTEX.x += sin(VERTEX.y * wave_frequency + scaled_time) * wave_amplitude;
|
|
||||||
|
float primary_sway = sin(VERTEX.y * wave_frequency + scaled_time) * amplitude;
|
||||||
// Niente più "VERTEX.y += t;", quindi niente più teletrasporti!
|
float secondary_sway = sin(VERTEX.y * wave_frequency * 1.3 + scaled_time * 0.7 + 1.57)
|
||||||
|
* (amplitude * secondary_ratio);
|
||||||
|
|
||||||
|
VERTEX.x += primary_sway * wind_dir.x + secondary_sway * wind_perp.x;
|
||||||
|
VERTEX.z += primary_sway * wind_dir.y + secondary_sway * wind_perp.y;
|
||||||
}
|
}
|
||||||
|
|
||||||
void fragment() {
|
void fragment() {
|
||||||
// Il colore e l'alpha (per lo spawn dolce e la morte lenta)
|
|
||||||
// vengono comandati dalla Color Ramp del GPUParticles3D!
|
|
||||||
ALBEDO = COLOR.rgb;
|
ALBEDO = COLOR.rgb;
|
||||||
ALPHA = COLOR.a;
|
ALPHA = COLOR.a;
|
||||||
}
|
}
|
||||||
@@ -81,9 +81,8 @@ extends Resource
|
|||||||
#Post-process effect toggles (initial values)
|
#Post-process effect toggles (initial values)
|
||||||
@export_group("Post Process")
|
@export_group("Post Process")
|
||||||
@export var enable_dust: bool = false #Floating dust particles overlay
|
@export var enable_dust: bool = false #Floating dust particles overlay
|
||||||
@export var enable_blur: bool = true #Screen blur effect
|
@export var enable_blur: bool = false #Screen blur effect
|
||||||
@export var enable_environment_shadows: bool = true #Cloud shadow projection on terrain
|
@export var enable_environment_shadows: bool = true #Cloud shadow projection on terrain
|
||||||
@export var enable_fog: bool = false #Enable fog around the train
|
|
||||||
@export var blur_amount: float = 0.6
|
@export var blur_amount: float = 0.6
|
||||||
|
|
||||||
@export_group("Dust")
|
@export_group("Dust")
|
||||||
@@ -101,7 +100,7 @@ extends Resource
|
|||||||
|
|
||||||
#Rain weather settings
|
#Rain weather settings
|
||||||
@export_group("Rain")
|
@export_group("Rain")
|
||||||
@export var rain_mode_color: Color = Color(0.85, 0.89, 0.93, 1.0) #Sky/light darkening color during rain
|
@export var rain_mode_color: Color = Color(0.5, 0.6, 0.7, 1.0) #Sky/light darkening color during rain
|
||||||
@export var rain_fade_time: float = 5.0 #Seconds for rain particles to fade in/out
|
@export var rain_fade_time: float = 5.0 #Seconds for rain particles to fade in/out
|
||||||
@export var rain_audio_volume_db: float = -10.0 #Target rain loop volume in decibels
|
@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_form_time: float = 15.0 #Seconds for puddles to fully form
|
||||||
@@ -110,7 +109,7 @@ extends Resource
|
|||||||
#Storm settings (applied on top of rain when storm is active)
|
#Storm settings (applied on top of rain when storm is active)
|
||||||
@export_group("Storm")
|
@export_group("Storm")
|
||||||
@export var storm_rain_intensity_multiplier: float = 1.5 #Rain intensity target during storm (1.0 = normal rain)
|
@export var storm_rain_intensity_multiplier: float = 1.5 #Rain intensity target during storm (1.0 = normal rain)
|
||||||
@export var storm_mode_color: Color = Color(0.78, 0.83, 0.89, 1.0) #Additional sky darkening color during storm
|
@export var storm_mode_color: Color = Color(0.476, 0.531, 0.639, 1.0) #Additional sky darkening color during storm
|
||||||
|
|
||||||
#Lightning and thunder configuration
|
#Lightning and thunder configuration
|
||||||
@export_group("Lightning and Thunders")
|
@export_group("Lightning and Thunders")
|
||||||
@@ -134,27 +133,15 @@ extends Resource
|
|||||||
@export var godray_spawn_height: float = 5.0 #Y world position where god rays spawn
|
@export var godray_spawn_height: float = 5.0 #Y world position where god rays spawn
|
||||||
@export var godray_scale: Vector3 = Vector3(2.0, 6.0, 2.0) #Scale of the god ray mesh
|
@export var godray_scale: Vector3 = Vector3(2.0, 6.0, 2.0) #Scale of the god ray mesh
|
||||||
|
|
||||||
#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_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
|
#Snow settings
|
||||||
@export_group("Snow")
|
@export_group("Snow")
|
||||||
@export var snow_amount: float = 0.0 #Initial snow coverage amount (0.0 = none, 1.0 = full)
|
@export var snow_amount: float = 0.0 #Initial snow coverage amount (0.0 = none, 1.0 = full)
|
||||||
@export var snow_transaction_time: float = 10.0 #Seconds for snow shader to fully transition in/out
|
@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_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_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 = 0.02 #Accumulation speed: 0.1 -> 10s, 0.05 -> 20s, 0.02 -> 50s, 0.2 -> 5s
|
||||||
@export var snow_melt_speed: float = 0.05 #Speed at which accumulated snow melts away
|
@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
|
|
||||||
@export var snow_color: Color = Color(0.9, 0.95, 1.0) #Albedo color of snow on surfaces
|
@export var snow_color: Color = Color(0.9, 0.95, 1.0) #Albedo color of snow on surfaces
|
||||||
@export var snow_cap_height: float = 0.03 #Maximum snow thickness extruded on flat surfaces
|
|
||||||
@export var snow_cap_flatness_start: float = 0.85 #Surface normal Y where cap buildup starts
|
|
||||||
@export var snow_cap_flatness_end: float = 0.96 #Surface normal Y where cap buildup reaches full effect
|
|
||||||
@export var snow_cap_noise_scale: float = 0.22 #Noise scale used to vary the snow cap silhouette
|
|
||||||
@export var snow_cap_noise_strength: float = 0.12 #How much the cap noise changes the accumulated thickness
|
|
||||||
@export var snow_mode_color: Color = Color(0.556, 0.62, 0.683, 1.0) #Sky/light darkening color during snow
|
@export var snow_mode_color: Color = Color(0.556, 0.62, 0.683, 1.0) #Sky/light darkening color during snow
|
||||||
|
|
||||||
#Wind settings
|
#Wind settings
|
||||||
@@ -165,7 +152,7 @@ extends Resource
|
|||||||
@export var wind_direction: Vector2 = Vector2(0.5, 0.4) #Global wind direction (XZ)
|
@export var wind_direction: Vector2 = Vector2(0.5, 0.4) #Global wind direction (XZ)
|
||||||
@export var wind_speed: float = 0.2 #Global wind animation speed
|
@export var wind_speed: float = 0.2 #Global wind animation speed
|
||||||
@export var wind_scale: float = 0.025 #Global wind noise scale
|
@export var wind_scale: float = 0.025 #Global wind noise scale
|
||||||
@export var wind_strength: float = 0.3 #Global wind displacement strength
|
@export var wind_strength: float = 0.6 #Global wind displacement strength
|
||||||
@export var cloud_scale: float = 0.5 #Cloud noise scale in sky shader
|
@export var cloud_scale: float = 0.5 #Cloud noise scale in sky shader
|
||||||
@export var cloud_speed: float = 0.05 #Cloud movement speed in sky shader
|
@export var cloud_speed: float = 0.05 #Cloud movement speed in sky shader
|
||||||
@export_range(0.01, 1.0) var cloud_scale_envshadows_rate: float = 0.01 #Cloud scale multiplier for environment shadows
|
@export_range(0.01, 1.0) var cloud_scale_envshadows_rate: float = 0.01 #Cloud scale multiplier for environment shadows
|
||||||
@@ -177,14 +164,3 @@ extends Resource
|
|||||||
@export var fireflies_amount: int = 60 #Number of firefly particles
|
@export var fireflies_amount: int = 60 #Number of firefly particles
|
||||||
@export var fireflies_spawn_ray: float = 20.0 #Horizontal spawn radius
|
@export var fireflies_spawn_ray: float = 20.0 #Horizontal spawn radius
|
||||||
@export var fireflies_spawn_height: float = 3.0 #Vertical spawn range
|
@export var fireflies_spawn_height: float = 3.0 #Vertical spawn range
|
||||||
|
|
||||||
#Water settings
|
|
||||||
@export_group("Water")
|
|
||||||
@export var water_color_morning: Color = Color(0.285, 0.534, 0.487, 1.0) #Tint for morning
|
|
||||||
@export var water_color_afternoon: Color = Color(0.889, 0.733, 0.205, 1.0) #Tint for afternoon (sunset)
|
|
||||||
@export var water_color_night: Color = Color(0.728, 0.54, 0.986, 1.0); #Tint for night
|
|
||||||
@export var water_darkening_rain: float = 0.7 #Percentage of darkening when is rainy
|
|
||||||
|
|
||||||
#Random events
|
|
||||||
@export_group("Random Events")
|
|
||||||
@export var random_event_duration: float = 30.0 #Duration time for random event
|
|
||||||
|
|||||||
@@ -1,10 +0,0 @@
|
|||||||
[gd_scene format=3 uid="uid://dm3skv22c60tm"]
|
|
||||||
|
|
||||||
[ext_resource type="Texture2D" uid="uid://cm7fok7lhrano" path="res://core/game_menu/assets/page_1/freccetta.png" id="1_vbu0v"]
|
|
||||||
|
|
||||||
[node name="ArrowButton" type="TextureButton" unique_id=103192648]
|
|
||||||
offset_left = 229.0
|
|
||||||
offset_top = 652.0
|
|
||||||
offset_right = 305.0
|
|
||||||
offset_bottom = 756.0
|
|
||||||
texture_normal = ExtResource("1_vbu0v")
|
|
||||||
|
Before Width: | Height: | Size: 19 KiB |
@@ -1,40 +0,0 @@
|
|||||||
[remap]
|
|
||||||
|
|
||||||
importer="texture"
|
|
||||||
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|
||||||
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|
|
||||||
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|
|
||||||
metadata={
|
|
||||||
"vram_texture": false
|
|
||||||
}
|
|
||||||
|
|
||||||
[deps]
|
|
||||||
|
|
||||||
source_file="res://core/game_menu/assets/page_1/chooseyourbiome_text.png"
|
|
||||||
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|
||||||
|
|
||||||
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|
|
||||||
|
|
||||||
compress/mode=0
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|
||||||
compress/high_quality=false
|
|
||||||
compress/lossy_quality=0.7
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|
||||||
compress/uastc_level=0
|
|
||||||
compress/rdo_quality_loss=0.0
|
|
||||||
compress/hdr_compression=1
|
|
||||||
compress/normal_map=0
|
|
||||||
compress/channel_pack=0
|
|
||||||
mipmaps/generate=false
|
|
||||||
mipmaps/limit=-1
|
|
||||||
roughness/mode=0
|
|
||||||
roughness/src_normal=""
|
|
||||||
process/channel_remap/red=0
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|
||||||
process/channel_remap/green=1
|
|
||||||
process/channel_remap/blue=2
|
|
||||||
process/channel_remap/alpha=3
|
|
||||||
process/fix_alpha_border=true
|
|
||||||
process/premult_alpha=false
|
|
||||||
process/normal_map_invert_y=false
|
|
||||||
process/hdr_as_srgb=false
|
|
||||||
process/hdr_clamp_exposure=false
|
|
||||||
process/size_limit=0
|
|
||||||
detect_3d/compress_to=1
|
|
||||||
|
Before Width: | Height: | Size: 19 KiB |
@@ -1,40 +0,0 @@
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[remap]
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|
||||||
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||||||
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|
||||||
[deps]
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|
||||||
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|
||||||
source_file="res://core/game_menu/assets/page_1/chooseyourtrain_text.png"
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|
||||||
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|
||||||
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|
||||||
[params]
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|
||||||
|
|
||||||
compress/mode=0
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|
||||||
compress/high_quality=false
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||||||
compress/lossy_quality=0.7
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|
||||||
compress/uastc_level=0
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|
||||||
compress/rdo_quality_loss=0.0
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|
||||||
compress/hdr_compression=1
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|
||||||
compress/normal_map=0
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|
||||||
compress/channel_pack=0
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|
||||||
mipmaps/generate=false
|
|
||||||
mipmaps/limit=-1
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|
||||||
roughness/mode=0
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|
||||||
roughness/src_normal=""
|
|
||||||
process/channel_remap/red=0
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|
||||||
process/channel_remap/green=1
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|
||||||
process/channel_remap/blue=2
|
|
||||||
process/channel_remap/alpha=3
|
|
||||||
process/fix_alpha_border=true
|
|
||||||
process/premult_alpha=false
|
|
||||||
process/normal_map_invert_y=false
|
|
||||||
process/hdr_as_srgb=false
|
|
||||||
process/hdr_clamp_exposure=false
|
|
||||||
process/size_limit=0
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|
||||||
detect_3d/compress_to=1
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|
||||||
|
Before Width: | Height: | Size: 42 KiB |
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[remap]
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||||||
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||||||
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||||||
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|
||||||
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|
||||||
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|
||||||
[deps]
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|
||||||
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|
||||||
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|
|
||||||
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|
||||||
|
|
||||||
[params]
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|
||||||
|
|
||||||
compress/mode=0
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|
||||||
compress/high_quality=false
|
|
||||||
compress/lossy_quality=0.7
|
|
||||||
compress/uastc_level=0
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|
||||||
compress/rdo_quality_loss=0.0
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|
||||||
compress/hdr_compression=1
|
|
||||||
compress/normal_map=0
|
|
||||||
compress/channel_pack=0
|
|
||||||
mipmaps/generate=false
|
|
||||||
mipmaps/limit=-1
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|
||||||
roughness/mode=0
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|
||||||
roughness/src_normal=""
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|
||||||
process/channel_remap/red=0
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|
||||||
process/channel_remap/green=1
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|
||||||
process/channel_remap/blue=2
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|
||||||
process/channel_remap/alpha=3
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|
||||||
process/fix_alpha_border=true
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|
||||||
process/premult_alpha=false
|
|
||||||
process/normal_map_invert_y=false
|
|
||||||
process/hdr_as_srgb=false
|
|
||||||
process/hdr_clamp_exposure=false
|
|
||||||
process/size_limit=0
|
|
||||||
detect_3d/compress_to=1
|
|
||||||
|
Before Width: | Height: | Size: 117 KiB |
@@ -1,40 +0,0 @@
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[remap]
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||||||
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||||||
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||||||
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||||||
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||||||
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|
||||||
[deps]
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|
||||||
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|
||||||
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|
|
||||||
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||||||
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||||||
[params]
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|
||||||
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||||||
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||||||
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||||||
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compress/hdr_compression=1
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|
||||||
compress/normal_map=0
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|
||||||
compress/channel_pack=0
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|
||||||
mipmaps/generate=false
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|
||||||
mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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|
||||||
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