11 Commits

127 changed files with 598 additions and 5139 deletions

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@@ -6,17 +6,17 @@ class_name ChunkInfo
@export_group("Set Piece Rules (Unique pieces)") @export_group("Set Piece Rules (Unique pieces)")
@export var exclusive_biome: String = "" # Es: "Forest" @export var exclusive_biome: String = "" # Es: "Forest"
@export_group("Base exit (no roation)") @export_group("Base exit")
@export var north: bool = false @export var north: bool = false
@export var est: bool = false @export var est: bool = false
@export var south: bool = false @export var south: bool = false
@export var west: bool = false @export var west: bool = false
@export_group("Margin heights (level 0, 1, 2)") @export_group("Margin heights (level 0, 1, 2)")
@export var height_north: int = 0 @export_range(0, 2, 1) var height_north: int = 0
@export var height_est: int = 0 @export_range(0, 2, 1) var height_est: int = 0
@export var height_south: int = 0 @export_range(0, 2, 1) var height_south: int = 0
@export var height_west: int = 0 @export_range(0, 2, 1) var height_west: int = 0
@export_group("Lamppost") @export_group("Lamppost")
@export var have_lamppost: bool = false @export var have_lamppost: bool = false

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@@ -7,7 +7,7 @@ extends Path3D
@export var axes_distance: float = 3.0 @export var axes_distance: float = 3.0
@export var rail_distance: float = 1.2 @export var rail_distance: float = 1.2
@export var cameras: Node3D @export var cameras: Node3D
@export_range(0.0, 1.0) var basic_swing: float = 0.5 @export_range(0.0, 1.0) var basic_swing: float = 0.1
@export_group("Rails Bulding") @export_group("Rails Bulding")
@export var sleepers_distance: float = 1.0 @export var sleepers_distance: float = 1.0
@@ -37,6 +37,8 @@ var fireworks_colors: Array[Color] = [
var train_instance: Node3D var train_instance: Node3D
var train_progress: float = 0.0 var train_progress: float = 0.0
var swing_time: float = 0.0 var swing_time: float = 0.0
var curve_roll: float = 0.0
var curve_pitch: float = 0.0
var stop_offset: Array[float] = [] var stop_offset: Array[float] = []
var stops_position: Array[Vector3] = [] var stops_position: Array[Vector3] = []
@@ -52,7 +54,7 @@ func _ready() -> void:
build_train() build_train()
_plan_stops() _plan_stops()
else: else:
print("WARNING: Draw your Path3D!") print("WARNING: Draw Path3D for rails!")
func build_rails() -> void: func build_rails() -> void:
var mat_wood = StandardMaterial3D.new() var mat_wood = StandardMaterial3D.new()
@@ -112,16 +114,16 @@ func build_rails() -> void:
rail_piece.add_child(rail_dx) rail_piece.add_child(rail_dx)
func _plan_stops() -> void: func _plan_stops() -> void:
var currnet_stops = [] var current_stops = []
for child in get_children(): for child in get_children():
if child is Marker3D: if child is Marker3D:
var offset = curve.get_closest_offset(child.position) var offset = curve.get_closest_offset(child.position)
currnet_stops.append({ current_stops.append({
"offset": offset, "offset": offset,
"position": child.global_position "position": child.global_position
}) })
currnet_stops.sort_custom(func(a, b): return a["offset"] < b["offset"]) current_stops.sort_custom(func(a, b): return a["offset"] < b["offset"])
for data in currnet_stops: for data in current_stops:
stop_offset.append(data["offset"]) stop_offset.append(data["offset"])
stops_position.append(data["position"]) stops_position.append(data["position"])
@@ -130,9 +132,9 @@ func _input(event: InputEvent) -> void:
if event.keycode == KEY_T: if event.keycode == KEY_T:
_goto_next_stop() _goto_next_stop()
elif event.keycode == KEY_F: elif event.keycode == KEY_F:
_test_manual_fires() _test_manual_fireworks()
func _test_manual_fires() -> void: func _test_manual_fireworks() -> void:
if fireworks_scene == null or train_instance == null: return if fireworks_scene == null or train_instance == null: return
var firework_number = randi_range(5, 8) var firework_number = randi_range(5, 8)
@@ -146,8 +148,8 @@ func _test_manual_fires() -> void:
if fire_root.has_method("set_color"): if fire_root.has_method("set_color"):
fire_root.set_color(fireworks_colors.pick_random()) fire_root.set_color(fireworks_colors.pick_random())
if fire_root.has_method("turnon"): if fire_root.has_method("turn_on"):
fire_root.turnon() fire_root.turn_on()
await get_tree().create_timer(randf_range(0.2, 0.6)).timeout await get_tree().create_timer(randf_range(0.2, 0.6)).timeout
@@ -168,6 +170,8 @@ func input_controls_management(delta: float) -> void:
train_speed += manual_acceleration * delta train_speed += manual_acceleration * delta
elif Input.is_action_pressed("ui_down"): elif Input.is_action_pressed("ui_down"):
train_speed -= manual_acceleration * delta train_speed -= manual_acceleration * delta
elif Input.is_action_pressed("ui_text_backspace"):
train_speed = 0
train_speed = clamp(train_speed, speed_min, speed_max) train_speed = clamp(train_speed, speed_min, speed_max)
func train_move(delta: float) -> void: func train_move(delta: float) -> void:
@@ -209,25 +213,42 @@ func train_move(delta: float) -> void:
if stop_offset.size() > 0: next_stop_index = stop_offset.size() - 1 if stop_offset.size() > 0: next_stop_index = stop_offset.size() - 1
var center_position = to_global(curve.sample_baked(train_progress, true)) var center_position = to_global(curve.sample_baked(train_progress, true))
var prog_back = wrapf(train_progress - 2.0, 0.0, total_length)
var back_position = to_global(curve.sample_baked(prog_back, true))
var prog_forward = wrapf(train_progress + 2.0, 0.0, total_length) var prog_forward = wrapf(train_progress + 2.0, 0.0, total_length)
var forward_position = to_global(curve.sample_baked(prog_forward, true)) var forward_position = to_global(curve.sample_baked(prog_forward, true))
if center_position.distance_to(forward_position) > 0.01: if center_position.distance_to(forward_position) > 0.01:
train_instance.global_position = center_position train_instance.global_position = center_position
train_instance.look_at(forward_position, Vector3.UP) train_instance.look_at(forward_position, Vector3.UP)
train_instance.rotate_y(PI) train_instance.rotate_y(PI)
if cameras: if cameras:
cameras.global_position = center_position cameras.global_position = center_position
cameras.global_basis = train_instance.global_basis cameras.global_basis = train_instance.global_basis
var real_speed = abs(train_speed * stop_multiply)
var speed_factor = clamp(real_speed / max(speed_max, 0.001), 0.0, 1.0)
var dir_prev = (center_position - back_position).normalized()
var dir_next = (forward_position - center_position).normalized()
var signed_curve = dir_prev.cross(dir_next).y
var curve_amount = clamp(abs(signed_curve) * 8.0, 0.0, 1.0)
curve_roll = lerp(curve_roll, (-signed_curve * 0.08) * speed_factor, delta * 4.0)
curve_pitch = lerp(curve_pitch, curve_amount * 0.012 * speed_factor, delta * 4.0)
if not stop_ongoing: if not stop_ongoing:
var real_speed = abs(train_speed * stop_multiply) swing_time += delta * real_speed * (2.0 + curve_amount)
swing_time += delta * real_speed * 2.0
var amplitude_z = 0.006 * basic_swing var amplitude_z = 0.006 * basic_swing
var amplitude_x = 0.004 * basic_swing var amplitude_x = 0.004 * basic_swing
var curve_sway = sin(swing_time * 1.35) * 0.01 * curve_amount * speed_factor
train_instance.rotation.z += sin(swing_time) * amplitude_z train_instance.rotation.z += sin(swing_time) * amplitude_z
train_instance.rotation.x += cos(swing_time * 0.8) * amplitude_x train_instance.rotation.x += cos(swing_time * 0.8) * amplitude_x
train_instance.rotation.z += curve_roll + curve_sway
train_instance.rotation.x += curve_pitch
else:
train_instance.rotation.z += curve_roll
train_instance.rotation.x += curve_pitch
func _execute_stop(go_forward: bool = true) -> void: func _execute_stop(go_forward: bool = true) -> void:
stop_ongoing = true stop_ongoing = true
@@ -258,8 +279,8 @@ func _execute_stop(go_forward: bool = true) -> void:
if fire_root.has_method("set_color"): if fire_root.has_method("set_color"):
fire_root.set_color(fireworks_colors.pick_random()) fire_root.set_color(fireworks_colors.pick_random())
if fire_root.has_method("turnon"): if fire_root.has_method("turn_on"):
fire_root.turnon() fire_root.turn_on()
await get_tree().create_timer(randf_range(0.3, 0.8)).timeout await get_tree().create_timer(randf_range(0.3, 0.8)).timeout

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@@ -6,19 +6,24 @@ uniform vec4 albedo_color : source_color = vec4(0.1, 0.1, 0.1, 1.0);
global uniform float global_wind_strength; global uniform float global_wind_strength;
global uniform float global_wind_speed; global uniform float global_wind_speed;
global uniform float global_wind_fade;
void vertex() { void vertex() {
//COLOR.r is the drawing. 0 -> lampost (no move); 1.0 is the center of the wire //COLOR.r is the drawing. 0 -> lampost (no move); 1.0 is the center of the wire
float movement = COLOR.r; float movement = COLOR.r;
float wind_amount = global_wind_strength * global_wind_fade;
//Create a wave (based on position and time to be random) //Create a wave (based on position and time to be random)
float wind_wave = 0.0; float wind_wave = 0.0;
if (global_wind_speed > 0.0 && global_wind_strength > 0.0) { float vertical_wave = 0.0;
wind_wave = sin(TIME * global_wind_speed + NODE_POSITION_WORLD.x * 0.5) * global_wind_strength; if (global_wind_speed > 0.0 && wind_amount > 0.0) {
wind_wave = sin(TIME * global_wind_speed + NODE_POSITION_WORLD.x * 0.5 + NODE_POSITION_WORLD.z * 0.35) * wind_amount;
vertical_wave = sin(TIME * global_wind_speed * 0.7 + NODE_POSITION_WORLD.z * 0.35) * wind_amount;
} }
VERTEX.x += wind_wave * 0.1 * movement; VERTEX.x += wind_wave * 0.28 * movement;
VERTEX.z += wind_wave * 0.05 * movement; VERTEX.y += vertical_wave * 0.125 * movement;
VERTEX.z += wind_wave * 0.24 * movement;
} }
void fragment() { void fragment() {

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@@ -1,16 +1,21 @@
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
@@ -19,6 +24,7 @@ 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)
@@ -44,9 +50,34 @@ 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)

View File

@@ -2,6 +2,7 @@ shader_type canvas_item;
uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap; uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
global uniform float global_wind_speed; global uniform float global_wind_speed;
global uniform float global_wind_fade;
uniform vec4 dust_color : source_color = vec4(1.0, 0.456, 0.125, 0.6); uniform vec4 dust_color : source_color = vec4(1.0, 0.456, 0.125, 0.6);
@@ -30,7 +31,7 @@ void fragment() {
float base_time = TIME * dust_speed; float base_time = TIME * dust_speed;
vec2 osc = vec2(sin(TIME * 0.5), cos(TIME * 0.3)) * wind_oscillation; vec2 osc = vec2(sin(TIME * 0.5), cos(TIME * 0.3)) * wind_oscillation;
float wind_active = step(0.0001, abs(global_wind_speed)); float wind_active = global_wind_fade * step(0.0001, abs(global_wind_speed));
vec2 final_wind = ((wind_speed + osc) * dust_speed) * wind_active; vec2 final_wind = ((wind_speed + osc) * dust_speed) * wind_active;
float final_particle_alpha = 0.0; float final_particle_alpha = 0.0;

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@@ -89,7 +89,6 @@ func _apply_wind_noise_to_node(node: Node, noise_tex: Texture2D) -> void:
func ApplyWeatherShaderToMaterials(): func ApplyWeatherShaderToMaterials():
var weather_shader = preload("res://core/daynight/weather_overlay.tres") 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"):
if node is GeometryInstance3D: if node is GeometryInstance3D:
node.material_overlay = weather_shader node.material_overlay = weather_shader
@@ -97,6 +96,17 @@ func ApplyWeatherShaderToMaterials():
for child in node.get_children(): for child in node.get_children():
if child is GeometryInstance3D: if child is GeometryInstance3D:
child.material_overlay = weather_shader child.material_overlay = weather_shader
break
var weather_plain_shader = preload("res://core/daynight/weather_plain_shader.tres")
for node in get_tree().get_nodes_in_group("weather_vegetables_node"):
if node is GeometryInstance3D:
node.material_overlay = weather_plain_shader
else:
for child in node.get_children():
if child is GeometryInstance3D:
child.material_overlay = weather_plain_shader
break
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

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@@ -8,7 +8,10 @@ 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_amount; global uniform float global_snow_start_time;
global uniform float global_snow_accumulation_speed;
global uniform float global_snow_melt_time;
global uniform float global_snow_melt_speed;
// --- PARAMETRI ESTETICI --- // --- PARAMETRI ESTETICI ---
uniform bool billboard_enabled = true; uniform bool billboard_enabled = true;
@@ -109,10 +112,19 @@ 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 - global_snow_amount, 1.2 - global_snow_amount, top_mask); float snow_mask = smoothstep(1.0 - snow_amount, 1.2 - snow_amount, top_mask);
snow_mask *= step(0.01, global_snow_amount); snow_mask *= step(0.01, 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);
@@ -131,4 +143,4 @@ 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;
} }

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@@ -5,11 +5,13 @@ global uniform float global_wind_speed;
global uniform vec2 global_wind_direction; 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_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;
@@ -43,12 +45,12 @@ void vertex() {
vec3 instance_pos = MODEL_MATRIX[3].xyz; vec3 instance_pos = MODEL_MATRIX[3].xyz;
float total_angle = radians(rotation_degrees); float total_angle = radians(rotation_degrees);
if (wind_enabled && global_wind_speed > 0.0 && global_wind_strength > 0.0) { if (wind_enabled && global_wind_speed > 0.0 && global_wind_strength > 0.0 && global_wind_fade > 0.0) {
float time = TIME * global_wind_speed; float time = TIME * global_wind_speed;
vec2 noise_uv = (instance_pos.xz * global_wind_scale) + (time * global_wind_direction * 0.5); vec2 noise_uv = (instance_pos.xz * global_wind_scale) + (time * global_wind_direction * 0.5);
float noise_val = textureLod(wind_noise, noise_uv, 2.0).r; float noise_val = textureLod(wind_noise, noise_uv, 2.0).r;
float sway = sin(time + (noise_val * 10.0)); float sway = sin(time + (noise_val * 10.0));
total_angle += (sway * global_wind_strength); total_angle += (sway * global_wind_strength * global_wind_fade);
} }
float h_factor = clamp((instance_pos.y - height_min) / (height_max - height_min), 0.0, 1.0); float h_factor = clamp((instance_pos.y - height_min) / (height_max - height_min), 0.0, 1.0);
@@ -86,24 +88,25 @@ 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);

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@@ -1,22 +1,21 @@
shader_type spatial; shader_type spatial;
render_mode blend_mix, depth_draw_always; render_mode blend_mix, depth_draw_always;
// --- PARAMETRI COLORI ACQUA --- global uniform float global_rain_intensity;
//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);
// Impostato a 5.0 come piace a te per un'acqua super profonda!
uniform float beer_law_factor : hint_range(0.0, 10.0) = 5.0; uniform float beer_law_factor : hint_range(0.0, 10.0) = 5.0;
// ---> PARAMETRI FAKE REFLECTION (SPECCHIATA) <---
group_uniforms Fake_Reflection_Proximity; group_uniforms Fake_Reflection_Proximity;
uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap; uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
uniform float reflection_strength : hint_range(0.0, 1.0) = 0.6; uniform float reflection_strength : hint_range(0.0, 1.0) = 0.6;
uniform float reflection_offset : hint_range(-0.5, 0.5) = 0.05; // Offset base uniform float reflection_offset : hint_range(-0.5, 0.5) = 0.05; // Offset base
// LA MAGIA DELLO SPECCHIO: Valori positivi (es. 0.1 o 0.2) capovolgeranno l'immagine
uniform float reflection_stretch : hint_range(-1.0, 1.0) = 0.1; uniform float reflection_stretch : hint_range(-1.0, 1.0) = 0.1;
uniform float max_reflection_distance : hint_range(0.1, 10.0) = 1.5; uniform float max_reflection_distance : hint_range(0.1, 10.0) = 1.5;
// ---> PARAMETRI RIPPLES <--- //Ripples parameters
group_uniforms Ripple_Settings; group_uniforms Ripple_Settings;
uniform vec4 ripple_color : source_color = vec4(1.0, 1.0, 1.0, 0.7); uniform vec4 ripple_color : source_color = vec4(1.0, 1.0, 1.0, 0.7);
uniform float ripple_density : hint_range(0.0, 1.0) = 0.05; uniform float ripple_density : hint_range(0.0, 1.0) = 0.05;
@@ -30,13 +29,11 @@ varying vec2 world_pos_xz;
varying vec2 local_uv; varying vec2 local_uv;
void vertex() { void vertex() {
// Salviamo la posizione XZ e la UV locale per l'effetto specchio
world_pos_xz = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xz; world_pos_xz = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xz;
local_uv = UV; local_uv = UV;
} }
void fragment() { void fragment() {
// --- 1. LOGICA PROFONDITÀ (Beer's Law) ---
float depth = texture(depth_texture, SCREEN_UV).r; float depth = texture(depth_texture, SCREEN_UV).r;
vec3 ndc = vec3(SCREEN_UV * 2.0 - 1.0, depth); vec3 ndc = vec3(SCREEN_UV * 2.0 - 1.0, depth);
vec4 view = INV_PROJECTION_MATRIX * vec4(ndc, 1.0); vec4 view = INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
@@ -46,8 +43,8 @@ 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);
// --- 2. LOGICA RIPPLES CASUALI ---
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;
@@ -62,19 +59,15 @@ 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;
// --- 3. FAKE REFLECTION SPECCHIATA E A CORTO RAGGIO ---
vec2 ref_uv = SCREEN_UV; vec2 ref_uv = SCREEN_UV;
// Il trucco per "capovolgere" il riflesso usando l'UV del piano dell'acqua
ref_uv.y -= reflection_offset + (local_uv.y * reflection_stretch); ref_uv.y -= reflection_offset + (local_uv.y * reflection_stretch);
// Distorciamo il riflesso dove ci sono i ripples
ref_uv += ring * 0.01; ref_uv += ring * 0.01;
vec3 screen_ref = textureLod(screen_texture, ref_uv, 0.0).rgb; vec3 screen_ref = textureLod(screen_texture, ref_uv, 0.0).rgb;
// Maschera di distanza (limita il riflesso solo alle cose vicine)
float ref_depth_raw = texture(depth_texture, ref_uv).r; float ref_depth_raw = texture(depth_texture, ref_uv).r;
vec3 ref_ndc = vec3(ref_uv * 2.0 - 1.0, ref_depth_raw); vec3 ref_ndc = vec3(ref_uv * 2.0 - 1.0, ref_depth_raw);
vec4 ref_view = INV_PROJECTION_MATRIX * vec4(ref_ndc, 1.0); vec4 ref_view = INV_PROJECTION_MATRIX * vec4(ref_ndc, 1.0);
@@ -86,16 +79,14 @@ void fragment() {
float is_sky = step(ref_depth_raw, 0.00001); // Protezione anti-cielo float is_sky = step(ref_depth_raw, 0.00001); // Protezione anti-cielo
reflection_mask *= (1.0 - is_sky); reflection_mask *= (1.0 - is_sky);
// --- 4. MIX FINALE ---
vec3 final_rgb = mix(base_water.rgb, screen_ref, reflection_strength * reflection_mask); vec3 final_rgb = mix(base_water.rgb, screen_ref, reflection_strength * reflection_mask);
final_rgb = mix(final_rgb, ripple_color.rgb, ring * ripple_color.a); final_rgb = mix(final_rgb, ripple_color.rgb, ring * ripple_color.a);
ALBEDO = final_rgb; ALBEDO = final_rgb;
// Alpha base dell'acqua + opacità dei ripples per farli sempre risaltare
ALPHA = mix(0.98, 0.4, water_depth_gradient); ALPHA = mix(0.98, 0.4, water_depth_gradient);
ALPHA = clamp(ALPHA + (ring * ripple_color.a), 0.0, 1.0); ALPHA = clamp(ALPHA + (ring * ripple_color.a), 0.0, 1.0);
ROUGHNESS = 1.0; ROUGHNESS = 1.0;
SPECULAR = 0.0; SPECULAR = 0.0;
} }

View File

@@ -42,8 +42,13 @@ var actual_snow_amount: float = 0.0
var is_storm: bool = false var is_storm: bool = false
var cold_tween: Tween var cold_tween: Tween
var wind_tween: Tween
var is_windy: bool = false var is_windy: bool = false
var thereare_fireflies: bool = false var thereare_fireflies: bool = false
var current_wind_speed: float = 0.0
var current_wind_strength: float = 0.0
var current_wind_fade: float = 0.0
var max_wind_amount: int = 0
func _init(wind: GPUParticles3D, snow: GPUParticles3D, func _init(wind: GPUParticles3D, snow: GPUParticles3D,
fireflies: GPUParticles3D, rain: GPUParticles3D, ray: PackedScene, fireflies: GPUParticles3D, rain: GPUParticles3D, ray: PackedScene,
@@ -61,6 +66,7 @@ func _init(wind: GPUParticles3D, snow: GPUParticles3D,
environment_shadows = envshadows environment_shadows = envshadows
environment = theenvironment environment = theenvironment
environment_config = environmentconfig environment_config = environmentconfig
max_wind_amount = environment_config.wind_amount if environment_config != null else 0
camera = thecamera camera = thecamera
camera_pivot = thecamerapivot camera_pivot = thecamerapivot
thunder_sounds = thundersounds thunder_sounds = thundersounds
@@ -91,6 +97,7 @@ func _ready() -> void:
UIEvents.toggle_rain.connect(toggle_rain) UIEvents.toggle_rain.connect(toggle_rain)
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.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)
@@ -303,6 +310,7 @@ func toggle_wind(value: bool):
#disable wind and set default values and materials #disable wind and set default values and materials
func init_wind(): func init_wind():
_update_wind_amount_from_strength(environment_config.wind_strength)
if particles_wind: if particles_wind:
particles_wind.visible = true particles_wind.visible = true
particles_wind.emitting = false particles_wind.emitting = false
@@ -334,16 +342,73 @@ func _apply_wind_config() -> void:
proc_mat_wind.direction = wind_axis proc_mat_wind.direction = wind_axis
particles_wind.global_transform = Transform3D(Basis(wind_cross, wind_axis, wind_up), particles_wind.global_position) particles_wind.global_transform = Transform3D(Basis(wind_cross, wind_axis, wind_up), particles_wind.global_position)
_apply_wind_state() _apply_wind_state(true)
func _apply_wind_state() -> void: func _apply_wind_state(immediate: bool = false) -> void:
if environment_config == null: if environment_config == null:
return return
if wind_tween and wind_tween.is_valid():
wind_tween.kill()
var active_wind_speed := environment_config.wind_speed if is_windy else 0.0 var active_wind_speed := environment_config.wind_speed if is_windy else 0.0
var active_wind_strength := environment_config.wind_strength if is_windy else 0.0 var active_wind_strength := environment_config.wind_strength if is_windy else 0.0
RenderingServer.global_shader_parameter_set("global_wind_speed", active_wind_speed) var active_wind_fade := 1.0 if is_windy else 0.0
RenderingServer.global_shader_parameter_set("global_wind_strength", active_wind_strength) if immediate:
_set_current_wind_speed(active_wind_speed)
_set_current_wind_strength(active_wind_strength)
_set_current_wind_fade(active_wind_fade)
return
_set_current_wind_speed(environment_config.wind_speed)
_set_current_wind_strength(environment_config.wind_strength)
wind_tween = create_tween()
wind_tween.tween_method(_set_current_wind_fade, current_wind_fade, active_wind_fade, environment_config.wind_fade_in_out_time)
wind_tween.tween_callback(_finish_wind_fade_out)
func _set_current_wind_speed(value: float) -> void:
current_wind_speed = value
RenderingServer.global_shader_parameter_set("global_wind_speed", value)
func _set_current_wind_strength(value: float) -> void:
current_wind_strength = value
RenderingServer.global_shader_parameter_set("global_wind_strength", value)
func _set_current_wind_fade(value: float) -> void:
current_wind_fade = value
RenderingServer.global_shader_parameter_set("global_wind_fade", value)
func _finish_wind_fade_out() -> void:
if is_windy:
return
_set_current_wind_speed(0.0)
_set_current_wind_strength(0.0)
_set_current_wind_fade(0.0)
func change_wind_strength(value: float) -> void:
if environment_config == null:
return
environment_config.wind_strength = value
_update_wind_amount_from_strength(value)
if is_windy or current_wind_fade > 0.0:
_set_current_wind_strength(value)
if particles_wind:
particles_wind.amount = environment_config.wind_amount
func _update_wind_amount_from_strength(value: float) -> void:
if environment_config == null:
return
if max_wind_amount <= 0:
max_wind_amount = max(environment_config.wind_amount, 1)
var normalized_strength: float = clamp(value, 0.0, 1.0)
var amount_ratio: float = normalized_strength
if normalized_strength > 0.0 and normalized_strength < 0.3:
amount_ratio = lerp(0.08, 0.25, normalized_strength / 0.3)
environment_config.wind_amount = roundi(max_wind_amount * amount_ratio)
func _apply_cloud_config() -> void: func _apply_cloud_config() -> void:
var dir = environment_config.wind_direction var dir = environment_config.wind_direction

View File

@@ -5,3 +5,17 @@
[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

View File

@@ -100,7 +100,7 @@ extends Resource
#Rain weather settings #Rain weather settings
@export_group("Rain") @export_group("Rain")
@export var rain_mode_color: Color = Color(0.5, 0.6, 0.7, 1.0) #Sky/light darkening color during 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_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
@@ -109,7 +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(0.476, 0.531, 0.639, 1.0) #Additional sky darkening color during storm @export var storm_mode_color: Color = Color(0.78, 0.83, 0.89, 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")
@@ -157,6 +157,7 @@ extends Resource
@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
@export_range(0.01, 1.0) var cloud_speed_envshadows_rate: float = 0.5 #Cloud speed multiplier for environment shadows @export_range(0.01, 1.0) var cloud_speed_envshadows_rate: float = 0.5 #Cloud speed multiplier for environment shadows
@export var wind_fade_in_out_time: float = 1.2 #fade out to time when wind is turned off or when is turned on
#Firefly settings (visible only at night) #Firefly settings (visible only at night)
@export_group("Fireflies") @export_group("Fireflies")

View File

@@ -19,7 +19,7 @@ func set_particles_node_color(node: GPUParticles3D, new_color: Color) -> void:
unique_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED unique_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mesh.material = unique_mat mesh.material = unique_mat
func turnon() -> void: func turn_on() -> void:
if rocket: if rocket:
rocket.emitting = true rocket.emitting = true

View File

@@ -8,6 +8,8 @@ signal toggle_snow(value: bool)
@warning_ignore("unused_signal") @warning_ignore("unused_signal")
signal toggle_wind(value: bool) signal toggle_wind(value: bool)
@warning_ignore("unused_signal") @warning_ignore("unused_signal")
signal wind_change(value: float)
@warning_ignore("unused_signal")
signal toggle_fireflies(value: bool) signal toggle_fireflies(value: bool)
@warning_ignore("unused_signal") @warning_ignore("unused_signal")
signal toggle_storm(value: bool) signal toggle_storm(value: bool)
@@ -27,3 +29,7 @@ signal toggle_shadows(value: bool)
signal toggle_pause_daytime(value: bool) signal toggle_pause_daytime(value: bool)
@warning_ignore("unused_signal") @warning_ignore("unused_signal")
signal day_time_changed(value: float, time_string: String) signal day_time_changed(value: float, time_string: String)
@warning_ignore("unused_signal")
signal time_option_item_changed(index: int)
@warning_ignore("unused_signal")
signal day_time_option_changed(index: int)

View File

@@ -7,15 +7,14 @@
[ext_resource type="PackedScene" uid="uid://ujv2f1l4d2ps" path="res://core/biome_generator/biome_generator.tscn" id="4_yrmqs"] [ext_resource type="PackedScene" uid="uid://ujv2f1l4d2ps" path="res://core/biome_generator/biome_generator.tscn" id="4_yrmqs"]
[ext_resource type="Script" uid="uid://wv6kcqkibium" path="res://core/biome_generator/biome.gd" id="5_2wjys"] [ext_resource type="Script" uid="uid://wv6kcqkibium" path="res://core/biome_generator/biome.gd" id="5_2wjys"]
[ext_resource type="PackedScene" uid="uid://cv5xmnow451kl" path="res://core/camera.tscn" id="5_8tojn"] [ext_resource type="PackedScene" uid="uid://cv5xmnow451kl" path="res://core/camera.tscn" id="5_8tojn"]
[ext_resource type="PackedScene" uid="uid://botm0dqtr5whb" path="res://docs/museums/daynight/scenes/chunk_c_e_1/chunk_c_e_1.tscn" id="6_21usy"] [ext_resource type="PackedScene" uid="uid://crlk31ecl480n" path="res://tgcc/chunk/countryside/scene/chunk_country_corner_03.tscn" id="6_21usy"]
[ext_resource type="Script" uid="uid://dboerd4a6dwj7" path="res://docs/museums/biome_generator/rails.gd" id="6_pypsn"] [ext_resource type="Script" uid="uid://dboerd4a6dwj7" path="res://core/biome_generator/rails.gd" id="6_pypsn"]
[ext_resource type="PackedScene" uid="uid://dvk3bytqn3m5s" path="res://tgcc/train/main_train.tscn" id="6_wjpfq"] [ext_resource type="PackedScene" uid="uid://dvk3bytqn3m5s" path="res://tgcc/train/main_train.tscn" id="6_wjpfq"]
[ext_resource type="PackedScene" uid="uid://givg3dyrxsk5" path="res://docs/museums/daynight/scenes/chunk_c_f_1/chunk_c_f_1.tscn" id="7_qe84w"] [ext_resource type="PackedScene" uid="uid://brpp7fe5noq8v" path="res://tgcc/chunk/countryside/scene/chunk_country_cross_3_01.tscn" id="7_qe84w"]
[ext_resource type="PackedScene" uid="uid://0kgjaqijaqku" path="res://docs/museums/biome_generator/rails.tscn" id="8_mb5yv"] [ext_resource type="PackedScene" uid="uid://0kgjaqijaqku" path="res://docs/museums/biome_generator/rails.tscn" id="8_mb5yv"]
[ext_resource type="PackedScene" uid="uid://bi12g5nj421jv" path="res://docs/museums/daynight/scenes/chunk_f_e_1/chunk_f_e_1.tscn" id="8_qe84w"]
[ext_resource type="PackedScene" uid="uid://dn1btv0e0ses7" path="res://core/fireworks.tscn" id="8_xtogr"] [ext_resource type="PackedScene" uid="uid://dn1btv0e0ses7" path="res://core/fireworks.tscn" id="8_xtogr"]
[ext_resource type="PackedScene" uid="uid://cpebna545ihfh" path="res://docs/museums/daynight/scenes/chunk_f_l_2/chunk_f_l_2.tscn" id="9_3qrd0"] [ext_resource type="PackedScene" uid="uid://cu2chsjh8wuvp" path="res://tgcc/chunk/countryside/scene/chunk_country_straight_02.tscn" id="9_sw7bt"]
[ext_resource type="PackedScene" uid="uid://xebpudhewwwj" path="res://docs/museums/daynight/scenes/chunk_c_l_2/chunk_c_l_2.tscn" id="9_sw7bt"] [ext_resource type="PackedScene" uid="uid://c73yk6858dmwn" path="res://tgcc/chunk/countryside/scene/chunk_country_cross_4_01.tscn" id="10_c7mkj"]
[ext_resource type="PackedScene" uid="uid://cmuvmmp7xam4o" path="res://core/daynight/environment_management.tscn" id="16_c7mkj"] [ext_resource type="PackedScene" uid="uid://cmuvmmp7xam4o" path="res://core/daynight/environment_management.tscn" id="16_c7mkj"]
[ext_resource type="AudioStream" uid="uid://dvabvoqyya0g5" path="res://core/daynight/sounds/thunder_3.mp3" id="17_sw7bt"] [ext_resource type="AudioStream" uid="uid://dvabvoqyya0g5" path="res://core/daynight/sounds/thunder_3.mp3" id="17_sw7bt"]
[ext_resource type="AudioStream" uid="uid://creenugno7hm" path="res://core/daynight/sounds/thunder_4.mp3" id="18_2l6dd"] [ext_resource type="AudioStream" uid="uid://creenugno7hm" path="res://core/daynight/sounds/thunder_4.mp3" id="18_2l6dd"]
@@ -102,13 +101,7 @@ compositor_effects = Array[CompositorEffect]([SubResource("CompositorEffect_q52t
[sub_resource type="Resource" id="Resource_3qrd0"] [sub_resource type="Resource" id="Resource_3qrd0"]
script = ExtResource("5_2wjys") script = ExtResource("5_2wjys")
name = "countryside" name = "countryside"
available_chunks = Array[PackedScene]([ExtResource("6_21usy"), ExtResource("7_qe84w"), ExtResource("9_sw7bt")]) available_chunks = Array[PackedScene]([ExtResource("6_21usy"), ExtResource("7_qe84w"), ExtResource("9_sw7bt"), ExtResource("10_c7mkj")])
metadata/_custom_type_script = "uid://wv6kcqkibium"
[sub_resource type="Resource" id="Resource_2qks6"]
script = ExtResource("5_2wjys")
name = "Forest"
available_chunks = Array[PackedScene]([ExtResource("8_qe84w"), ExtResource("9_3qrd0")])
metadata/_custom_type_script = "uid://wv6kcqkibium" metadata/_custom_type_script = "uid://wv6kcqkibium"
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_pypsn"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_pypsn"]
@@ -140,9 +133,10 @@ compositor = SubResource("Compositor_mb5yv")
[node name="biome_generator" parent="." unique_id=1861369341 node_paths=PackedStringArray("rail_path") instance=ExtResource("4_yrmqs")] [node name="biome_generator" parent="." unique_id=1861369341 node_paths=PackedStringArray("rail_path") instance=ExtResource("4_yrmqs")]
rail_path = NodePath("../rails") rail_path = NodePath("../rails")
biome_list = Array[ExtResource("5_2wjys")]([SubResource("Resource_3qrd0"), SubResource("Resource_2qks6")]) biome_list = Array[ExtResource("5_2wjys")]([SubResource("Resource_3qrd0")])
[node name="Terrain" type="MeshInstance3D" parent="." unique_id=219178561] [node name="Terrain" type="MeshInstance3D" parent="." unique_id=219178561]
visible = false
material_override = SubResource("StandardMaterial3D_pypsn") material_override = SubResource("StandardMaterial3D_pypsn")
mesh = SubResource("BoxMesh_xtogr") mesh = SubResource("BoxMesh_xtogr")
@@ -185,10 +179,10 @@ script = ExtResource("23_27ile")
[node name="Snow" type="CheckButton" parent="Control" unique_id=454394427] [node name="Snow" type="CheckButton" parent="Control" unique_id=454394427]
layout_mode = 0 layout_mode = 0
offset_left = 21.0 offset_left = 8.0
offset_top = 13.0 offset_top = 173.0
offset_right = 109.0 offset_right = 98.0
offset_bottom = 44.0 offset_bottom = 204.0
theme_override_colors/font_color = Color(1, 1, 1, 1) theme_override_colors/font_color = Color(1, 1, 1, 1)
theme_override_colors/font_focus_color = Color(1, 1, 1, 1) theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1) theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
@@ -199,10 +193,10 @@ text = "Snow"
[node name="Rain" type="CheckButton" parent="Control" unique_id=837805524] [node name="Rain" type="CheckButton" parent="Control" unique_id=837805524]
layout_mode = 0 layout_mode = 0
offset_left = 21.0 offset_left = 8.0
offset_top = 41.0 offset_top = 201.0
offset_right = 109.0 offset_right = 96.0
offset_bottom = 72.0 offset_bottom = 232.0
theme_override_colors/font_color = Color(1, 1, 1, 1) theme_override_colors/font_color = Color(1, 1, 1, 1)
theme_override_colors/font_focus_color = Color(1, 1, 1, 1) theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1) theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
@@ -213,10 +207,10 @@ text = "Rain"
[node name="Wind" type="CheckButton" parent="Control" unique_id=1013004982] [node name="Wind" type="CheckButton" parent="Control" unique_id=1013004982]
layout_mode = 0 layout_mode = 0
offset_left = 21.0 offset_left = 8.0
offset_top = 91.0 offset_top = 231.0
offset_right = 109.0 offset_right = 96.0
offset_bottom = 122.0 offset_bottom = 262.0
theme_override_colors/font_color = Color(1, 1, 1, 1) theme_override_colors/font_color = Color(1, 1, 1, 1)
theme_override_colors/font_focus_color = Color(1, 1, 1, 1) theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1) theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
@@ -225,12 +219,21 @@ theme_override_colors/font_hover_pressed_color = Color(1, 1, 1, 1)
theme_override_colors/font_outline_color = Color(1, 1, 1, 1) theme_override_colors/font_outline_color = Color(1, 1, 1, 1)
text = "Wind" text = "Wind"
[node name="WindSlider" type="HSlider" parent="Control" unique_id=28050098]
layout_mode = 0
offset_left = 103.0
offset_top = 238.0
offset_right = 187.0
offset_bottom = 254.0
max_value = 1.0
step = 0.01
[node name="Fireflies" type="CheckButton" parent="Control" unique_id=1046228444] [node name="Fireflies" type="CheckButton" parent="Control" unique_id=1046228444]
layout_mode = 0 layout_mode = 0
offset_left = 21.0 offset_left = 8.0
offset_top = 115.0 offset_top = 259.0
offset_right = 130.0 offset_right = 117.0
offset_bottom = 146.0 offset_bottom = 290.0
theme_override_colors/font_color = Color(1, 1, 1, 1) theme_override_colors/font_color = Color(1, 1, 1, 1)
theme_override_colors/font_focus_color = Color(1, 1, 1, 1) theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1) theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
@@ -241,10 +244,10 @@ text = "Fireflies"
[node name="Storm" type="CheckButton" parent="Control" unique_id=1792625744] [node name="Storm" type="CheckButton" parent="Control" unique_id=1792625744]
layout_mode = 0 layout_mode = 0
offset_left = 21.0 offset_left = 98.0
offset_top = 66.0 offset_top = 201.0
offset_right = 117.0 offset_right = 194.0
offset_bottom = 97.0 offset_bottom = 232.0
theme_override_colors/font_color = Color(1, 1, 1, 1) theme_override_colors/font_color = Color(1, 1, 1, 1)
theme_override_colors/font_focus_color = Color(1, 1, 1, 1) theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1) theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
@@ -255,73 +258,88 @@ text = "Storm"
[node name="DayTimeLabel" type="Label" parent="Control" unique_id=1124935856] [node name="DayTimeLabel" type="Label" parent="Control" unique_id=1124935856]
layout_mode = 0 layout_mode = 0
offset_left = 26.0 offset_left = 13.0
offset_top = 150.0 offset_top = 15.0
offset_right = 360.0 offset_right = 347.0
offset_bottom = 173.0 offset_bottom = 38.0
theme_override_colors/font_color = Color(1, 1, 1, 1) theme_override_colors/font_color = Color(1, 1, 1, 1)
theme_override_colors/font_outline_color = Color(1, 1, 1, 1) theme_override_colors/font_outline_color = Color(1, 1, 1, 1)
text = "Time 00:00" text = "Time 00:00"
[node name="DayTimeSlider" type="HSlider" parent="Control" unique_id=1865778345] [node name="DayTimeSlider" type="HSlider" parent="Control" unique_id=1865778345]
layout_mode = 0 layout_mode = 0
offset_left = 26.0 offset_left = 13.0
offset_top = 174.0 offset_top = 40.0
offset_right = 205.0 offset_right = 138.0
offset_bottom = 190.0 offset_bottom = 56.0
max_value = 1.0 max_value = 1.0
step = 0.01 step = 0.01
[node name="DayTimeOptions" type="OptionButton" parent="Control" unique_id=928646468]
layout_mode = 0
offset_left = 13.0
offset_top = 59.0
offset_right = 124.0
offset_bottom = 90.0
selected = 1
item_count = 4
popup/item_0/text = "Sunrise"
popup/item_0/id = 1
popup/item_1/text = "Day"
popup/item_1/id = 2
popup/item_2/text = "Sunset"
popup/item_2/id = 3
popup/item_3/text = "Night"
popup/item_3/id = 4
[node name="Dust" type="CheckButton" parent="Control" unique_id=760281365] [node name="Dust" type="CheckButton" parent="Control" unique_id=760281365]
layout_mode = 0 layout_mode = 0
offset_left = 21.0 offset_left = 8.0
offset_top = 250.0 offset_top = 91.0
offset_right = 150.0 offset_right = 137.0
offset_bottom = 281.0 offset_bottom = 122.0
theme_override_colors/font_color = Color(1, 1, 1, 1) theme_override_colors/font_color = Color(1, 1, 1, 1)
theme_override_colors/font_focus_color = Color(1, 1, 1, 1) theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1) theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
theme_override_colors/font_hover_color = Color(1, 1, 1, 1) theme_override_colors/font_hover_color = Color(1, 1, 1, 1)
theme_override_colors/font_hover_pressed_color = Color(1, 1, 1, 1) theme_override_colors/font_hover_pressed_color = Color(1, 1, 1, 1)
theme_override_colors/font_outline_color = Color(1, 1, 1, 1) theme_override_colors/font_outline_color = Color(1, 1, 1, 1)
button_pressed = true
text = "Dust" text = "Dust"
[node name="Blur" type="CheckButton" parent="Control" unique_id=1083708100] [node name="Blur" type="CheckButton" parent="Control" unique_id=1083708100]
layout_mode = 0 layout_mode = 0
offset_left = 21.0 offset_left = 8.0
offset_top = 278.0 offset_top = 118.0
offset_right = 150.0 offset_right = 137.0
offset_bottom = 309.0 offset_bottom = 149.0
theme_override_colors/font_color = Color(1, 1, 1, 1) theme_override_colors/font_color = Color(1, 1, 1, 1)
theme_override_colors/font_focus_color = Color(1, 1, 1, 1) theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1) theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
theme_override_colors/font_hover_color = Color(1, 1, 1, 1) theme_override_colors/font_hover_color = Color(1, 1, 1, 1)
theme_override_colors/font_hover_pressed_color = Color(1, 1, 1, 1) theme_override_colors/font_hover_pressed_color = Color(1, 1, 1, 1)
theme_override_colors/font_outline_color = Color(1, 1, 1, 1) theme_override_colors/font_outline_color = Color(1, 1, 1, 1)
button_pressed = true
text = "Blur" text = "Blur"
[node name="Pause" type="CheckButton" parent="Control" unique_id=1587043871] [node name="Pause" type="CheckButton" parent="Control" unique_id=1587043871]
layout_mode = 0 layout_mode = 0
offset_left = 21.0 offset_left = 143.0
offset_top = 189.0 offset_top = 31.0
offset_right = 158.0 offset_right = 238.0
offset_bottom = 220.0 offset_bottom = 62.0
theme_override_colors/font_color = Color(1, 1, 1, 1) theme_override_colors/font_color = Color(1, 1, 1, 1)
theme_override_colors/font_focus_color = Color(1, 1, 1, 1) theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1) theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
theme_override_colors/font_hover_color = Color(1, 1, 1, 1) theme_override_colors/font_hover_color = Color(1, 1, 1, 1)
theme_override_colors/font_hover_pressed_color = Color(1, 1, 1, 1) theme_override_colors/font_hover_pressed_color = Color(1, 1, 1, 1)
theme_override_colors/font_outline_color = Color(1, 1, 1, 1) theme_override_colors/font_outline_color = Color(1, 1, 1, 1)
text = "Pause Time" text = "Pause"
[node name="Shadows" type="CheckButton" parent="Control" unique_id=283354318] [node name="Shadows" type="CheckButton" parent="Control" unique_id=283354318]
layout_mode = 0 layout_mode = 0
offset_left = 21.0 offset_left = 8.0
offset_top = 302.0 offset_top = 145.0
offset_right = 150.0 offset_right = 137.0
offset_bottom = 333.0 offset_bottom = 176.0
theme_override_colors/font_color = Color(1, 1, 1, 1) theme_override_colors/font_color = Color(1, 1, 1, 1)
theme_override_colors/font_focus_color = Color(1, 1, 1, 1) theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1) theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
@@ -331,25 +349,14 @@ theme_override_colors/font_outline_color = Color(1, 1, 1, 1)
button_pressed = true button_pressed = true
text = "Shadows" text = "Shadows"
[node name="Guide" type="Label" parent="Control" unique_id=2121474959]
layout_mode = 0
offset_left = 26.0
offset_top = 347.0
offset_right = 236.0
offset_bottom = 474.0
text = "R-> Reset isometric camera
C-> Toggle cinematic mode
Z-> soft zoom
Manual controls (1-5)
T -> go to next stop
F -> fireworks"
[connection signal="toggled" from="Control/Snow" to="Control" method="_on_snow_toggled"] [connection signal="toggled" from="Control/Snow" to="Control" method="_on_snow_toggled"]
[connection signal="toggled" from="Control/Rain" to="Control" method="_on_rain_toggled"] [connection signal="toggled" from="Control/Rain" to="Control" method="_on_rain_toggled"]
[connection signal="toggled" from="Control/Wind" to="Control" method="_on_wind_toggled"] [connection signal="toggled" from="Control/Wind" to="Control" method="_on_wind_toggled"]
[connection signal="value_changed" from="Control/WindSlider" to="Control" method="_on_wind_slider_value_changed"]
[connection signal="toggled" from="Control/Fireflies" to="Control" method="_on_fireflies_toggled"] [connection signal="toggled" from="Control/Fireflies" to="Control" method="_on_fireflies_toggled"]
[connection signal="toggled" from="Control/Storm" to="Control" method="_on_storm_toggled"] [connection signal="toggled" from="Control/Storm" to="Control" method="_on_storm_toggled"]
[connection signal="value_changed" from="Control/DayTimeSlider" to="Control" method="_on_day_time_slider_value_changed"] [connection signal="value_changed" from="Control/DayTimeSlider" to="Control" method="_on_day_time_slider_value_changed"]
[connection signal="item_selected" from="Control/DayTimeOptions" to="Control" method="_on_option_button_item_selected"]
[connection signal="toggled" from="Control/Dust" to="Control" method="_on_dust_toggled"] [connection signal="toggled" from="Control/Dust" to="Control" method="_on_dust_toggled"]
[connection signal="toggled" from="Control/Blur" to="Control" method="_on_blur_toggled"] [connection signal="toggled" from="Control/Blur" to="Control" method="_on_blur_toggled"]
[connection signal="toggled" from="Control/Pause" to="Control" method="_on_pause_toggled"] [connection signal="toggled" from="Control/Pause" to="Control" method="_on_pause_toggled"]

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@@ -1,12 +1,16 @@
extends Control extends Control
@onready var day_night: EnvironmentManagerRoot = get_node_or_null("../DayNight") as EnvironmentManagerRoot @onready var day_night: EnvironmentManagerRoot = $"../DayNight"
@onready var day_time_label: Label = $DayTimeLabel @onready var day_time_label: Label = $DayTimeLabel
@onready var day_time_slider: HSlider = $DayTimeSlider @onready var day_time_slider: HSlider = $DayTimeSlider
@onready var wind_slider: HSlider = $WindSlider
@onready var day_time_option: OptionButton = $DayTimeOptions
func _ready() -> void: func _ready() -> void:
UIEvents.day_time_changed.connect(_on_day_time_changed) UIEvents.day_time_changed.connect(_on_day_time_changed)
UIEvents.day_time_option_changed.connect(_on_day_time_option_changed)
if day_night != null and day_night.environment_config != null and wind_slider != null:
wind_slider.set_value_no_signal(day_night.environment_config.wind_strength)
_sync_day_time_ui() _sync_day_time_ui()
func _on_rain_toggled(toggled_on: bool) -> void: func _on_rain_toggled(toggled_on: bool) -> void:
@@ -18,6 +22,9 @@ func _on_snow_toggled(toggled_on: bool) -> void:
func _on_wind_toggled(toggled_on: bool) -> void: func _on_wind_toggled(toggled_on: bool) -> void:
UIEvents.toggle_wind.emit(toggled_on) UIEvents.toggle_wind.emit(toggled_on)
func _on_wind_slider_value_changed(value: float) -> void:
UIEvents.wind_change.emit(value)
func _on_fireflies_toggled(toggled_on: bool) -> void: func _on_fireflies_toggled(toggled_on: bool) -> void:
UIEvents.toggle_fireflies.emit(toggled_on) UIEvents.toggle_fireflies.emit(toggled_on)
@@ -68,3 +75,14 @@ func _sync_day_time_ui() -> void:
day_night_controller.current_time, day_night_controller.current_time,
day_night_controller.get_time_string() day_night_controller.get_time_string()
) )
_on_day_time_option_changed(
day_night_controller.get_time_option_index(day_night_controller.current_time)
)
func _on_day_time_option_changed(index: int) -> void:
if day_time_option == null:
return
day_time_option.select(index)
func _on_option_button_item_selected(index: int) -> void:
UIEvents.time_option_item_changed.emit(index)

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