Compare commits
29 Commits
biome_gen_
...
spawn_enti
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13
.idea/.gitignore
generated
vendored
Normal file
@@ -0,0 +1,13 @@
|
||||
# Default ignored files
|
||||
/shelf/
|
||||
/workspace.xml
|
||||
# Rider ignored files
|
||||
/contentModel.xml
|
||||
/modules.xml
|
||||
/projectSettingsUpdater.xml
|
||||
/.idea.tgcc.iml
|
||||
# Editor-based HTTP Client requests
|
||||
/httpRequests/
|
||||
# Datasource local storage ignored files
|
||||
/dataSources/
|
||||
/dataSources.local.xml
|
||||
4
.idea/encodings.xml
generated
Normal file
@@ -0,0 +1,4 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
|
||||
</project>
|
||||
8
.idea/indexLayout.xml
generated
Normal file
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="UserContentModel">
|
||||
<attachedFolders />
|
||||
<explicitIncludes />
|
||||
<explicitExcludes />
|
||||
</component>
|
||||
</project>
|
||||
6
.idea/vcs.xml
generated
Normal file
@@ -0,0 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="VcsDirectoryMappings">
|
||||
<mapping directory="" vcs="Git" />
|
||||
</component>
|
||||
</project>
|
||||
58
core/ai/agents/base/ai_base.gd
Normal file
@@ -0,0 +1,58 @@
|
||||
extends CharacterBody3D
|
||||
|
||||
class_name AIBase
|
||||
|
||||
@export_group("Movement")
|
||||
@export var speed: float = 4.0
|
||||
var _enable_state_machine: bool = true
|
||||
@export var enable_state_machine: bool:
|
||||
set(value):
|
||||
_enable_state_machine = value
|
||||
toggle_enable_state_machine()
|
||||
get:
|
||||
return _enable_state_machine
|
||||
|
||||
@onready var patrol_radius_shape: CollisionShape3D = $%PatrolRadiusShape
|
||||
@onready var nav_agent: NavigationAgent3D = $%NavigationAgent3D
|
||||
@onready var state_machine: StateMachine = $%StateMachine
|
||||
|
||||
@export_group("Entities")
|
||||
enum EntityType { HUMANOID, ANIMAL }
|
||||
@export var entity_type: EntityType = EntityType.HUMANOID
|
||||
@export var entity_name: String = ""
|
||||
@export var allowed_biomes: Array[String] = []
|
||||
@export_range(0.0, 100.0, 0.1) var spawn_uniqueness: float = 1.0
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
randomize()
|
||||
toggle_enable_state_machine()
|
||||
|
||||
func toggle_enable_state_machine() -> void:
|
||||
state_machine.enable = _enable_state_machine
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
if !_enable_state_machine:
|
||||
return
|
||||
|
||||
state_machine.physics_process(delta)
|
||||
|
||||
if nav_agent.is_navigation_finished():
|
||||
velocity = Vector3.ZERO
|
||||
move_and_slide()
|
||||
return
|
||||
|
||||
var next_point = nav_agent.get_next_path_position()
|
||||
var direction = global_position.direction_to(next_point)
|
||||
|
||||
velocity.x = direction.x * speed
|
||||
velocity.z = direction.z * speed
|
||||
|
||||
move_and_slide()
|
||||
|
||||
func navigate_to_random_point() -> void:
|
||||
var nav_map_rid = get_world_3d().get_navigation_map()
|
||||
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
|
||||
1
core/ai/agents/base/ai_base.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://b30p1yqojbbbk
|
||||
45
core/ai/agents/base/ai_base.tscn
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@@ -0,0 +1,45 @@
|
||||
[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")
|
||||
entity_name = "Humanoid"
|
||||
|
||||
[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)
|
||||
26
core/ai/agents/base/idle_state.gd
Normal file
@@ -0,0 +1,26 @@
|
||||
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
core/ai/agents/base/idle_state.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://nga8qx56iwgu
|
||||
12
core/ai/agents/base/patrol_state.gd
Normal file
@@ -0,0 +1,12 @@
|
||||
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
core/ai/agents/base/patrol_state.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bngfthvt04ivv
|
||||
20
core/ai/framework/state.gd
Normal file
@@ -0,0 +1,20 @@
|
||||
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
core/ai/framework/state.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dpso7abi5ftyw
|
||||
61
core/ai/framework/state_machine.gd
Normal file
@@ -0,0 +1,61 @@
|
||||
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
core/ai/framework/state_machine.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://ps3vlu2qvmop
|
||||
31
core/audio/audio_manager.gd
Normal file
@@ -0,0 +1,31 @@
|
||||
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
core/audio/audio_manager.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dcttbbavtwtsg
|
||||
@@ -1,42 +1,81 @@
|
||||
extends Node3D
|
||||
|
||||
#constants about biome, pieces and entity spawn
|
||||
const CHUNK_TYPE_BIOME: int = 0
|
||||
const CHUNK_TYPE_STRAIGHT_TRACK: int = 1
|
||||
const CHUNK_TYPE_CURVED_TRACK: int = 2
|
||||
const ENTITY_TYPE_HUMANOID: int = 0
|
||||
const ENTITY_TYPE_ANIMAL: int = 1
|
||||
const ENTITY_SPAWN_ANY: int = 0
|
||||
const ENTITY_SPAWN_HUMANOID_ONLY: int = 1
|
||||
const ENTITY_SPAWN_ANIMAL_ONLY: 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"
|
||||
const CHUNK_GENERATION_FRAME_BUDGET_USEC: int = 2000 #2 ms/frame to generate chunks
|
||||
const CHUNK_CLEANUP_FRAME_BUDGET_USEC: int = 1000 #1 ms/frame per cleanup
|
||||
const LAMPPOST_WIRE_FRAME_BUDGET_USEC: int = 1000 #1 ms/frame per i fili dei lampioni
|
||||
#(about 4 ms o work for frame)
|
||||
#Se compaiono chunk troppo lentamente davanti al treno:
|
||||
#aumentare generazione a 3000 o 4000
|
||||
#Se ci sono micro-scatti:
|
||||
#abbassare generazione a 1000 o 1500
|
||||
#Se i fili appaiono in ritardo:
|
||||
#aumentare wire a 1500 o 2000
|
||||
#Se il cleanup causa scatti:
|
||||
#abbassare cleanup a 500
|
||||
|
||||
const MAX_CHUNK_UNIQUENESS: int = 5
|
||||
const RIVER_SIDE_ORDER: Array[String] = ["north", "est", "south", "west"]
|
||||
const RIVER_DIRECTIONS: Dictionary = {
|
||||
"north": Vector2(0.0, -1.0),
|
||||
"est": Vector2(1.0, 0.0),
|
||||
"south": Vector2(0.0, 1.0),
|
||||
"west": Vector2(-1.0, 0.0),
|
||||
}
|
||||
const RIVER_NEIGHBOUR_OFFSETS: Dictionary = {
|
||||
"north": Vector2i(0, -1),
|
||||
"est": Vector2i(1, 0),
|
||||
"south": Vector2i(0, 1),
|
||||
"west": Vector2i(-1, 0),
|
||||
}
|
||||
|
||||
@export_group("Rails")
|
||||
@export var rail_path: Path3D
|
||||
@export var rail_path: Path3D #rail path
|
||||
@export var railway_pool: Resource
|
||||
|
||||
@export_group("Biomes")
|
||||
@export var biome_list: Array[Biome]
|
||||
@export var biome_list: Array[Biome] #list of scenes for the biome
|
||||
|
||||
@export_group("Entities")
|
||||
@export var entity_pool: Resource
|
||||
@export_range(0.0, 1.0, 0.01) var entity_spawn_probability: float = 0.6
|
||||
@export_range(0, 20, 1) var max_entities_per_chunk: int = 3
|
||||
|
||||
@export_group("Grid and Area")
|
||||
@export var chunk_size: float = 20.0
|
||||
@export var eye_line: int = 3
|
||||
@export var district_scale: float = 0.05
|
||||
@export var chunk_size: float = 20.0 #size of a cell; default 20 (global position is defined dividing x and z for this value)
|
||||
@export var eye_line: int = 3 #cells to be considerated around the train (e.g. 3 => a square of cells from -3 to 3 around train cell)
|
||||
@export var district_scale: float = 0.05 #noise value to distribuite biome; low values create large area, high values create biome with more variants
|
||||
|
||||
@export_group("Lamppost")
|
||||
@export var lamppost_wire_material: ShaderMaterial
|
||||
@export_range(0.01, 1.0) var wire_thickness: float = 0.05
|
||||
@export var lamppost_dist_factor: int = 10
|
||||
@export var lamppost_dist_factor: int = 10 #max distance of connections
|
||||
|
||||
var board: Dictionary = {}
|
||||
var last_pos_train: Vector2i = Vector2i(999999, 999999)
|
||||
var noise_generator: FastNoiseLite
|
||||
var altitude_generator: FastNoiseLite
|
||||
var wire_connections: Dictionary = {}
|
||||
var chunk_candidate_cache: Dictionary = {}
|
||||
var chunk_candidate_cache: Dictionary = {} #node cache (metadata)
|
||||
var prop_candidate_cache: Dictionary = {}
|
||||
var entity_candidate_cache: Dictionary = {}
|
||||
var pending_generation_cells: Array[Vector2i] = []
|
||||
var pending_cleanup_cells: Array[Vector2i] = []
|
||||
var pending_wire_cells: Array[Vector2i] = []
|
||||
var pending_generation_cursor: int = 0
|
||||
var pending_cleanup_cursor: int = 0
|
||||
var pending_wire_cursor: int = 0
|
||||
var pending_wire_lookup: Dictionary = {}
|
||||
var pending_radar_update: bool = false
|
||||
var rail_chunk_catalogue: Dictionary = {}
|
||||
var rail_chunk_catalogue: Dictionary = {} #rails chunk list
|
||||
|
||||
var manual_biome: Biome = null
|
||||
|
||||
@@ -45,7 +84,8 @@ func _ready() -> void:
|
||||
|
||||
#connect events
|
||||
UIEvents.update_rail_chunks.connect(_update_rail_chunks)
|
||||
|
||||
|
||||
#noise generator for biome and altitute
|
||||
noise_generator = FastNoiseLite.new()
|
||||
noise_generator.noise_type = FastNoiseLite.TYPE_PERLIN
|
||||
noise_generator.seed = randi()
|
||||
@@ -56,8 +96,11 @@ func _ready() -> void:
|
||||
altitude_generator.seed = randi()
|
||||
altitude_generator.frequency = district_scale * 0.5
|
||||
|
||||
#fill cache with available chunk
|
||||
_warm_chunk_candidate_cache()
|
||||
_warm_entity_candidate_cache()
|
||||
_warm_rail_chunk_catalogue()
|
||||
#set unique pieces
|
||||
_update_set_pieces()
|
||||
|
||||
func _update_set_pieces() -> void:
|
||||
@@ -72,7 +115,7 @@ func _update_set_pieces() -> void:
|
||||
|
||||
var local_biome = ""
|
||||
if manual_biome != null:
|
||||
local_biome = manual_biome.nome
|
||||
local_biome = manual_biome.name
|
||||
else:
|
||||
var grid_x = roundi(sp.global_position.x / chunk_size)
|
||||
var grid_z = roundi(sp.global_position.z / chunk_size)
|
||||
@@ -90,6 +133,7 @@ func _update_set_pieces() -> void:
|
||||
|
||||
func _destroy_and_regenrate_world() -> void:
|
||||
_warm_chunk_candidate_cache()
|
||||
_warm_entity_candidate_cache()
|
||||
_clear_pending_world_work()
|
||||
|
||||
#Turn off old temples
|
||||
@@ -98,7 +142,7 @@ func _destroy_and_regenrate_world() -> void:
|
||||
#Destroy all models
|
||||
for pos in board.keys():
|
||||
var cella = board[pos]
|
||||
if cella["type"] != "obstacle":
|
||||
if not _is_persistent_obstacle(cella):
|
||||
if cella.has("node") and is_instance_valid(cella["node"]):
|
||||
cella["node"].queue_free()
|
||||
|
||||
@@ -112,16 +156,13 @@ func _destroy_and_regenrate_world() -> void:
|
||||
var train_pos = rail_path.train_instance.global_position
|
||||
var current_pos = Vector2i(roundi(train_pos.x / chunk_size), roundi(train_pos.z / chunk_size))
|
||||
_refresh_world(current_pos)
|
||||
pending_radar_update = true
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
#based on time budgets the queues are evaluated by frame and not all together
|
||||
_drain_cleanup_queue()
|
||||
_drain_generation_queue()
|
||||
_drain_wire_queue()
|
||||
|
||||
if pending_radar_update:
|
||||
pending_radar_update = false
|
||||
|
||||
func _physics_process(_delta: float) -> void:
|
||||
if rail_path == null or rail_path.train_instance == null: return
|
||||
|
||||
@@ -133,7 +174,6 @@ func _physics_process(_delta: float) -> void:
|
||||
if current_pos != last_pos_train:
|
||||
last_pos_train = current_pos
|
||||
_refresh_world(current_pos)
|
||||
pending_radar_update = true
|
||||
|
||||
func collect_all_chunkinfo(root: Node, list: Array[Node]) -> void:
|
||||
if root == null: return
|
||||
@@ -144,6 +184,33 @@ func collect_all_chunkinfo(root: Node, list: Array[Node]) -> void:
|
||||
for child in root.get_children():
|
||||
collect_all_chunkinfo(child, list)
|
||||
|
||||
func collect_all_propinfo(root: Node, list: Array[Node]) -> void:
|
||||
if root == null: return
|
||||
|
||||
if "available_props" in root:
|
||||
list.append(root)
|
||||
|
||||
for child in root.get_children():
|
||||
collect_all_propinfo(child, list)
|
||||
|
||||
func collect_all_entityinfo(root: Node, list: Array[Node]) -> void:
|
||||
if root == null: return
|
||||
|
||||
if "entity_type" in root:
|
||||
list.append(root)
|
||||
|
||||
for child in root.get_children():
|
||||
collect_all_entityinfo(child, list)
|
||||
|
||||
func collect_all_entity_spawn_points(root: Node, list: Array[Node]) -> void:
|
||||
if root == null: return
|
||||
|
||||
if "allowed_type" in root or root.is_in_group("entity_spawn_point"):
|
||||
list.append(root)
|
||||
|
||||
for child in root.get_children():
|
||||
collect_all_entity_spawn_points(child, list)
|
||||
|
||||
func _warm_chunk_candidate_cache() -> void:
|
||||
var unique_scenes: Dictionary = {}
|
||||
|
||||
@@ -164,27 +231,30 @@ func _warm_chunk_candidate_cache() -> void:
|
||||
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:
|
||||
func _warm_entity_candidate_cache() -> void:
|
||||
entity_candidate_cache.clear()
|
||||
if entity_pool == null or not "available_entities" in entity_pool:
|
||||
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()
|
||||
for scene in entity_pool.available_entities:
|
||||
if scene == null:
|
||||
continue
|
||||
_get_entity_scene_metadata(scene)
|
||||
|
||||
func _warm_rail_chunk_catalogue() -> void:
|
||||
rail_chunk_catalogue.clear()
|
||||
if railway_pool == null or not "available_railways" in railway_pool:
|
||||
return
|
||||
|
||||
for scene in railway_pool.available_railways:
|
||||
if scene == null:
|
||||
continue
|
||||
|
||||
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)
|
||||
|
||||
func _get_chunk_scene_cache_key(scene: PackedScene) -> String:
|
||||
if scene == null:
|
||||
@@ -226,6 +296,7 @@ func _get_chunk_scene_metadata(scene: PackedScene) -> Dictionary:
|
||||
"info_path": info_path,
|
||||
"rotations": rotations,
|
||||
"has_lamppost": "have_lamppost" in info_node and info_node.have_lamppost,
|
||||
"uniqueness": _get_chunk_uniqueness_from_info(info_node),
|
||||
}
|
||||
preview_chunk.queue_free()
|
||||
chunk_candidate_cache[key] = metadata
|
||||
@@ -259,8 +330,10 @@ func _clear_pending_world_work() -> void:
|
||||
pending_generation_cells.clear()
|
||||
pending_cleanup_cells.clear()
|
||||
pending_wire_cells.clear()
|
||||
pending_generation_cursor = 0
|
||||
pending_cleanup_cursor = 0
|
||||
pending_wire_cursor = 0
|
||||
pending_wire_lookup.clear()
|
||||
pending_radar_update = false
|
||||
|
||||
func _collect_replaceable_rail_chunks(root: Node, result: Array[Node3D]) -> void:
|
||||
if root == null:
|
||||
@@ -268,7 +341,7 @@ func _collect_replaceable_rail_chunks(root: Node, result: Array[Node3D]) -> void
|
||||
|
||||
if root is Node3D:
|
||||
var node_3d := root as Node3D
|
||||
if node_3d.scene_file_path.begins_with(RAILWAY_SCENE_DIRECTORY):
|
||||
if _is_railway_scene_registered(node_3d.scene_file_path):
|
||||
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
|
||||
@@ -281,6 +354,17 @@ func _collect_replaceable_rail_chunks(root: Node, result: Array[Node3D]) -> void
|
||||
for child in root.get_children():
|
||||
_collect_replaceable_rail_chunks(child, result)
|
||||
|
||||
func _is_railway_scene_registered(scene_path: String) -> bool:
|
||||
if scene_path == "":
|
||||
return false
|
||||
|
||||
for candidates in rail_chunk_catalogue.values():
|
||||
for candidate in candidates:
|
||||
var scene := candidate as PackedScene
|
||||
if scene != null and scene.resource_path == scene_path:
|
||||
return true
|
||||
return false
|
||||
|
||||
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():
|
||||
@@ -327,6 +411,8 @@ func _replace_rail_chunk_instance(chunk_root: Node3D) -> bool:
|
||||
chunk_root.queue_free()
|
||||
return true
|
||||
|
||||
#rebuild the scene catalogue from railway_pool,
|
||||
#than serach on the current scene which chunks can be changed and for each one chose a new scene (the same kind)
|
||||
func _refresh_rail_chunks() -> void:
|
||||
print("update rail chunks")
|
||||
_warm_rail_chunk_catalogue()
|
||||
@@ -354,8 +440,12 @@ func _refresh_world(center: Vector2i) -> void:
|
||||
_rebuild_generation_queue(center)
|
||||
_rebuild_cleanup_queue(center)
|
||||
|
||||
#check cells around the train by rings:
|
||||
#first the center, then borders with distance = 1, the distance = 2 and so to eye_line.
|
||||
#Use maxi(abs(x), abs(z)) to know the border of the ring. Cells closest to the train have more priority
|
||||
func _rebuild_generation_queue(center: Vector2i) -> void:
|
||||
pending_generation_cells.clear()
|
||||
pending_generation_cursor = 0
|
||||
|
||||
for radius in range(eye_line + 1):
|
||||
for x in range(-radius, radius + 1):
|
||||
@@ -368,13 +458,17 @@ func _rebuild_generation_queue(center: Vector2i) -> void:
|
||||
continue
|
||||
pending_generation_cells.append(grid_pos)
|
||||
|
||||
#For each cells add to cleanup queue the cells too far
|
||||
#Use eye_line plus a margin value to hide chunks not instantly when go out of the eye line
|
||||
#Persistent obstacle cells are not deleted (rails or set_pieces)
|
||||
func _rebuild_cleanup_queue(center: Vector2i) -> void:
|
||||
pending_cleanup_cells.clear()
|
||||
pending_cleanup_cursor = 0
|
||||
var safe_margin = 2
|
||||
|
||||
for grid_pos in board.keys():
|
||||
var cell = board[grid_pos]
|
||||
if cell["type"] == "obstacle":
|
||||
if _is_persistent_obstacle(cell):
|
||||
continue
|
||||
|
||||
var dist_x = abs(grid_pos.x - center.x)
|
||||
@@ -382,10 +476,16 @@ func _rebuild_cleanup_queue(center: Vector2i) -> void:
|
||||
if dist_x > eye_line + safe_margin or dist_z > eye_line + safe_margin:
|
||||
pending_cleanup_cells.append(grid_pos)
|
||||
|
||||
#Check if a queue can continue to work based on time budget setted
|
||||
func _queue_has_frame_budget(start_usec: int, budget_usec: int, processed: int) -> bool:
|
||||
return processed == 0 or Time.get_ticks_usec() - start_usec < budget_usec
|
||||
|
||||
func _drain_generation_queue() -> void:
|
||||
var processed = 0
|
||||
while processed < CHUNK_GENERATION_STEPS_PER_FRAME and not pending_generation_cells.is_empty():
|
||||
var grid_pos = pending_generation_cells.pop_front()
|
||||
var processed: int = 0
|
||||
var start_usec: int = Time.get_ticks_usec()
|
||||
while pending_generation_cursor < pending_generation_cells.size() and _queue_has_frame_budget(start_usec, CHUNK_GENERATION_FRAME_BUDGET_USEC, processed):
|
||||
var grid_pos: Vector2i = pending_generation_cells[pending_generation_cursor]
|
||||
pending_generation_cursor += 1
|
||||
if board.has(grid_pos):
|
||||
continue
|
||||
|
||||
@@ -394,15 +494,21 @@ func _drain_generation_queue() -> void:
|
||||
_add_compatible_biome(grid_pos)
|
||||
processed += 1
|
||||
|
||||
if pending_generation_cursor >= pending_generation_cells.size():
|
||||
pending_generation_cells.clear()
|
||||
pending_generation_cursor = 0
|
||||
|
||||
func _drain_cleanup_queue() -> void:
|
||||
var processed = 0
|
||||
while processed < CHUNK_CLEANUP_STEPS_PER_FRAME and not pending_cleanup_cells.is_empty():
|
||||
var grid_pos = pending_cleanup_cells.pop_front()
|
||||
var processed: int = 0
|
||||
var start_usec: int = Time.get_ticks_usec()
|
||||
while pending_cleanup_cursor < pending_cleanup_cells.size() and _queue_has_frame_budget(start_usec, CHUNK_CLEANUP_FRAME_BUDGET_USEC, processed):
|
||||
var grid_pos: Vector2i = pending_cleanup_cells[pending_cleanup_cursor]
|
||||
pending_cleanup_cursor += 1
|
||||
if not board.has(grid_pos):
|
||||
continue
|
||||
|
||||
var cell = board[grid_pos]
|
||||
if cell["type"] == "obstacle":
|
||||
if _is_persistent_obstacle(cell):
|
||||
continue
|
||||
|
||||
if cell.has("node") and is_instance_valid(cell["node"]):
|
||||
@@ -410,6 +516,10 @@ func _drain_cleanup_queue() -> void:
|
||||
board.erase(grid_pos)
|
||||
processed += 1
|
||||
|
||||
if pending_cleanup_cursor >= pending_cleanup_cells.size():
|
||||
pending_cleanup_cells.clear()
|
||||
pending_cleanup_cursor = 0
|
||||
|
||||
func _queue_lamppost_wire_connection(grid_pos: Vector2i) -> void:
|
||||
if pending_wire_lookup.has(grid_pos):
|
||||
return
|
||||
@@ -417,9 +527,11 @@ func _queue_lamppost_wire_connection(grid_pos: Vector2i) -> void:
|
||||
pending_wire_cells.append(grid_pos)
|
||||
|
||||
func _drain_wire_queue() -> void:
|
||||
var processed = 0
|
||||
while processed < LAMPPOST_WIRE_STEPS_PER_FRAME and not pending_wire_cells.is_empty():
|
||||
var grid_pos = pending_wire_cells.pop_front()
|
||||
var processed: int = 0
|
||||
var start_usec: int = Time.get_ticks_usec()
|
||||
while pending_wire_cursor < pending_wire_cells.size() and _queue_has_frame_budget(start_usec, LAMPPOST_WIRE_FRAME_BUDGET_USEC, processed):
|
||||
var grid_pos: Vector2i = pending_wire_cells[pending_wire_cursor]
|
||||
pending_wire_cursor += 1
|
||||
pending_wire_lookup.erase(grid_pos)
|
||||
|
||||
if not board.has(grid_pos):
|
||||
@@ -430,6 +542,10 @@ func _drain_wire_queue() -> void:
|
||||
_connect_lamppost_wires(grid_pos)
|
||||
processed += 1
|
||||
|
||||
if pending_wire_cursor >= pending_wire_cells.size():
|
||||
pending_wire_cells.clear()
|
||||
pending_wire_cursor = 0
|
||||
|
||||
func _generate_pieces_around_train(center: Vector2i) -> void:
|
||||
for x in range(-eye_line, eye_line + 1):
|
||||
for z in range(-eye_line, eye_line + 1):
|
||||
@@ -440,6 +556,8 @@ func _generate_pieces_around_train(center: Vector2i) -> void:
|
||||
if not ce_obstacle:
|
||||
_add_compatible_biome(grid_pos)
|
||||
|
||||
#Decice which catalogue of chunks use for a cell. If manual_biome is set use always it
|
||||
#Otherwise read noise_generator.get_noise_2d to give an index for biome_list
|
||||
func _choose_catalogue_by_cell(grid_pos: Vector2i) -> Array[PackedScene]:
|
||||
if manual_biome != null:
|
||||
return manual_biome.available_chunks
|
||||
@@ -449,6 +567,13 @@ func _choose_catalogue_by_cell(grid_pos: Vector2i) -> Array[PackedScene]:
|
||||
var indice = clamp(int(normalized_value * biome_list.size()), 0, biome_list.size() - 1)
|
||||
return biome_list[indice].available_chunks
|
||||
|
||||
func _choose_biome_name_by_cell(grid_pos: Vector2i) -> String:
|
||||
if manual_biome != null:
|
||||
return manual_biome.name
|
||||
|
||||
var value = noise_generator.get_noise_2d(grid_pos.x, grid_pos.y)
|
||||
return _get_procedural_biome_name(value)
|
||||
|
||||
func _get_procedural_biome_name(value: float) -> String:
|
||||
if manual_biome != null:
|
||||
return manual_biome.name
|
||||
@@ -457,6 +582,262 @@ func _get_procedural_biome_name(value: float) -> String:
|
||||
var index = clamp(int(normalized_value * biome_list.size()), 0, biome_list.size() - 1)
|
||||
return biome_list[index].name
|
||||
|
||||
func _get_chunk_uniqueness_from_info(info_node: Node) -> int:
|
||||
if info_node != null and "uniqueness" in info_node:
|
||||
return clampi(info_node.uniqueness, 0, MAX_CHUNK_UNIQUENESS)
|
||||
return 0
|
||||
|
||||
func _get_prop_uniqueness_from_info(info_node: Node) -> int:
|
||||
if info_node != null and "uniqueness" in info_node:
|
||||
return clampi(info_node.uniqueness, 0, MAX_CHUNK_UNIQUENESS)
|
||||
return -1
|
||||
|
||||
func _is_persistent_obstacle(cell: Dictionary) -> bool:
|
||||
return cell.get("type", "") == "obstacle" and cell.get("persistent", true)
|
||||
|
||||
func _has_nearby_unique_chunk(grid_pos: Vector2i, uniqueness: int) -> bool:
|
||||
if uniqueness <= 0:
|
||||
return false
|
||||
|
||||
for nearby_pos in board.keys():
|
||||
var nearby_uniqueness = int(board[nearby_pos].get("uniqueness", 0))
|
||||
if nearby_uniqueness <= 0:
|
||||
continue
|
||||
|
||||
var min_distance = maxi(uniqueness, nearby_uniqueness)
|
||||
var dist_x = abs(nearby_pos.x - grid_pos.x)
|
||||
var dist_z = abs(nearby_pos.y - grid_pos.y)
|
||||
if dist_x <= min_distance and dist_z <= min_distance:
|
||||
return true
|
||||
return false
|
||||
|
||||
func _get_uniqueness_pick_weight(uniqueness: int) -> float:
|
||||
return 1.0 / pow(float(uniqueness + 1), 2.0)
|
||||
|
||||
func _pick_weighted_candidate(candidates: Array) -> Dictionary:
|
||||
var total_weight = 0.0
|
||||
for candidate in candidates:
|
||||
total_weight += candidate.weight
|
||||
|
||||
if total_weight <= 0.0:
|
||||
return candidates.pick_random()
|
||||
|
||||
var target_weight = randf() * total_weight
|
||||
var current_weight = 0.0
|
||||
for candidate in candidates:
|
||||
current_weight += candidate.weight
|
||||
if current_weight >= target_weight:
|
||||
return candidate
|
||||
return candidates.back()
|
||||
|
||||
func _pick_backup_scene(zone_catalogue: Array[PackedScene], grid_pos: Vector2i) -> PackedScene:
|
||||
for scene in zone_catalogue:
|
||||
var metadata = _get_chunk_scene_metadata(scene)
|
||||
var uniqueness = int(metadata.get("uniqueness", 0))
|
||||
if not _has_nearby_unique_chunk(grid_pos, uniqueness):
|
||||
return scene
|
||||
return zone_catalogue[0]
|
||||
|
||||
func _get_prop_scene_cache_key(scene: PackedScene) -> String:
|
||||
if scene == null:
|
||||
return ""
|
||||
if scene.resource_path != "":
|
||||
return scene.resource_path
|
||||
return "prop_scene_%s" % scene.get_instance_id()
|
||||
|
||||
func _get_entity_scene_cache_key(scene: PackedScene) -> String:
|
||||
if scene == null:
|
||||
return ""
|
||||
if scene.resource_path != "":
|
||||
return scene.resource_path
|
||||
return "entity_scene_%s" % scene.get_instance_id()
|
||||
|
||||
func _get_entity_scene_metadata(scene: PackedScene) -> Dictionary:
|
||||
if scene == null:
|
||||
return {}
|
||||
|
||||
var key = _get_entity_scene_cache_key(scene)
|
||||
if entity_candidate_cache.has(key):
|
||||
return entity_candidate_cache[key]
|
||||
|
||||
var preview_entity = scene.instantiate()
|
||||
var entity_info_list: Array[Node] = []
|
||||
collect_all_entityinfo(preview_entity, entity_info_list)
|
||||
var info_node = entity_info_list[0] if entity_info_list.size() > 0 else null
|
||||
|
||||
if info_node == null:
|
||||
preview_entity.queue_free()
|
||||
entity_candidate_cache[key] = {}
|
||||
return {}
|
||||
|
||||
var metadata = {
|
||||
"type": info_node.entity_type,
|
||||
"name": info_node.entity_name if "entity_name" in info_node else "",
|
||||
"allowed_biomes": info_node.allowed_biomes.duplicate() if "allowed_biomes" in info_node else [],
|
||||
"weight": maxf(info_node.spawn_uniqueness if "spawn_uniqueness" in info_node else 1.0, 0.0001)
|
||||
}
|
||||
preview_entity.queue_free()
|
||||
entity_candidate_cache[key] = metadata
|
||||
return metadata
|
||||
|
||||
func _get_prop_scene_uniqueness(scene: PackedScene) -> int:
|
||||
if scene == null:
|
||||
return -1
|
||||
|
||||
var key = _get_prop_scene_cache_key(scene)
|
||||
if prop_candidate_cache.has(key):
|
||||
return prop_candidate_cache[key]
|
||||
|
||||
var preview_prop = scene.instantiate()
|
||||
var uniqueness = _get_prop_uniqueness_from_info(preview_prop)
|
||||
if uniqueness == -1:
|
||||
var prop_info_list: Array[Node] = []
|
||||
collect_all_propinfo(preview_prop, prop_info_list)
|
||||
if not prop_info_list.is_empty():
|
||||
uniqueness = _get_prop_uniqueness_from_info(prop_info_list[0])
|
||||
preview_prop.queue_free()
|
||||
|
||||
prop_candidate_cache[key] = uniqueness
|
||||
return uniqueness
|
||||
|
||||
func _get_marker_prop_uniqueness(marker: Node) -> int:
|
||||
var uniqueness = _get_prop_uniqueness_from_info(marker)
|
||||
if uniqueness == -1:
|
||||
return 0
|
||||
return uniqueness
|
||||
|
||||
func _pick_weighted_prop_scene(marker: Node) -> PackedScene:
|
||||
var candidates = []
|
||||
var fallback_uniqueness = _get_marker_prop_uniqueness(marker)
|
||||
|
||||
for prop_scene in marker.available_props:
|
||||
if prop_scene == null:
|
||||
continue
|
||||
|
||||
var uniqueness = _get_prop_scene_uniqueness(prop_scene)
|
||||
if uniqueness == -1:
|
||||
uniqueness = fallback_uniqueness
|
||||
|
||||
candidates.append({
|
||||
"scene": prop_scene,
|
||||
"weight": _get_uniqueness_pick_weight(uniqueness),
|
||||
"uniqueness": uniqueness
|
||||
})
|
||||
|
||||
if candidates.is_empty():
|
||||
return null
|
||||
return _pick_weighted_candidate(candidates).scene
|
||||
|
||||
func _spawn_props_for_chunk(root: Node) -> void:
|
||||
var prop_markers: Array[Node] = []
|
||||
collect_all_propinfo(root, prop_markers)
|
||||
|
||||
for marker in prop_markers:
|
||||
_spawn_prop_for_marker(marker)
|
||||
|
||||
func _spawn_prop_for_marker(marker: Node) -> void:
|
||||
if marker.available_props.is_empty():
|
||||
return
|
||||
|
||||
var prop_scene = _pick_weighted_prop_scene(marker)
|
||||
if prop_scene == null:
|
||||
return
|
||||
|
||||
var prop_instance = prop_scene.instantiate()
|
||||
var prop_node = prop_instance as Node3D
|
||||
if prop_node == null:
|
||||
prop_instance.queue_free()
|
||||
return
|
||||
|
||||
marker.add_child(prop_node)
|
||||
prop_node.transform = Transform3D.IDENTITY
|
||||
|
||||
func _spawn_entities_for_chunk(root: Node, biome_name: String) -> void:
|
||||
if entity_pool == null or not "available_entities" in entity_pool:
|
||||
return
|
||||
if entity_pool.available_entities.is_empty():
|
||||
return
|
||||
if entity_spawn_probability <= 0.0 or max_entities_per_chunk <= 0:
|
||||
return
|
||||
if entity_candidate_cache.is_empty():
|
||||
_warm_entity_candidate_cache()
|
||||
|
||||
var spawn_points: Array[Node] = []
|
||||
collect_all_entity_spawn_points(root, spawn_points)
|
||||
if spawn_points.is_empty():
|
||||
return
|
||||
|
||||
spawn_points.shuffle()
|
||||
var spawned_count: int = 0
|
||||
for spawn_point in spawn_points:
|
||||
if spawned_count >= max_entities_per_chunk:
|
||||
break
|
||||
|
||||
var point_node = spawn_point as Node3D
|
||||
if point_node == null:
|
||||
continue
|
||||
|
||||
var spawn_chance = entity_spawn_probability
|
||||
if "spawn_chance" in spawn_point:
|
||||
spawn_chance *= spawn_point.spawn_chance
|
||||
if randf() > spawn_chance:
|
||||
continue
|
||||
|
||||
var entity_scene = _pick_compatible_entity(biome_name, _get_spawn_point_type_filter(spawn_point))
|
||||
if entity_scene == null:
|
||||
continue
|
||||
|
||||
var entity_instance = entity_scene.instantiate()
|
||||
var entity_node = entity_instance as Node3D
|
||||
if entity_node == null:
|
||||
entity_instance.queue_free()
|
||||
continue
|
||||
|
||||
root.add_child(entity_node)
|
||||
entity_node.global_transform = point_node.global_transform
|
||||
if "random_y_rotation" in spawn_point and spawn_point.random_y_rotation:
|
||||
entity_node.rotate_y(randf() * TAU)
|
||||
spawned_count += 1
|
||||
|
||||
func _get_spawn_point_type_filter(spawn_point: Node) -> int:
|
||||
if "allowed_type" in spawn_point:
|
||||
match spawn_point.allowed_type:
|
||||
ENTITY_SPAWN_HUMANOID_ONLY:
|
||||
return ENTITY_TYPE_HUMANOID
|
||||
ENTITY_SPAWN_ANIMAL_ONLY:
|
||||
return ENTITY_TYPE_ANIMAL
|
||||
return -1
|
||||
|
||||
func _pick_compatible_entity(biome_name: String, type_filter: int) -> PackedScene:
|
||||
if entity_pool == null or not "available_entities" in entity_pool:
|
||||
return null
|
||||
|
||||
var candidates = []
|
||||
for entity_scene in entity_pool.available_entities:
|
||||
if entity_scene == null:
|
||||
continue
|
||||
|
||||
var metadata = _get_entity_scene_metadata(entity_scene)
|
||||
if metadata.is_empty():
|
||||
continue
|
||||
if type_filter != -1 and int(metadata["type"]) != type_filter:
|
||||
continue
|
||||
|
||||
var allowed_biomes: Array = metadata.get("allowed_biomes", [])
|
||||
if not allowed_biomes.is_empty() and not allowed_biomes.has(biome_name):
|
||||
continue
|
||||
|
||||
candidates.append({
|
||||
"scene": entity_scene,
|
||||
"weight": float(metadata.get("weight", 1.0))
|
||||
})
|
||||
|
||||
if candidates.is_empty():
|
||||
return null
|
||||
return _pick_weighted_candidate(candidates).scene
|
||||
|
||||
#Using a vertical raycast from the top to the bottom at the center of the cell
|
||||
#If there is a collision search for a new chunk node
|
||||
func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
|
||||
if board.has(grid_pos): return true
|
||||
|
||||
@@ -504,6 +885,7 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
|
||||
var river_exit_found = {"north": false, "est": false, "south": false, "west": false}
|
||||
var height_found = {"north": 0, "est": 0, "south": 0, "west": 0}
|
||||
var have_lamppost = false
|
||||
var uniqueness = 0
|
||||
|
||||
#Get node info
|
||||
if right_info_node != null:
|
||||
@@ -517,6 +899,8 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
|
||||
if "have_lamppost" in right_info_node:
|
||||
have_lamppost = right_info_node.have_lamppost
|
||||
|
||||
uniqueness = _get_chunk_uniqueness_from_info(right_info_node)
|
||||
|
||||
#Add piece to the grid
|
||||
board[grid_pos] = {
|
||||
"type": "obstacle",
|
||||
@@ -525,7 +909,9 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
|
||||
"heights": height_found,
|
||||
"node": root_chunk,
|
||||
"info": right_info_node,
|
||||
"have_lamppost": have_lamppost
|
||||
"have_lamppost": have_lamppost,
|
||||
"uniqueness": uniqueness,
|
||||
"persistent": true
|
||||
}
|
||||
|
||||
if have_lamppost:
|
||||
@@ -534,6 +920,11 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
|
||||
return true
|
||||
return false
|
||||
|
||||
#For the cell to fill check the contrains for the four neighbors:
|
||||
#If the neighbor at north have and exit on south then new chunk should have exit to north (the same for east and ovest)
|
||||
#Contrains: 1 -> connection is mandatory; 0 -> no connection; -1 -> no contrain because there is no neighbor or it already exits
|
||||
#When generator know the contrains take all chunks and try all different rotations
|
||||
#A candidate is valid only if all contrains are correct
|
||||
func _add_compatible_biome(grid_pos: Vector2i) -> void:
|
||||
var req_conn_north = _needed_connection(grid_pos + Vector2i(0, -1), "south")
|
||||
var req_conn_est = _needed_connection(grid_pos + Vector2i(1, 0), "west")
|
||||
@@ -553,6 +944,7 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
|
||||
var height_target = clamp(roundi((height_noise + 1.0) / 2.0), 0, 1)
|
||||
|
||||
var zone_catalogue = _choose_catalogue_by_cell(grid_pos)
|
||||
var biome_name = _choose_biome_name_by_cell(grid_pos)
|
||||
var valid_candidates = []
|
||||
|
||||
for scene in zone_catalogue:
|
||||
@@ -566,6 +958,9 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
|
||||
var u_conn = data["connections"]
|
||||
var u_river_conn = data["river_connections"]
|
||||
var u_height = data["heights"]
|
||||
var uniqueness = int(metadata.get("uniqueness", 0))
|
||||
if _has_nearby_unique_chunk(grid_pos, uniqueness):
|
||||
continue
|
||||
|
||||
var match_conn_n = (req_conn_north == -1) or ((req_conn_north == 1) == u_conn["north"])
|
||||
var match_conn_e = (req_conn_est == -1) or ((req_conn_est == 1) == u_conn["est"])
|
||||
@@ -594,7 +989,14 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
|
||||
if req_height_south == -1 and u_height["south"] == height_target: score += 1
|
||||
if req_height_west == -1 and u_height["west"] == height_target: score += 1
|
||||
|
||||
valid_candidates.append({"scene": scene, "rotation": rot, "data": data, "score": score})
|
||||
valid_candidates.append({
|
||||
"scene": scene,
|
||||
"rotation": rot,
|
||||
"data": data,
|
||||
"score": score,
|
||||
"weight": _get_uniqueness_pick_weight(uniqueness),
|
||||
"uniqueness": uniqueness
|
||||
})
|
||||
|
||||
if valid_candidates.size() > 0:
|
||||
var max_score = -1
|
||||
@@ -605,37 +1007,48 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
|
||||
for c in valid_candidates:
|
||||
if c.score == max_score: best_candidate.append(c)
|
||||
|
||||
var choise = best_candidate.pick_random()
|
||||
var choise = _pick_weighted_candidate(best_candidate)
|
||||
var new_chunk = choise.scene.instantiate()
|
||||
new_chunk.position = Vector3(grid_pos.x * chunk_size, 0, grid_pos.y * chunk_size)
|
||||
new_chunk.rotation.y = choise.rotation * (-PI / 2.0)
|
||||
add_child(new_chunk)
|
||||
_spawn_props_for_chunk(new_chunk)
|
||||
_spawn_entities_for_chunk(new_chunk, biome_name)
|
||||
|
||||
var info_new = _get_cached_chunk_info(new_chunk, choise.scene)
|
||||
|
||||
var have_lamppost = false
|
||||
if info_new != null and "have_lamppost" in info_new:
|
||||
have_lamppost = info_new.have_lamppost
|
||||
|
||||
var river_flow_direction = _calculate_river_flow_direction(grid_pos, choise.data["river_connections"])
|
||||
_apply_river_flow_direction(new_chunk, river_flow_direction)
|
||||
|
||||
board[grid_pos] = {
|
||||
"type": "bioma",
|
||||
"type": "biome",
|
||||
"exit": choise.data["connections"],
|
||||
"river_exit": choise.data["river_connections"],
|
||||
"river_flow_direction": river_flow_direction,
|
||||
"heights": choise.data["heights"],
|
||||
"node": new_chunk,
|
||||
"info": info_new,
|
||||
"have_lamppost": have_lamppost
|
||||
"have_lamppost": have_lamppost,
|
||||
"uniqueness": choise.uniqueness
|
||||
}
|
||||
|
||||
if have_lamppost:
|
||||
_queue_lamppost_wire_connection(grid_pos)
|
||||
|
||||
else:
|
||||
var backup = zone_catalogue[0].instantiate()
|
||||
var backup_scene = _pick_backup_scene(zone_catalogue, grid_pos)
|
||||
var backup = backup_scene.instantiate()
|
||||
backup.position = Vector3(grid_pos.x * chunk_size, 0, grid_pos.y * chunk_size)
|
||||
add_child(backup)
|
||||
_spawn_props_for_chunk(backup)
|
||||
_spawn_entities_for_chunk(backup, biome_name)
|
||||
|
||||
var info_backup = _get_cached_chunk_info(backup, zone_catalogue[0])
|
||||
var info_backup = _get_cached_chunk_info(backup, backup_scene)
|
||||
var backup_uniqueness = _get_chunk_uniqueness_from_info(info_backup)
|
||||
|
||||
var safe_heights = {
|
||||
"north": req_height_north if req_height_north != -1 else height_target,
|
||||
@@ -647,12 +1060,112 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
|
||||
"type": "biome",
|
||||
"exit": {"north":false, "est":false, "south":false, "west":false},
|
||||
"river_exit": {"north":false, "est":false, "south":false, "west":false},
|
||||
"river_flow_direction": Vector2.ZERO,
|
||||
"heights": safe_heights,
|
||||
"node": backup,
|
||||
"info": info_backup,
|
||||
"have_lamppost": false
|
||||
"have_lamppost": false,
|
||||
"uniqueness": backup_uniqueness
|
||||
}
|
||||
|
||||
#Check if a neighbors have a river direction: if yes try to continue it,
|
||||
#otherwise create a direction based on connections
|
||||
func _calculate_river_flow_direction(grid_pos: Vector2i, river_connections: Dictionary) -> Vector2:
|
||||
var connected_sides: Array[String] = []
|
||||
for side in RIVER_SIDE_ORDER:
|
||||
if river_connections.has(side) and river_connections[side]:
|
||||
connected_sides.append(side)
|
||||
|
||||
if connected_sides.is_empty():
|
||||
return Vector2.ZERO
|
||||
|
||||
var neighbour_flow = _get_connected_neighbour_river_flow(grid_pos, connected_sides)
|
||||
if not neighbour_flow.is_zero_approx():
|
||||
var continued_flow = _continue_river_flow_from_neighbour(grid_pos, connected_sides, neighbour_flow)
|
||||
if not continued_flow.is_zero_approx():
|
||||
return continued_flow.normalized()
|
||||
|
||||
var default_flow = _get_default_river_flow(connected_sides)
|
||||
if default_flow.is_zero_approx():
|
||||
return Vector2.ZERO
|
||||
return default_flow.normalized()
|
||||
|
||||
func _get_connected_neighbour_river_flow(grid_pos: Vector2i, connected_sides: Array[String]) -> Vector2:
|
||||
for side in connected_sides:
|
||||
var neighbour_pos: Vector2i = grid_pos + RIVER_NEIGHBOUR_OFFSETS[side]
|
||||
if not board.has(neighbour_pos):
|
||||
continue
|
||||
var neighbour = board[neighbour_pos]
|
||||
if not neighbour.has("river_flow_direction"):
|
||||
continue
|
||||
var neighbour_flow: Vector2 = neighbour["river_flow_direction"]
|
||||
if not neighbour_flow.is_zero_approx():
|
||||
return neighbour_flow.normalized()
|
||||
return Vector2.ZERO
|
||||
|
||||
func _continue_river_flow_from_neighbour(grid_pos: Vector2i, connected_sides: Array[String], neighbour_flow: Vector2) -> Vector2:
|
||||
for side in connected_sides:
|
||||
var neighbour_pos: Vector2i = grid_pos + RIVER_NEIGHBOUR_OFFSETS[side]
|
||||
if not board.has(neighbour_pos):
|
||||
continue
|
||||
var neighbour = board[neighbour_pos]
|
||||
if not neighbour.has("river_flow_direction"):
|
||||
continue
|
||||
var side_direction: Vector2 = RIVER_DIRECTIONS[side]
|
||||
var neighbour_direction: Vector2 = neighbour["river_flow_direction"]
|
||||
if neighbour_direction.is_zero_approx():
|
||||
continue
|
||||
neighbour_direction = neighbour_direction.normalized()
|
||||
var other_sides = connected_sides.duplicate()
|
||||
other_sides.erase(side)
|
||||
if other_sides.is_empty():
|
||||
return neighbour_direction
|
||||
|
||||
var other_direction = _get_average_river_side_direction(other_sides)
|
||||
if neighbour_direction.dot(-side_direction) > 0.25:
|
||||
return other_direction - side_direction
|
||||
if neighbour_direction.dot(side_direction) > 0.25:
|
||||
return side_direction - other_direction
|
||||
|
||||
var default_flow = _get_default_river_flow(connected_sides)
|
||||
if default_flow.dot(neighbour_flow) < 0.0:
|
||||
return -default_flow
|
||||
return default_flow
|
||||
|
||||
func _get_default_river_flow(connected_sides: Array[String]) -> Vector2:
|
||||
if connected_sides.size() == 1:
|
||||
return RIVER_DIRECTIONS[connected_sides[0]]
|
||||
|
||||
if connected_sides.has("north") and connected_sides.has("south"):
|
||||
return Vector2(0.0, 1.0)
|
||||
if connected_sides.has("est") and connected_sides.has("west"):
|
||||
return Vector2(1.0, 0.0)
|
||||
|
||||
var start_direction: Vector2 = RIVER_DIRECTIONS[connected_sides[0]]
|
||||
var end_direction = _get_average_river_side_direction(connected_sides.slice(1))
|
||||
return end_direction - start_direction
|
||||
|
||||
func _get_average_river_side_direction(sides: Array[String]) -> Vector2:
|
||||
var direction := Vector2.ZERO
|
||||
for side in sides:
|
||||
direction += RIVER_DIRECTIONS[side]
|
||||
if direction.is_zero_approx():
|
||||
return Vector2.ZERO
|
||||
return direction / float(sides.size())
|
||||
|
||||
func _apply_river_flow_direction(root: Node, flow_direction: Vector2) -> void:
|
||||
if flow_direction.is_zero_approx():
|
||||
return
|
||||
_set_river_flow_direction_recursive(root, flow_direction.normalized())
|
||||
|
||||
func _set_river_flow_direction_recursive(node: Node, flow_direction: Vector2) -> void:
|
||||
if node is MeshInstance3D and node.name.begins_with("Water_F"):
|
||||
var mesh_instance := node as MeshInstance3D
|
||||
mesh_instance.set_instance_shader_parameter("river_flow_direction", flow_direction)
|
||||
|
||||
for child in node.get_children():
|
||||
_set_river_flow_direction_recursive(child, flow_direction)
|
||||
|
||||
func _needed_connection(near_pos: Vector2i, side_needed: String) -> int:
|
||||
if not board.has(near_pos):
|
||||
_register_cell_with_ray(near_pos)
|
||||
@@ -742,37 +1255,6 @@ func _connect_lamppost_wires(new_board_pos: Vector2i) -> void:
|
||||
p_sx_your_best = closest_sx[i_t]
|
||||
p_dx_your_best = closest_dx[i_t]
|
||||
|
||||
if best_closest_to_root == null:
|
||||
for x in range(-ray_research, ray_research + 1):
|
||||
for z in range(-ray_research, ray_research + 1):
|
||||
if x == 0 and z == 0: continue
|
||||
|
||||
var closest_pos = new_board_pos + Vector2i(x, z)
|
||||
if board.has(closest_pos) and board[closest_pos].get("have_lamppost", false):
|
||||
var closest_root = board[closest_pos]["node"]
|
||||
var closest_info = board[closest_pos]["info"]
|
||||
|
||||
if not is_instance_valid(closest_root) or closest_root == new_root or closest_info == null: continue
|
||||
|
||||
if closest_info is Node3D: closest_info.force_update_transform()
|
||||
var closest_sx = _get_lampposts(closest_info, "sx")
|
||||
var closest_dx = _get_lampposts(closest_info, "dx")
|
||||
if closest_sx.is_empty() or closest_dx.is_empty(): continue
|
||||
|
||||
for i_m in range(new_sx.size()):
|
||||
for i_t in range(closest_sx.size()):
|
||||
var c_mio = (new_sx[i_m].global_position + new_dx[i_m].global_position) / 2.0
|
||||
var c_tuo = (closest_sx[i_t].global_position + closest_dx[i_t].global_position) / 2.0
|
||||
var dist = c_mio.distance_to(c_tuo)
|
||||
|
||||
if dist < best_distance:
|
||||
best_distance = dist
|
||||
best_closest_to_root = closest_root
|
||||
p_sx_my_best = new_sx[i_m]
|
||||
p_dx_my_best = new_dx[i_m]
|
||||
p_sx_your_best = closest_sx[i_t]
|
||||
p_dx_your_best = closest_dx[i_t]
|
||||
|
||||
var max_dist = chunk_size * lamppost_dist_factor
|
||||
|
||||
if best_closest_to_root != null and best_distance < max_dist:
|
||||
@@ -791,7 +1273,7 @@ func _connect_lamppost_wires(new_board_pos: Vector2i) -> void:
|
||||
if not wire_connections.has(closest_id): wire_connections[closest_id] = 0
|
||||
wire_connections[closest_id] += 1
|
||||
|
||||
#draw lamppost
|
||||
#draw lamppost wires
|
||||
func _draw_parable(p1: Vector3, p2: Vector3, parent: Node3D) -> void:
|
||||
var segments = 15
|
||||
var lowering = 1.5
|
||||
|
||||
@@ -2,7 +2,9 @@
|
||||
|
||||
[ext_resource type="Script" uid="uid://ct2k25kslaxe5" path="res://core/biome_generator/biome_generator.gd" id="1_c7ilo"]
|
||||
[ext_resource type="Material" uid="uid://b8p1sjxisi522" path="res://core/biome_generator/wires.tres" id="2_w42pm"]
|
||||
[ext_resource type="Resource" path="res://core/biome_generator/railway_pool.tres" id="3_railway_pool"]
|
||||
|
||||
[node name="biome_generator" type="Node3D" unique_id=1861369341]
|
||||
script = ExtResource("1_c7ilo")
|
||||
railway_pool = ExtResource("3_railway_pool")
|
||||
lamppost_wire_material = ExtResource("2_w42pm")
|
||||
|
||||
@@ -5,6 +5,7 @@ class_name ChunkInfo
|
||||
|
||||
@export_group("Set Piece Rules (Unique pieces)")
|
||||
@export var exclusive_biome: String = "" # Es: "Forest"
|
||||
@export_range(0, 5, 1) var uniqueness: int = 0 #0=common; 5=unique
|
||||
|
||||
@export_group("Base exit")
|
||||
@export var north: bool = false
|
||||
|
||||
9
core/biome_generator/entities_pool.tres
Normal file
@@ -0,0 +1,9 @@
|
||||
[gd_resource type="Resource" script_class="EntityPool" format=3 uid="uid://cmd6s6thq4f7r"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://clx701xdwelgx" path="res://core/ai/agents/base/ai_base.tscn" id="1_0kfj8"]
|
||||
[ext_resource type="Script" uid="uid://53ryr0fsqiq7" path="res://core/biome_generator/entity_pool.gd" id="1_vccp2"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_vccp2")
|
||||
name = "Entity Pool"
|
||||
available_entities = Array[PackedScene]([ExtResource("1_0kfj8")])
|
||||
5
core/biome_generator/entity_pool.gd
Normal file
@@ -0,0 +1,5 @@
|
||||
extends Resource
|
||||
class_name EntityPool
|
||||
|
||||
@export var name: String = "New Entity Pool"
|
||||
@export var available_entities: Array[PackedScene] = []
|
||||
1
core/biome_generator/entity_pool.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://53ryr0fsqiq7
|
||||
8
core/biome_generator/entity_spawn_point.gd
Normal file
@@ -0,0 +1,8 @@
|
||||
extends Marker3D
|
||||
class_name EntitySpawnPoint
|
||||
|
||||
enum AllowedType { ANY, HUMANOID_ONLY, ANIMAL_ONLY }
|
||||
|
||||
@export var allowed_type: AllowedType = AllowedType.ANY
|
||||
@export_range(0.0, 1.0, 0.01) var spawn_chance: float = 1.0
|
||||
@export var random_y_rotation: bool = true
|
||||
1
core/biome_generator/entity_spawn_point.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://c5ercbqy7srx3
|
||||
5
core/biome_generator/prop_info.gd
Normal file
@@ -0,0 +1,5 @@
|
||||
extends Marker3D
|
||||
class_name PropInfo
|
||||
|
||||
@export var available_props: Array[PackedScene]
|
||||
@export_range(0, 5, 1) var uniqueness: int = 0 #0=common; 5=unique
|
||||
1
core/biome_generator/prop_info.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dg6ngy4pmtsyc
|
||||
5
core/biome_generator/railway_pool.gd
Normal file
@@ -0,0 +1,5 @@
|
||||
extends Resource
|
||||
class_name RailwayPool
|
||||
|
||||
@export var name: String = "New Railway Pool"
|
||||
@export var available_railways: Array[PackedScene] = []
|
||||
1
core/biome_generator/railway_pool.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://c374rv220mvh1
|
||||
16
core/biome_generator/railway_pool.tres
Normal file
@@ -0,0 +1,16 @@
|
||||
[gd_resource type="Resource" script_class="RailwayPool" format=3 uid="uid://nrm040srfjwo"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://cl2ast2tk7ifw" path="res://tgcc/chunk/railway/scene/chunk_railway_curve.tscn" id="1_86h1y"]
|
||||
[ext_resource type="PackedScene" uid="uid://85l80b6jcdhr" path="res://tgcc/chunk/railway/scene/chunk_railway_curve_2.tscn" id="2_r0882"]
|
||||
[ext_resource type="PackedScene" uid="uid://cewdxvcpqb53f" path="res://tgcc/chunk/railway/scene/chunk_railway_station_doubleside.tscn" id="3_3auto"]
|
||||
[ext_resource type="PackedScene" uid="uid://d3pcshw2bioic" path="res://tgcc/chunk/railway/scene/chunk_railway_station_oneside.tscn" id="4_i1umq"]
|
||||
[ext_resource type="PackedScene" uid="uid://bqxpqhla2kogq" path="res://tgcc/chunk/railway/scene/chunk_railway_straight.tscn" id="5_x44at"]
|
||||
[ext_resource type="PackedScene" uid="uid://c3ub6rj0tlt6q" path="res://tgcc/chunk/railway/scene/chunk_railway_straight_2.tscn" id="6_vrrkw"]
|
||||
[ext_resource type="PackedScene" uid="uid://cqevecsd1cm1v" path="res://tgcc/chunk/railway/scene/chunk_railway_straight_3.tscn" id="7_l17bw"]
|
||||
[ext_resource type="PackedScene" uid="uid://f53hfrjaxkwa" path="res://tgcc/chunk/railway/scene/chunk_railway_straight_bridge.tscn" id="8_qcl5o"]
|
||||
[ext_resource type="Script" uid="uid://c374rv220mvh1" path="res://core/biome_generator/railway_pool.gd" id="9_8tdc7"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("9_8tdc7")
|
||||
name = "Railway Pool"
|
||||
available_railways = Array[PackedScene]([ExtResource("1_86h1y"), ExtResource("2_r0882"), ExtResource("3_3auto"), ExtResource("4_i1umq"), ExtResource("5_x44at"), ExtResource("6_vrrkw"), ExtResource("7_l17bw"), ExtResource("8_qcl5o")])
|
||||
@@ -32,6 +32,7 @@ render_priority = 0
|
||||
shader = ExtResource("2_r4tfj")
|
||||
shader_parameter/use_red_as_alpha = true
|
||||
shader_parameter/fog_color = Color(0.8, 0.85, 0.9, 0.5)
|
||||
shader_parameter/fog_density = 0.25
|
||||
shader_parameter/scroll_speed = Vector2(0.05, 0.01)
|
||||
shader_parameter/texture_scale = Vector2(1, 1)
|
||||
shader_parameter/edge_softness_y = 0.2
|
||||
@@ -66,12 +67,12 @@ grad_intensity_morning = 0.05
|
||||
grad_intensity_afternoon = 0.1
|
||||
grad_intensity_night = 0.5
|
||||
fog_color_morning = Color(0.7490196, 0.8509804, 0.9490196, 1)
|
||||
fog_color_afternoon = Color(0.9647059, 0.5882353, 0.7607843, 1)
|
||||
fog_color_night = Color(0.14901961, 0.101960786, 0.2509804, 1)
|
||||
fog_color_afternoon = Color(0.9823975, 0.8034449, 0.8778439, 1)
|
||||
fog_color_night = Color(0.38409987, 0.28720453, 0.5907528, 1)
|
||||
fog_density_morning = 0.01
|
||||
fog_density_afternoon = 0.02
|
||||
glow_morning = 0.4
|
||||
glow_night = 0.6
|
||||
glow_night = 0.8
|
||||
material_fog = SubResource("ShaderMaterial_b5atu")
|
||||
material_drops = SubResource("StandardMaterial3D_r4tfj")
|
||||
material_clouds = SubResource("ShaderMaterial_ruhh7")
|
||||
@@ -80,7 +81,7 @@ lightning_min = 2
|
||||
lightning_max = 4
|
||||
lightning_scale_min = 2.0
|
||||
lightning_scale_max = 5.0
|
||||
godray_max_rain = 60
|
||||
godray_max_rain = 30
|
||||
godray_spawn_radius = 100.0
|
||||
godray_spawn_offset = Vector3(20, 80, 20)
|
||||
godray_rotation_degrees = Vector3(50, 30, 0)
|
||||
@@ -261,6 +262,7 @@ shader = ExtResource("2_r4tfj")
|
||||
shader_parameter/fog_noise = ExtResource("11_tuauy")
|
||||
shader_parameter/use_red_as_alpha = true
|
||||
shader_parameter/fog_color = Color(0.8, 0.8509804, 0.9019608, 0.2509804)
|
||||
shader_parameter/fog_density = 0.25
|
||||
shader_parameter/scroll_speed = Vector2(0, 0.01)
|
||||
shader_parameter/texture_scale = Vector2(1, 1)
|
||||
shader_parameter/edge_softness_y = 0.16400000779
|
||||
|
||||
@@ -3,7 +3,6 @@ extends Node3D
|
||||
|
||||
const NOISE_TEXTURE: Texture2D = preload("res://core/daynight/noise.tres")
|
||||
const WEATHER_SHADER: Material = preload("res://core/daynight/weather_overlay.tres")
|
||||
const WEATHER_PLAIN_SHADER: Material = preload("res://core/daynight/weather_plain_shader.tres")
|
||||
const DYNAMIC_ENVIRONMENT_UPDATES_PER_FRAME: int = 2 #how many update of the environment (apply materials) will be done per frame
|
||||
|
||||
@export var environment_config: EnvironmentConfig
|
||||
@@ -134,7 +133,7 @@ func _apply_dynamic_environment_materials(node: Node) -> void:
|
||||
_apply_weather_overlay_to_node(node, WEATHER_SHADER)
|
||||
|
||||
if node.is_in_group("weather_vegetables_node"):
|
||||
_apply_weather_overlay_to_node(node, WEATHER_PLAIN_SHADER)
|
||||
_clear_weather_overlay_from_node(node)
|
||||
|
||||
func ApplyWindNoiseToMaterials():
|
||||
for node in get_tree().get_nodes_in_group("wind_node"):
|
||||
@@ -160,15 +159,54 @@ func ApplyWeatherShaderToMaterials():
|
||||
_apply_weather_overlay_to_node(node, WEATHER_SHADER)
|
||||
|
||||
for node in get_tree().get_nodes_in_group("weather_vegetables_node"):
|
||||
_apply_weather_overlay_to_node(node, WEATHER_PLAIN_SHADER)
|
||||
_clear_weather_overlay_from_node(node)
|
||||
|
||||
func _apply_weather_overlay_to_node(node: Node, material: Material) -> void:
|
||||
if node.is_in_group("weather_vegetables_node"):
|
||||
_clear_weather_overlay_from_node(node)
|
||||
return
|
||||
|
||||
if node is GeometryInstance3D:
|
||||
node.material_overlay = material
|
||||
if _geometry_uses_alpha_texture(node):
|
||||
node.material_overlay = null
|
||||
else:
|
||||
node.material_overlay = material
|
||||
|
||||
for child in node.get_children():
|
||||
_apply_weather_overlay_to_node(child, material)
|
||||
|
||||
func _clear_weather_overlay_from_node(node: Node) -> void:
|
||||
if node is GeometryInstance3D:
|
||||
node.material_overlay = null
|
||||
|
||||
for child in node.get_children():
|
||||
_clear_weather_overlay_from_node(child)
|
||||
|
||||
func _geometry_uses_alpha_texture(node: GeometryInstance3D) -> bool:
|
||||
var material_override := node.material_override as ShaderMaterial
|
||||
if _shader_material_uses_alpha_texture(material_override):
|
||||
return true
|
||||
|
||||
if node is MeshInstance3D:
|
||||
for surface_index in node.get_surface_override_material_count():
|
||||
var surface_material := node.get_surface_override_material(surface_index) as ShaderMaterial
|
||||
if _shader_material_uses_alpha_texture(surface_material):
|
||||
return true
|
||||
|
||||
if node.mesh:
|
||||
for surface_index in node.mesh.get_surface_count():
|
||||
var mesh_material := node.mesh.surface_get_material(surface_index) as ShaderMaterial
|
||||
if _shader_material_uses_alpha_texture(mesh_material):
|
||||
return true
|
||||
|
||||
return false
|
||||
|
||||
func _shader_material_uses_alpha_texture(material: ShaderMaterial) -> bool:
|
||||
if material == null or material.shader == null:
|
||||
return false
|
||||
|
||||
return material.shader.code.find("alpha_texture") != -1
|
||||
|
||||
func select_day_time(normalized_time: float) -> void:
|
||||
#set show_day_time_debug = true to show debug on screen
|
||||
#normalized_time is a value between 0 and 1; the time of the day is calculate as "normalized_time" * 1440; day_time is the step to pass from sunrise, to day, to sunset, to night
|
||||
|
||||
@@ -67,7 +67,6 @@ void fragment() {
|
||||
float is_center = step(center_sharpness, internal_n);
|
||||
|
||||
ALBEDO = shadow_color;
|
||||
|
||||
ALPHA = mix(opacity_edge, opacity_center, is_center) * final_fade;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,6 +7,7 @@ uniform bool use_red_as_alpha = true;
|
||||
|
||||
group_uniforms Settings;
|
||||
uniform vec4 fog_color : source_color = vec4(0.8, 0.85, 0.9, 0.5);
|
||||
uniform float fog_density : hint_range(0.0, 1.0) = 0.25;
|
||||
uniform vec2 scroll_speed = vec2(0.05, 0.01);
|
||||
uniform vec2 texture_scale = vec2(1.0, 1.0);
|
||||
|
||||
@@ -36,5 +37,5 @@ void fragment() {
|
||||
vec3 dark_fog = tinted_fog * 0.5;
|
||||
ALBEDO = mix(tinted_fog, dark_fog, night_intensity);
|
||||
|
||||
ALPHA = fog_color.a * noise_alpha * edge_mask;
|
||||
}
|
||||
ALPHA = fog_color.a * fog_density * noise_alpha * edge_mask;
|
||||
}
|
||||
|
||||
@@ -8,10 +8,12 @@ global uniform float global_wind_speed;
|
||||
global uniform float global_wind_strength;
|
||||
global uniform vec2 global_wind_direction;
|
||||
//global uniform sampler2D global_wind_noise : filter_linear_mipmap;
|
||||
global uniform float global_snow_start_time;
|
||||
global uniform float global_snow_accumulation_speed;
|
||||
global uniform float global_snow_melt_time;
|
||||
global uniform float global_snow_melt_speed;
|
||||
global uniform float global_snow_start_time = -1.0;
|
||||
global uniform float global_snow_accumulation_speed = 0.005;
|
||||
global uniform float global_snow_melt_time = -1.0;
|
||||
global uniform float global_snow_melt_speed = 0.1;
|
||||
global uniform float global_snow_amount = 0.0;
|
||||
global uniform float global_rain_intensity;
|
||||
|
||||
// --- PARAMETRI ESTETICI ---
|
||||
uniform bool billboard_enabled = true;
|
||||
@@ -31,6 +33,7 @@ uniform vec4 variance_color : source_color = vec4(0.3, 0.5, 0.2, 1.0); // Colore
|
||||
uniform float variance_intensity : hint_range(0.0, 1.0) = 0.4; // Quanto si vedono le chiazze
|
||||
|
||||
uniform vec4 snow_color : source_color = vec4(0.85, 0.9, 0.95, 1.0);
|
||||
uniform float snow_visibility : hint_range(0.0, 1.0) = 1.0;
|
||||
|
||||
// --- CONTROLLO GRADIENTE E RANDOM ---
|
||||
uniform float height_min = 0.0;
|
||||
@@ -41,6 +44,7 @@ uniform float light_steps : hint_range(1.0, 10.0) = 4.0;
|
||||
uniform float random_mix : hint_range(0.0, 1.0) = 0.3;
|
||||
|
||||
uniform float cast_shadow_strength : hint_range(0.0, 1.0) = 0.6;
|
||||
uniform float wetness_darkening : hint_range(0.0, 0.5) = 0.25;
|
||||
|
||||
varying vec3 v_final_color;
|
||||
varying float v_shade_factor;
|
||||
@@ -52,6 +56,21 @@ float hash(vec3 p) {
|
||||
return fract((p.x + p.y) * p.z);
|
||||
}
|
||||
|
||||
float get_snow_progress() {
|
||||
float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
|
||||
|
||||
if (global_snow_start_time >= 0.0) {
|
||||
float timed_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
|
||||
snow_progress = max(snow_progress, timed_progress);
|
||||
}
|
||||
if (global_snow_melt_time >= 0.0) {
|
||||
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
|
||||
snow_progress = min(snow_progress, 1.0 - melt);
|
||||
}
|
||||
|
||||
return snow_progress;
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
vec3 instance_pos = MODEL_MATRIX[3].xyz;
|
||||
v_world_pos = instance_pos; // Salviamo la posizione dell'istanza
|
||||
@@ -113,17 +132,10 @@ void fragment() {
|
||||
// Applichiamo la variazione al colore finale dell'erba
|
||||
vec3 varied_grass_color = mix(v_final_color, variance_color.rgb, noise_sample * variance_intensity);
|
||||
|
||||
float snow_amount = 0.0;
|
||||
if (global_snow_start_time >= 0.0) {
|
||||
snow_amount = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
|
||||
}
|
||||
if (global_snow_melt_time >= 0.0) {
|
||||
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
|
||||
snow_amount *= (1.0 - melt);
|
||||
}
|
||||
float snow_amount = smoothstep(0.0, 1.0, get_snow_progress());
|
||||
|
||||
float top_mask = 1.0 - shifted_uv.y;
|
||||
float snow_mask = smoothstep(1.0 - snow_amount, 1.2 - snow_amount, top_mask);
|
||||
float snow_mask = smoothstep(0.65, 1.0, top_mask) * snow_amount * snow_visibility;
|
||||
snow_mask *= step(0.01, snow_amount);
|
||||
|
||||
vec3 dark_snow = snow_color.rgb * (1.0 - shadow_intensity);
|
||||
@@ -131,12 +143,15 @@ void fragment() {
|
||||
|
||||
// Mescoliamo il colore variato con la neve
|
||||
vec3 final_albedo = mix(varied_grass_color, shaded_snow, snow_mask);
|
||||
float rain_int = clamp(global_rain_intensity, 0.0, 1.0);
|
||||
final_albedo *= mix(1.0, 1.0 - wetness_darkening, rain_int);
|
||||
float final_roughness = mix(0.02, 0.005, rain_int);
|
||||
|
||||
ALBEDO = final_albedo;
|
||||
ALPHA = tex.r * opacity;
|
||||
ALPHA_SCISSOR_THRESHOLD = 0.5;
|
||||
|
||||
ROUGHNESS = 0.02;
|
||||
ROUGHNESS = final_roughness;
|
||||
}
|
||||
|
||||
void light() {
|
||||
|
||||
@@ -2,9 +2,10 @@ shader_type spatial;
|
||||
render_mode blend_mix, cull_back, depth_draw_opaque;
|
||||
|
||||
global uniform float global_snow_start_time = -1.0;
|
||||
global uniform float global_snow_accumulation_speed = 0.1;
|
||||
global uniform float global_snow_accumulation_speed = 0.005;
|
||||
global uniform float global_snow_melt_time = -1.0;
|
||||
global uniform float global_snow_melt_speed = 0.1;
|
||||
global uniform float global_snow_amount = 0.0;
|
||||
global uniform vec4 global_snow_color = vec4(0.92, 0.96, 1.0, 1.0);
|
||||
|
||||
uniform float max_height : hint_range(0.02, 1.0) = 0.2;
|
||||
@@ -51,17 +52,18 @@ float fbm(vec2 p) {
|
||||
}
|
||||
|
||||
float get_snow_amount() {
|
||||
float snow_amount = 0.0;
|
||||
float snow_amount = clamp(global_snow_amount, 0.0, 1.0);
|
||||
if (global_snow_start_time >= 0.0) {
|
||||
snow_amount = clamp(
|
||||
float timed_amount = clamp(
|
||||
(TIME - global_snow_start_time) * global_snow_accumulation_speed,
|
||||
0.0,
|
||||
1.0
|
||||
);
|
||||
snow_amount = max(snow_amount, timed_amount);
|
||||
}
|
||||
if (global_snow_melt_time >= 0.0) {
|
||||
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
|
||||
snow_amount *= (1.0 - melt);
|
||||
snow_amount = min(snow_amount, 1.0 - melt);
|
||||
}
|
||||
return snow_amount;
|
||||
}
|
||||
|
||||
@@ -6,12 +6,12 @@ global uniform vec2 global_wind_direction;
|
||||
global uniform float global_wind_scale;
|
||||
global uniform float global_wind_strength;
|
||||
global uniform float global_wind_fade;
|
||||
/*
|
||||
global uniform float global_snow_start_time;
|
||||
global uniform float global_snow_accumulation_speed;
|
||||
global uniform float global_snow_melt_time;
|
||||
global uniform float global_snow_melt_speed;
|
||||
global uniform vec4 global_snow_color;*/
|
||||
global uniform float global_snow_start_time = -1.0;
|
||||
global uniform float global_snow_accumulation_speed = 0.005;
|
||||
global uniform float global_snow_melt_time = -1.0;
|
||||
global uniform float global_snow_melt_speed = 0.1;
|
||||
global uniform float global_snow_amount = 0.0;
|
||||
global uniform vec4 global_snow_color;
|
||||
global uniform float global_rain_intensity;
|
||||
|
||||
uniform sampler2D wind_noise : filter_linear_mipmap;
|
||||
@@ -31,6 +31,7 @@ uniform float light_steps : hint_range(1.0, 10.0) = 4.0;
|
||||
uniform float random_mix : hint_range(0.0, 1.0) = 0.3;
|
||||
uniform float cast_shadow_strength : hint_range(0.0, 1.0) = 0.6;
|
||||
uniform float wetness_darkening : hint_range(0.0, 0.5) = 0.25;
|
||||
uniform float snow_visibility : hint_range(0.0, 1.0) = 1.0;
|
||||
|
||||
varying vec3 v_final_color;
|
||||
varying float v_shade_factor;
|
||||
@@ -41,6 +42,21 @@ float hash(vec3 p) {
|
||||
return fract((p.x + p.y) * p.z);
|
||||
}
|
||||
|
||||
float get_snow_progress() {
|
||||
float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
|
||||
|
||||
if (global_snow_start_time >= 0.0) {
|
||||
float timed_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
|
||||
snow_progress = max(snow_progress, timed_progress);
|
||||
}
|
||||
if (global_snow_melt_time >= 0.0) {
|
||||
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
|
||||
snow_progress = min(snow_progress, 1.0 - melt);
|
||||
}
|
||||
|
||||
return snow_progress;
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
vec3 instance_pos = MODEL_MATRIX[3].xyz;
|
||||
|
||||
@@ -88,24 +104,16 @@ void fragment() {
|
||||
vec2 shifted_uv = UV + texture_offset;
|
||||
vec4 tex = texture(alpha_texture, shifted_uv);
|
||||
|
||||
//// Snow accumulation
|
||||
//float snow_amount = 0.0;
|
||||
//if (global_snow_start_time >= 0.0) {
|
||||
//snow_amount = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
|
||||
//}
|
||||
//if (global_snow_melt_time >= 0.0) {
|
||||
//float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
|
||||
//snow_amount *= (1.0 - melt);
|
||||
//}
|
||||
//
|
||||
//float top_mask = 1.0 - shifted_uv.y;
|
||||
//float snow_mask = smoothstep(1.0 - snow_amount, 1.2 - snow_amount, top_mask);
|
||||
//snow_mask *= step(0.01, snow_amount);
|
||||
// Snow accumulation
|
||||
float snow_amount = pow(get_snow_progress(), 0.55);
|
||||
|
||||
//vec3 dark_snow = global_snow_color.rgb * (1.0 - shadow_intensity);
|
||||
//vec3 shaded_snow = mix(dark_snow, global_snow_color.rgb, v_shade_factor);
|
||||
//vec3 final_albedo = mix(v_final_color, shaded_snow, snow_mask);
|
||||
vec3 final_albedo = v_final_color;
|
||||
float top_mask = 1.0 - shifted_uv.y;
|
||||
float snow_mask = smoothstep(1.0 - snow_amount * 1.35, 1.08 - snow_amount * 1.35, top_mask) * snow_visibility;
|
||||
snow_mask *= step(0.01, snow_amount);
|
||||
|
||||
vec3 dark_snow = global_snow_color.rgb * (1.0 - shadow_intensity);
|
||||
vec3 shaded_snow = mix(dark_snow, global_snow_color.rgb, v_shade_factor);
|
||||
vec3 final_albedo = mix(v_final_color, shaded_snow, snow_mask);
|
||||
|
||||
// Rain wetness: darken and make shinier
|
||||
float rain_int = clamp(global_rain_intensity, 0.0, 1.0);
|
||||
|
||||
@@ -3,6 +3,12 @@ render_mode blend_mix, depth_draw_always;
|
||||
|
||||
global uniform float global_rain_intensity;
|
||||
global uniform vec4 global_water_color = vec4(0.285, 0.534, 0.487, 1.0);
|
||||
global uniform float global_snow_start_time = -1.0;
|
||||
global uniform float global_snow_accumulation_speed = 0.005;
|
||||
global uniform float global_snow_melt_time = -1.0;
|
||||
global uniform float global_snow_melt_speed = 0.1;
|
||||
global uniform float global_snow_amount = 0.0;
|
||||
global uniform vec4 global_snow_color = vec4(0.92, 0.96, 1.0, 1.0);
|
||||
|
||||
//Water color
|
||||
uniform vec4 deep_water_color : source_color = vec4(0.0, 0.1, 0.2, 1.0);
|
||||
@@ -29,6 +35,21 @@ uniform sampler2D depth_texture : hint_depth_texture, filter_linear_mipmap;
|
||||
varying vec2 world_pos_xz;
|
||||
varying vec2 local_uv;
|
||||
|
||||
float get_snow_progress() {
|
||||
float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
|
||||
|
||||
if (global_snow_start_time >= 0.0) {
|
||||
float timed_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
|
||||
snow_progress = max(snow_progress, timed_progress);
|
||||
}
|
||||
if (global_snow_melt_time >= 0.0) {
|
||||
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
|
||||
snow_progress = min(snow_progress, 1.0 - melt);
|
||||
}
|
||||
|
||||
return snow_progress;
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
world_pos_xz = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xz;
|
||||
local_uv = UV;
|
||||
@@ -82,8 +103,15 @@ void fragment() {
|
||||
float is_sky = step(ref_depth_raw, 0.00001); // Protezione anti-cielo
|
||||
reflection_mask *= (1.0 - is_sky);
|
||||
|
||||
vec3 final_rgb = mix(base_water.rgb, screen_ref, reflection_strength * reflection_mask);
|
||||
float snow_progress = get_snow_progress();
|
||||
float active_snowfall = step(0.0, global_snow_start_time) * (1.0 - step(0.0, global_snow_melt_time));
|
||||
float reflection_snow_damping = max(smoothstep(0.0, 0.08, snow_progress), active_snowfall * 0.75);
|
||||
float effective_reflection_strength = reflection_strength * (1.0 - reflection_snow_damping * 0.85);
|
||||
|
||||
vec3 final_rgb = mix(base_water.rgb, screen_ref, effective_reflection_strength * reflection_mask);
|
||||
final_rgb = mix(final_rgb, ripple_color.rgb, ring * ripple_color.a);
|
||||
float water_snow_amount = smoothstep(0.15, 1.0, snow_progress) * 0.18;
|
||||
final_rgb = mix(final_rgb, global_snow_color.rgb, water_snow_amount);
|
||||
|
||||
ALBEDO = final_rgb;
|
||||
|
||||
|
||||
241
core/daynight/water_river.gdshader
Normal file
@@ -0,0 +1,241 @@
|
||||
#define USE_CAUSTICS 1
|
||||
#define USE_REFRACTION 1
|
||||
#define USE_DISPLACEMENT 1
|
||||
#define USE_STYLIZED_LIGHTING 0
|
||||
#define USE_UNSHADED 0
|
||||
|
||||
shader_type spatial;
|
||||
#if USE_UNSHADED
|
||||
render_mode unshaded, depth_draw_never;
|
||||
#else
|
||||
render_mode depth_draw_never;
|
||||
#endif
|
||||
|
||||
uniform sampler2D DEPTH_TEXTURE: hint_depth_texture;
|
||||
|
||||
group_uniforms Color;
|
||||
uniform vec4 surface_color : source_color = vec4(0.2,1.0,0.8,1.0);
|
||||
uniform vec4 depth_color : source_color = vec4(0.08,0.2,0.4,1.0);
|
||||
uniform vec4 foam_color : source_color = vec4(1.0);
|
||||
uniform float depth_size = 12.0;
|
||||
|
||||
group_uniforms Roughness;
|
||||
uniform float surface_roughness : hint_range(0.0, 1.0, 0.01) = 0.05;
|
||||
uniform float foam_roughness : hint_range(0.0, 1.0, 0.01) = 0.05;
|
||||
|
||||
#if USE_CAUSTICS
|
||||
group_uniforms Caustics;
|
||||
uniform sampler2D caustics_texture;
|
||||
uniform float caustics_strength = 2.0;
|
||||
uniform vec2 caustics_scale = vec2(0.5);
|
||||
#endif
|
||||
|
||||
group_uniforms Wave;
|
||||
uniform sampler2D wave_texture;
|
||||
uniform float wave_softness : hint_range(0.0, 10.0, 0.1) = 3.0;
|
||||
uniform vec2 wave_scale = vec2(0.2);
|
||||
uniform vec2 wave_layer_scale = vec2(1.5);
|
||||
uniform float wave_highlight : hint_range(0.0, 1.0, 0.05) = 0.5;
|
||||
|
||||
group_uniforms Wave.Motion;
|
||||
uniform vec2 wave_velocity = vec2(0.02);
|
||||
instance uniform vec2 river_flow_direction = vec2(0.0, 0.0);
|
||||
|
||||
group_uniforms Foam;
|
||||
uniform sampler2D foam_texture;
|
||||
uniform float edge_foam_depth_size = 1.0;
|
||||
uniform float wave_foam_amount : hint_range(0.0, 1.0, 0.01) = 0.8;
|
||||
uniform float foam_start : hint_range(0.0, 1.0, 0.05) = 0.15;
|
||||
uniform float foam_end : hint_range(0.0, 1.0, 0.05) = 0.3;
|
||||
uniform float foam_exponent = 2.0;
|
||||
|
||||
#if USE_REFRACTION
|
||||
group_uniforms Refraction;
|
||||
uniform float refraction_amount = 0.5;
|
||||
uniform float refraction_exponent = 0.5;
|
||||
#endif
|
||||
|
||||
#if USE_DISPLACEMENT
|
||||
group_uniforms Displacement;
|
||||
uniform float displacement_amount = 0.3;
|
||||
#endif
|
||||
|
||||
#if USE_STYLIZED_LIGHTING && !USE_UNSHADED
|
||||
group_uniforms Lighting;
|
||||
uniform float diffuse_steps = 12.0;
|
||||
uniform float diffuse_smoothness : hint_range(0.0, 1.0, 0.01) = 0.2;
|
||||
uniform float specular_steps = 12.0;
|
||||
uniform float specular_smoothness : hint_range(0.0, 1.0, 0.01) = 0.2;
|
||||
#endif
|
||||
|
||||
uniform sampler2D screen_texture : hint_screen_texture;
|
||||
varying vec3 world_pos;
|
||||
varying vec2 world_wave_velocity;
|
||||
|
||||
#if USE_CAUSTICS
|
||||
vec3 sample_caustics(vec2 uv){
|
||||
vec2 caustics_uv = uv * caustics_scale;
|
||||
return vec3(
|
||||
texture(caustics_texture, caustics_uv).r,
|
||||
texture(caustics_texture, caustics_uv+vec2(0.02,0.02)).r,
|
||||
texture(caustics_texture, caustics_uv+vec2(0.03,0.01)).r
|
||||
);
|
||||
}
|
||||
#endif
|
||||
|
||||
vec4 sample_world_dpos(vec2 screen_uv, mat4 inv_proj_mat, mat4 inv_view_mat){
|
||||
vec4 clip_pos = vec4(screen_uv * 2.0 - 1.0, texture(DEPTH_TEXTURE, screen_uv).r, 1.0);
|
||||
vec4 view_pos = inv_proj_mat * clip_pos;
|
||||
view_pos /= view_pos.w;
|
||||
vec4 world_dpos = inv_view_mat * view_pos;
|
||||
return world_dpos;
|
||||
}
|
||||
|
||||
vec4 sample_wave(sampler2D tex, vec2 uv, vec2 velocity, float lod){
|
||||
vec2 base_uv = uv * wave_scale;
|
||||
vec2 wave_uv1 = (base_uv * wave_layer_scale) + (TIME * -velocity);
|
||||
float wave1 = textureLod(tex, wave_uv1, lod).r;
|
||||
|
||||
vec2 wave_uv2 = base_uv + (TIME * velocity);
|
||||
vec4 wave2 = textureLod(tex, wave_uv2 - (wave1 * 0.1), lod);
|
||||
|
||||
return wave2;
|
||||
}
|
||||
|
||||
vec3 sample_wave_normal(vec2 uv, vec2 velocity, float center_wave) {
|
||||
vec2 normal_offset = vec2(0.25, 0.0);
|
||||
float wave_x = sample_wave(wave_texture, uv + normal_offset.xy, velocity, wave_softness).r;
|
||||
float wave_z = sample_wave(wave_texture, uv + normal_offset.yx, velocity, wave_softness).r;
|
||||
vec2 slope = vec2(center_wave - wave_x, center_wave - wave_z) * 0.35;
|
||||
return normalize(vec3(slope, 1.0)) * 0.5 + 0.5;
|
||||
}
|
||||
|
||||
vec2 get_world_wave_velocity(mat4 model_matrix) {
|
||||
float velocity_length = length(wave_velocity);
|
||||
if (velocity_length <= 0.0001) {
|
||||
return vec2(0.0);
|
||||
}
|
||||
|
||||
float flow_direction_length = length(river_flow_direction);
|
||||
if (flow_direction_length > 0.0001) {
|
||||
return (river_flow_direction / flow_direction_length) * velocity_length;
|
||||
}
|
||||
|
||||
vec3 world_direction_3d = (model_matrix * vec4(0.0, 1.0, 0.0, 0.0)).xyz;
|
||||
vec2 world_direction = world_direction_3d.xz;
|
||||
float world_direction_length = length(world_direction);
|
||||
if (world_direction_length <= 0.0001) {
|
||||
return wave_velocity;
|
||||
}
|
||||
|
||||
return (world_direction / world_direction_length) * velocity_length;
|
||||
}
|
||||
|
||||
void vertex(){
|
||||
world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
|
||||
world_wave_velocity = get_world_wave_velocity(MODEL_MATRIX);
|
||||
|
||||
#if USE_DISPLACEMENT
|
||||
float wave = sample_wave(wave_texture, world_pos.xz, world_wave_velocity, wave_softness).r;
|
||||
VERTEX.y += wave*displacement_amount;
|
||||
#endif
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
float wave = sample_wave(wave_texture, world_pos.xz, world_wave_velocity, wave_softness).r;
|
||||
wave = smoothstep(0.0,1.0,wave);
|
||||
|
||||
vec2 screen_uv = SCREEN_UV;
|
||||
|
||||
// Refraction
|
||||
#if USE_REFRACTION
|
||||
screen_uv += ((pow(wave, refraction_exponent)*2.0 - 0.5) * 0.01 * refraction_amount);
|
||||
|
||||
vec4 world_dpos = sample_world_dpos(screen_uv, INV_PROJECTION_MATRIX, INV_VIEW_MATRIX);
|
||||
|
||||
float pre_depth = pow(clamp((world_dpos.y - world_pos.y + depth_size)/depth_size, 0.0, 1.0), 4.0);
|
||||
screen_uv = mix(screen_uv, SCREEN_UV, pre_depth);
|
||||
if(world_dpos.y - world_pos.y > 0.0){
|
||||
screen_uv = SCREEN_UV;
|
||||
}
|
||||
#else
|
||||
vec4 world_dpos = sample_world_dpos(screen_uv, INV_PROJECTION_MATRIX, INV_VIEW_MATRIX);
|
||||
#endif
|
||||
|
||||
world_dpos = sample_world_dpos(screen_uv, INV_PROJECTION_MATRIX, INV_VIEW_MATRIX);
|
||||
|
||||
vec2 surface_uv = world_dpos.xz * 0.2;
|
||||
|
||||
float depth = pow(clamp((world_dpos.y - world_pos.y + depth_size)/depth_size, 0.0, 1.0), 4.0);
|
||||
|
||||
// Caustics
|
||||
#if USE_CAUSTICS
|
||||
vec3 caustics1 = sample_caustics(surface_uv + (TIME * -world_wave_velocity));
|
||||
vec3 caustics2 = sample_caustics((surface_uv + (caustics1.r*0.05)) + (TIME * (world_wave_velocity*0.5)));
|
||||
vec3 caustics = caustics2 * (1.0 - depth);
|
||||
#endif
|
||||
|
||||
// Edge Foam
|
||||
float edge_foam_depth = clamp((world_dpos.y - world_pos.y + edge_foam_depth_size)/edge_foam_depth_size, 0.0, 1.0);
|
||||
|
||||
// Wave Foam
|
||||
float wave_foam = wave;
|
||||
float foam = max(edge_foam_depth, wave_foam * wave_foam_amount);
|
||||
|
||||
float foam_shape = 1.0 - texture(foam_texture, world_pos.xz* 0.5).r;
|
||||
foam = clamp((foam - foam_start) / (foam_end - foam_start), 0.0, 1.0);
|
||||
foam = clamp((foam - foam_shape) / (1.0 - foam_shape), 0.0, 1.0);
|
||||
foam = pow(foam, foam_exponent);
|
||||
|
||||
vec3 flat_color = mix(depth_color, surface_color, depth).rgb;
|
||||
|
||||
vec4 screen = texture(screen_texture, screen_uv);
|
||||
vec3 color = screen.rgb;
|
||||
#if USE_CAUSTICS
|
||||
color += vec3(pow(caustics * caustics_strength, vec3(2.0)));
|
||||
#endif
|
||||
color = mix(flat_color, color, 0.4 * depth);
|
||||
color = mix(color, surface_color.rgb, wave * wave_highlight);
|
||||
color = mix(color, foam_color.rgb, foam);
|
||||
|
||||
#if !USE_UNSHADED
|
||||
vec3 wave_normal_map = sample_wave_normal(world_pos.xz, world_wave_velocity, wave);
|
||||
NORMAL_MAP = wave_normal_map;
|
||||
#endif
|
||||
|
||||
ROUGHNESS = mix(surface_roughness, foam_roughness, foam);
|
||||
|
||||
ALBEDO = color;
|
||||
}
|
||||
|
||||
#if USE_STYLIZED_LIGHTING && !USE_UNSHADED
|
||||
void light(){
|
||||
float ndotl = dot(NORMAL, LIGHT) * ATTENUATION;
|
||||
//ndotl = smoothstep(0.0,1.0-ROUGHNESS,ndotl);
|
||||
float light = ndotl;
|
||||
|
||||
float light_mult = light * diffuse_steps;
|
||||
float light_step_base = floor(light_mult);
|
||||
float light_factor = light_mult - light_step_base;
|
||||
|
||||
light_factor = smoothstep(0.5 - diffuse_smoothness * 0.5, 0.5 + diffuse_smoothness * 0.5, light_factor);
|
||||
light = (light_step_base + light_factor) / diffuse_steps;
|
||||
|
||||
DIFFUSE_LIGHT += (LIGHT_COLOR+ALBEDO) * light / PI;
|
||||
|
||||
float roughness = mix(0.01, 0.99, ROUGHNESS);
|
||||
vec3 h = normalize(VIEW + LIGHT);
|
||||
float ndoth = clamp(dot(NORMAL, h), 0.0, 1.0) * ATTENUATION;
|
||||
float specular = clamp(pow(ndoth, 16.0/(roughness)), 0.1, 0.99);
|
||||
specular = mix(pow(specular, 2.0-roughness),0.00,pow(roughness, 0.1));
|
||||
|
||||
float specular_mult = specular * specular_steps;
|
||||
float specular_step_base = floor(specular_mult);
|
||||
float specular_factor = specular_mult - specular_step_base;
|
||||
|
||||
specular_factor = smoothstep(0.5 - specular_smoothness * 0.5, 0.5 + specular_smoothness * 0.5, specular_factor);
|
||||
specular = (specular_step_base + specular_factor) / specular_steps;
|
||||
|
||||
SPECULAR_LIGHT += (LIGHT_COLOR + ALBEDO) * specular;
|
||||
}
|
||||
#endif
|
||||
1
core/daynight/water_river.gdshader.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cb12c2j8rfu6a
|
||||
@@ -34,12 +34,15 @@ var rain_tween: Tween
|
||||
var rain_audio_tween: Tween
|
||||
var puddle_tween: Tween
|
||||
var puddle_amount: float = 0.0
|
||||
var clouds_tween: Tween
|
||||
|
||||
var snow_tween: Tween
|
||||
var snow_weather_tween: Tween
|
||||
var snow_particles_tween: Tween
|
||||
var is_snowing: bool = false
|
||||
var is_snow_accumulated: bool = false
|
||||
var actual_snow_amount: float = 0.0
|
||||
var snow_weather_amount: float = 0.0
|
||||
|
||||
var is_storm: bool = false
|
||||
var cold_tween: Tween
|
||||
@@ -188,10 +191,10 @@ func _process(delta: float) -> void:
|
||||
var final_fog_density = lerp(base_fog_density, base_fog_density * 4.0, clamp(rain_intensity, 0.0, 1.0))
|
||||
var final_water_color = base_water_color.darkened(clamp(environment_config.water_darkening_rain, 0.0, 1.0) * clamp(rain_intensity, 0.0, 1.0))
|
||||
|
||||
final_tint = final_tint.lerp(final_tint * environment_config.snow_mode_color, actual_snow_amount)
|
||||
final_sky_top = final_sky_top.lerp(final_sky_top * environment_config.snow_mode_color, actual_snow_amount)
|
||||
final_sky_horizon = final_sky_horizon.lerp(final_sky_horizon * environment_config.snow_mode_color, actual_snow_amount)
|
||||
final_fog_color = final_fog_color.lerp(final_fog_color * environment_config.snow_mode_color, actual_snow_amount)
|
||||
final_tint = final_tint.lerp(final_tint * environment_config.snow_mode_color, snow_weather_amount)
|
||||
final_sky_top = final_sky_top.lerp(final_sky_top * environment_config.snow_mode_color, snow_weather_amount)
|
||||
final_sky_horizon = final_sky_horizon.lerp(final_sky_horizon * environment_config.snow_mode_color, snow_weather_amount)
|
||||
final_fog_color = final_fog_color.lerp(final_fog_color * environment_config.snow_mode_color, snow_weather_amount)
|
||||
|
||||
#Shader parameters for global trunk_shader
|
||||
var final_grad_top = base_grad_top.lerp(base_grad_top * weather_color, clamp(rain_intensity, 0.0, 1.0))
|
||||
@@ -205,8 +208,8 @@ func _process(delta: float) -> void:
|
||||
var night_val = clamp(day_time - 2.0, 0.0, 1.0)
|
||||
|
||||
#Snow exposure compensation
|
||||
var snow_light_attenuation = lerp(1.0, 0.55, actual_snow_amount * (1.0 - night_val))
|
||||
var snow_glow_attenuation = lerp(1.0, 0.5, actual_snow_amount)
|
||||
var snow_light_attenuation = lerp(1.0, 0.55, snow_weather_amount * (1.0 - night_val))
|
||||
var snow_glow_attenuation = lerp(1.0, 0.5, snow_weather_amount)
|
||||
var final_bloom = lerp(base_bloom, base_bloom * 0.5, rain_intensity) * snow_glow_attenuation
|
||||
|
||||
# We calculate the final exposure by applying snow damping directly to the camera exposure
|
||||
@@ -247,15 +250,36 @@ func _process(delta: float) -> void:
|
||||
sky_mat.set_shader_parameter("sun_color", final_tint)
|
||||
sky_mat.set_shader_parameter("night_intensity", night_val)
|
||||
|
||||
var cloud_density_amount: float = maxf(clamp(rain_intensity, 0.0, 1.0), clamp(snow_weather_amount, 0.0, 1.0))
|
||||
var current_cloud_density: float = lerp(environment_config.base_cloud_density, environment_config.rain_cloud_density, cloud_density_amount)
|
||||
|
||||
if environment_config.material_clouds:
|
||||
var current_density = lerp(0.4, 1.0, rain_intensity)
|
||||
environment_config.material_clouds.set_shader_parameter("cloud_density", current_density)
|
||||
var current_sharpness = lerp(0.14, 0.0, rain_intensity)
|
||||
environment_config.material_clouds.set_shader_parameter("cloud_density", current_cloud_density)
|
||||
var current_sharpness = lerp(0.14, 0.0, cloud_density_amount)
|
||||
environment_config.material_clouds.set_shader_parameter("center_sharpness", current_sharpness)
|
||||
|
||||
var env_shadow_mat = environment_shadows.get_surface_override_material(0) if environment_shadows else null
|
||||
if env_shadow_mat:
|
||||
env_shadow_mat.set_shader_parameter("cloud_density", current_cloud_density)
|
||||
|
||||
if environment_config.material_fog:
|
||||
environment_config.material_fog.set_shader_parameter("fog_color", final_fog_color)
|
||||
environment_config.material_fog.set_shader_parameter("fog_density", clamp(final_fog_density * 25.0, 0.0, 1.0))
|
||||
environment_config.material_fog.set_shader_parameter("night_intensity", night_val)
|
||||
environment_config.material_fog.set_shader_parameter("sun_color", final_tint)
|
||||
|
||||
if fog:
|
||||
for child in fog.get_children():
|
||||
var fog_mesh := child as MeshInstance3D
|
||||
if fog_mesh == null:
|
||||
continue
|
||||
var fog_material := fog_mesh.get_surface_override_material(0) as ShaderMaterial
|
||||
if fog_material == null:
|
||||
continue
|
||||
fog_material.set_shader_parameter("fog_color", final_fog_color)
|
||||
fog_material.set_shader_parameter("fog_density", clamp(final_fog_density * 25.0, 0.0, 1.0))
|
||||
fog_material.set_shader_parameter("night_intensity", night_val)
|
||||
fog_material.set_shader_parameter("sun_color", final_tint)
|
||||
|
||||
func create_sound_players():
|
||||
rain_audio_player = AudioStreamPlayer.new()
|
||||
@@ -666,7 +690,7 @@ func toggle_rain(value: bool):
|
||||
|
||||
if puddle_tween and puddle_tween.is_valid():
|
||||
puddle_tween.kill()
|
||||
|
||||
|
||||
if is_raining:
|
||||
particles_rain.amount_ratio = 0.0
|
||||
particles_rain.emitting = true
|
||||
@@ -786,8 +810,23 @@ func toggle_snow(value: bool):
|
||||
var target_snow_amount: float = 1.0 if is_snowing else 0.0
|
||||
if snow_tween and snow_tween.is_valid():
|
||||
snow_tween.kill()
|
||||
if snow_weather_tween and snow_weather_tween.is_valid():
|
||||
snow_weather_tween.kill()
|
||||
var snow_amount_transition_duration: float = _get_snow_amount_transition_duration(is_snowing)
|
||||
snow_tween = create_tween()
|
||||
snow_tween.tween_method(init_snow_amount, actual_snow_amount, target_snow_amount, environment_config.snow_transaction_time)
|
||||
snow_tween.tween_method(
|
||||
init_snow_amount,
|
||||
actual_snow_amount,
|
||||
target_snow_amount,
|
||||
snow_amount_transition_duration
|
||||
)
|
||||
snow_weather_tween = create_tween()
|
||||
snow_weather_tween.tween_method(
|
||||
init_snow_weather_amount,
|
||||
snow_weather_amount,
|
||||
target_snow_amount,
|
||||
environment_config.snow_fade_time
|
||||
)
|
||||
_emit_weather_event_label()
|
||||
|
||||
func _emit_weather_event_label() -> void:
|
||||
@@ -811,6 +850,7 @@ func _emit_weather_event_label() -> void:
|
||||
#disable snow and set default values and shader
|
||||
func init_snow(value: float = 0.0):
|
||||
actual_snow_amount = value
|
||||
snow_weather_amount = value
|
||||
RenderingServer.global_shader_parameter_set("global_snow_amount", value)
|
||||
|
||||
if particles_snow:
|
||||
@@ -835,6 +875,9 @@ func init_snow_amount(value: float):
|
||||
actual_snow_amount = value
|
||||
RenderingServer.global_shader_parameter_set("global_snow_amount", value)
|
||||
|
||||
func init_snow_weather_amount(value: float):
|
||||
snow_weather_amount = value
|
||||
|
||||
func start_snow_accumulation() -> void:
|
||||
RenderingServer.global_shader_parameter_set("global_snow_melt_time", -1.0)
|
||||
RenderingServer.global_shader_parameter_set("global_snow_start_time", Time.get_ticks_msec() / 1000.0)
|
||||
@@ -843,6 +886,18 @@ func start_snow_melt() -> void:
|
||||
RenderingServer.global_shader_parameter_set("global_snow_melt_time", Time.get_ticks_msec() / 1000.0)
|
||||
RenderingServer.global_shader_parameter_set("global_snow_melt_speed", environment_config.snow_melt_speed)
|
||||
|
||||
func _get_snow_amount_transition_duration(is_accumulating: bool) -> float:
|
||||
if environment_config == null:
|
||||
return 0.0
|
||||
|
||||
var speed: float = environment_config.snow_melt_speed
|
||||
if is_accumulating:
|
||||
speed = environment_config.snow_accumulation_speed
|
||||
if speed <= 0.0:
|
||||
return environment_config.snow_transaction_time
|
||||
|
||||
return 1.0 / speed
|
||||
|
||||
#endregion
|
||||
|
||||
#region Post-Process
|
||||
|
||||
@@ -3,7 +3,7 @@ render_mode blend_mix, depth_draw_never;
|
||||
|
||||
//Snow globals
|
||||
global uniform float global_snow_start_time = -1.0;
|
||||
global uniform float global_snow_accumulation_speed = 0.1;
|
||||
global uniform float global_snow_accumulation_speed = 0.005;
|
||||
global uniform float global_snow_melt_time = -1.0;
|
||||
global uniform float global_snow_melt_speed = 0.1;
|
||||
global uniform float global_snow_amount = 0.0;
|
||||
@@ -72,18 +72,15 @@ float fbm(vec2 p) {
|
||||
}
|
||||
|
||||
float get_snow_progress() {
|
||||
bool has_snow_timeline = global_snow_start_time >= 0.0 || global_snow_melt_time >= 0.0;
|
||||
float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
|
||||
|
||||
if (has_snow_timeline) {
|
||||
snow_progress = 0.0;
|
||||
if (global_snow_start_time >= 0.0) {
|
||||
snow_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
|
||||
}
|
||||
if (global_snow_melt_time >= 0.0) {
|
||||
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
|
||||
snow_progress *= (1.0 - melt);
|
||||
}
|
||||
if (global_snow_start_time >= 0.0) {
|
||||
float timed_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
|
||||
snow_progress = max(snow_progress, timed_progress);
|
||||
}
|
||||
if (global_snow_melt_time >= 0.0) {
|
||||
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
|
||||
snow_progress = min(snow_progress, 1.0 - melt);
|
||||
}
|
||||
|
||||
return snow_progress;
|
||||
@@ -130,12 +127,13 @@ void fragment() {
|
||||
float snow_edge = smoothstep(
|
||||
global_snow_threshold - snow_edge_softness,
|
||||
global_snow_threshold + snow_edge_softness,
|
||||
facing_up + (noise_val - 0.5) * 0.4
|
||||
facing_up
|
||||
);
|
||||
float flat_accumulation = smoothstep(0.0, 0.35, v_snow_cap_mask) * snow_accumulation;
|
||||
float snow_coverage = smoothstep(0.0, 0.6, noise_val + snow_progress - 0.4 + flat_accumulation * 0.25);
|
||||
float snow_factor = max(snow_edge * snow_coverage * snow_progress, flat_accumulation);
|
||||
float snow_opacity = smoothstep(0.04, 0.28, snow_factor);
|
||||
float snow_variation = mix(0.75, 1.15, noise_val);
|
||||
float snow_coverage = clamp(snow_progress * snow_variation + flat_accumulation * 0.25, 0.0, 1.0);
|
||||
float snow_factor = max(snow_edge * snow_coverage, flat_accumulation);
|
||||
float snow_opacity = clamp(snow_factor, 0.0, 1.0);
|
||||
snow_opacity = max(snow_opacity, flat_accumulation * 0.9);
|
||||
|
||||
float shade = mix(-snow_color_variation, snow_color_variation, noise_val);
|
||||
|
||||
@@ -2,10 +2,11 @@ shader_type spatial;
|
||||
render_mode blend_mix, depth_draw_never, cull_disabled;
|
||||
|
||||
// Snow globals
|
||||
global uniform float global_snow_start_time;
|
||||
global uniform float global_snow_accumulation_speed;
|
||||
global uniform float global_snow_melt_time;
|
||||
global uniform float global_snow_melt_speed;
|
||||
global uniform float global_snow_start_time = -1.0;
|
||||
global uniform float global_snow_accumulation_speed = 0.005;
|
||||
global uniform float global_snow_melt_time = -1.0;
|
||||
global uniform float global_snow_melt_speed = 0.1;
|
||||
global uniform float global_snow_amount = 0.0;
|
||||
global uniform vec4 global_snow_color;
|
||||
uniform float snow_edge_softness : hint_range(0.01, 0.5) = 0.15;
|
||||
uniform float snow_color_variation : hint_range(0.0, 0.15) = 0.05;
|
||||
@@ -34,6 +35,21 @@ float ripple_ring(vec2 uv, float time_offset) {
|
||||
return ring * fade;
|
||||
}
|
||||
|
||||
float get_snow_progress() {
|
||||
float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
|
||||
|
||||
if (global_snow_start_time >= 0.0) {
|
||||
float timed_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
|
||||
snow_progress = max(snow_progress, timed_progress);
|
||||
}
|
||||
if (global_snow_melt_time >= 0.0) {
|
||||
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
|
||||
snow_progress = min(snow_progress, 1.0 - melt);
|
||||
}
|
||||
|
||||
return snow_progress;
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
vec3 world_pos = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
|
||||
|
||||
@@ -41,18 +57,10 @@ void fragment() {
|
||||
float facing_up = 1.0;
|
||||
|
||||
// Snow accumulation
|
||||
float snow_amount = 0.0;
|
||||
if (global_snow_start_time >= 0.0) {
|
||||
snow_amount = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
|
||||
}
|
||||
if (global_snow_melt_time >= 0.0) {
|
||||
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
|
||||
snow_amount *= (1.0 - melt);
|
||||
}
|
||||
float snow_amount = get_snow_progress();
|
||||
|
||||
// UV-based snow mask: accumulates from the top of the quad
|
||||
float top_mask = 1.0 - UV.y;
|
||||
float snow_mask = smoothstep(1.0 - snow_amount, 1.0 - snow_amount + snow_edge_softness, top_mask);
|
||||
// Plain surfaces fade in uniformly to avoid patchy strip-like accumulation.
|
||||
float snow_mask = smoothstep(0.0, 1.0, snow_amount);
|
||||
snow_mask *= step(0.01, snow_amount);
|
||||
|
||||
// Snow color with slight variation
|
||||
|
||||
@@ -98,6 +98,7 @@ extends Resource
|
||||
@export var material_fog: ShaderMaterial #Fog overlay shader material
|
||||
@export var material_drops: StandardMaterial3D #Rain drops material (albedo tinted by sky)
|
||||
@export var material_clouds: ShaderMaterial #Cloud layer shader material
|
||||
@export var base_cloud_density: float = 0.4 #default cloud density
|
||||
|
||||
#Rain weather settings
|
||||
@export_group("Rain")
|
||||
@@ -106,6 +107,7 @@ extends Resource
|
||||
@export var rain_audio_volume_db: float = -10.0 #Target rain loop volume in decibels
|
||||
@export var puddle_form_time: float = 15.0 #Seconds for puddles to fully form
|
||||
@export var puddle_dry_time: float = 20.0 #Seconds for puddles to fully dry after rain stops
|
||||
@export var rain_cloud_density: float = 1.0 #the cloud density when is rainy
|
||||
|
||||
#Storm settings (applied on top of rain when storm is active)
|
||||
@export_group("Storm")
|
||||
@@ -136,7 +138,7 @@ extends Resource
|
||||
|
||||
#Train start settings
|
||||
@export_group("Train Start")
|
||||
@export var train_start_from_random_position: bool = false #When enabled the train starts from a random offset on the rail curve instead of a stop
|
||||
@export var train_start_from_random_position: bool = true #When enabled the train starts from a random offset on the rail curve instead of a stop
|
||||
@export_range(0, 64, 1, "or_greater") var train_start_stop_index: int = 1 #Stop index used for the train start when random start is disabled
|
||||
|
||||
#Snow settings
|
||||
@@ -145,7 +147,7 @@ extends Resource
|
||||
@export var snow_transaction_time: float = 10.0 #Seconds for snow shader to fully transition in/out
|
||||
@export var snow_fade_time: float = 5.0 #Seconds for snow particles to fade in/out
|
||||
@export var snow_threshold: float = 0.4 #Normal Y threshold for snow accumulation on surfaces
|
||||
@export var snow_accumulation_speed: float = 0.014 #Accumulation speed: 0.1 -> 10s, 0.05 -> 20s, 0.02 -> 50s, 0.012 -> ~83s
|
||||
@export var snow_accumulation_speed: float = 0.005 #Accumulation speed: 0.005 -> ~200s, 0.01 -> 100s, 0.02 -> 50s
|
||||
@export var snow_melt_speed: float = 0.05 #Speed at which accumulated snow melts away
|
||||
@export var show_snow_accumulation_volume: bool = true #Enables vertex snow buildup; when false snow only changes surface color
|
||||
@export var snow_max_accumulation: float = 0.25 #Maximum accumulated snow factor applied to coverage and thickness
|
||||
|
||||
29
core/game_menu/arrow_button.gd
Normal file
@@ -0,0 +1,29 @@
|
||||
@tool
|
||||
extends Control
|
||||
|
||||
class_name ArrowButton
|
||||
|
||||
signal on_pressed
|
||||
|
||||
@export var image: Texture:
|
||||
set(value):
|
||||
image = value
|
||||
if is_inside_tree() and has_node("%Texture"):
|
||||
$%Texture.texture = image
|
||||
|
||||
@export var flip_h: bool = false:
|
||||
set(value):
|
||||
flip_h = value
|
||||
if is_inside_tree() and has_node("%Texture"):
|
||||
if $%Texture != null:
|
||||
$%Texture.flip_h = flip_h
|
||||
|
||||
func _ready():
|
||||
if image != null and has_node("%Texture"):
|
||||
$%Texture.texture = image
|
||||
$%Texture.flip_h = flip_h
|
||||
|
||||
|
||||
func _on_gui_input(event: InputEvent) -> void:
|
||||
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
|
||||
on_pressed.emit()
|
||||
1
core/game_menu/arrow_button.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://3uxuhvua1036
|
||||
38
core/game_menu/arrow_button.tscn
Normal file
@@ -0,0 +1,38 @@
|
||||
[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"]
|
||||
[ext_resource type="Script" uid="uid://3uxuhvua1036" path="res://core/game_menu/arrow_button.gd" id="2_xq7pl"]
|
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[ext_resource type="PackedScene" uid="uid://dxun0jk5t0n6" path="res://core/game_menu/hoover_tween.tscn" id="3_hu4cn"]
|
||||
|
||||
[node name="ArrowButton" type="Control" unique_id=1696751730]
|
||||
custom_minimum_size = Vector2(101, 124)
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
pivot_offset = Vector2(0.5, 0.5)
|
||||
script = ExtResource("2_xq7pl")
|
||||
image = ExtResource("1_vbu0v")
|
||||
|
||||
[node name="Texture" type="TextureRect" parent="." unique_id=91599097]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 1
|
||||
anchors_preset = -1
|
||||
anchor_left = 0.47369793
|
||||
anchor_top = 0.4425926
|
||||
anchor_right = 0.5263021
|
||||
anchor_bottom = 0.5574074
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
pivot_offset_ratio = Vector2(0.5, 0.5)
|
||||
mouse_filter = 2
|
||||
texture = ExtResource("1_vbu0v")
|
||||
metadata/_edit_use_anchors_ = true
|
||||
|
||||
[node name="HooverTween" parent="." unique_id=2115829120 node_paths=PackedStringArray("detector_node", "visual_node") instance=ExtResource("3_hu4cn")]
|
||||
detector_node = NodePath("..")
|
||||
visual_node = NodePath("../Texture")
|
||||
|
||||
[connection signal="gui_input" from="." to="." method="_on_gui_input"]
|
||||
BIN
core/game_menu/assets/page_1/chooseyourbiome_text.png
Normal file
|
After Width: | Height: | Size: 19 KiB |
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core/game_menu/assets/page_1/chooseyourbiome_text.png.import
Normal file
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core/game_menu/assets/page_1/chooseyourtrain_text.png
Normal file
|
After Width: | Height: | Size: 19 KiB |
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core/game_menu/assets/page_1/chooseyourtrain_text.png.import
Normal file
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process/channel_remap/green=1
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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||||
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|
||||
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|
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BIN
core/game_menu/assets/page_1/color_dx_biome.png
Normal file
|
After Width: | Height: | Size: 42 KiB |
40
core/game_menu/assets/page_1/color_dx_biome.png.import
Normal file
@@ -0,0 +1,40 @@
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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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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/premult_alpha=false
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process/normal_map_invert_y=false
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detect_3d/compress_to=1
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core/game_menu/assets/page_1/color_main_biome.png
Normal file
|
After Width: | Height: | Size: 117 KiB |
40
core/game_menu/assets/page_1/color_main_biome.png.import
Normal file
@@ -0,0 +1,40 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://dc0sl04wem136"
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[deps]
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core/game_menu/assets/page_1/color_sx_biome.png
Normal file
|
After Width: | Height: | Size: 48 KiB |
40
core/game_menu/assets/page_1/color_sx_biome.png.import
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process/channel_remap/blue=2
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process/premult_alpha=false
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core/game_menu/assets/page_1/customizecolor-1.png
Normal file
|
After Width: | Height: | Size: 147 B |
40
core/game_menu/assets/page_1/customizecolor-1.png.import
Normal file
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core/game_menu/assets/page_1/customizecolor-2.png
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