Files
tgcc/core/daynight/godrays.gd

87 lines
2.9 KiB
GDScript

extends Node3D
@export_group("Animation")
@export var life_time: float = 8.0
@export var fade_in_time: float = 4.0
@export var max_base_alpha: float = 1.0
var _visual_scale: Vector3 = Vector3.ONE
var _visual_rotation_degrees: Vector3 = Vector3.ZERO
var _mesh_base_position: Vector3 = Vector3.ZERO
var _mesh_base_rotation_degrees: Vector3 = Vector3.ZERO
var _mesh_base_scale: Vector3 = Vector3.ONE
@onready var godrays_mesh: MeshInstance3D = $GodRays
func _ready():
_mesh_base_position = godrays_mesh.position
_mesh_base_rotation_degrees = godrays_mesh.rotation_degrees
_mesh_base_scale = godrays_mesh.scale
_apply_visual_transform()
var mat: ShaderMaterial = godrays_mesh.get_active_material(0).duplicate()
godrays_mesh.set_surface_override_material(0, mat)
#set alpha to 0 before first frame to avoid "pop"
mat.set_shader_parameter("base_alpha", 0.0)
orient_to_camera()
animate_godray(mat)
func _process(_delta: float) -> void:
orient_to_camera()
func set_visual_rotation_degrees(value: Vector3) -> void:
_visual_rotation_degrees = value
if is_node_ready():
_apply_visual_transform()
func set_visual_scale(value: Vector3) -> void:
_visual_scale = value
if is_node_ready():
_apply_visual_transform()
func orient_to_camera() -> void:
var current_camera: Camera3D = get_viewport().get_camera_3d()
if current_camera == null or not is_instance_valid(current_camera):
return
var look_direction: Vector3 = current_camera.global_basis.z
if look_direction.is_zero_approx():
return
# Use the camera orientation instead of its position so every godray keeps
# the same diagonal on screen, even when multiple rays are visible together.
look_at(global_position + look_direction, current_camera.global_basis.y, true)
func _apply_visual_transform() -> void:
godrays_mesh.position = _mesh_base_position
godrays_mesh.rotation_degrees = _mesh_base_rotation_degrees + _visual_rotation_degrees
godrays_mesh.scale = Vector3(
_mesh_base_scale.x * _visual_scale.x,
_mesh_base_scale.y * _visual_scale.y,
_mesh_base_scale.z * _visual_scale.z
)
func animate_godray(mat: ShaderMaterial):
var tween_alpha = create_tween()
tween_alpha.tween_property(mat, "shader_parameter/base_alpha", max_base_alpha, fade_in_time).from(0.0)
var tween_intensity = create_tween()
#tween from 1.0 to 2.0
tween_intensity.tween_property(mat, "shader_parameter/intensity_multiplier", 0.2, life_time * 0.3).from(1.0)
#tween to 0.5
tween_intensity.tween_property(mat, "shader_parameter/intensity_multiplier", 0.5, life_time * 0.3)
#tween to 0.0
tween_intensity.tween_property(mat, "shader_parameter/intensity_multiplier", 0.0, life_time * 0.4)
tween_intensity.tween_callback(queue_free)
var tween_edge = create_tween()
tween_edge.tween_property(mat, "shader_parameter/edge_fade_power", 0.5, life_time * 0.5).from(2.0)
tween_edge.tween_property(mat, "shader_parameter/edge_fade_power", 2.0, life_time * 0.5)