Experimenting with noise based world generation
parent
fd2ef11b05
commit
b6e0e659a5
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@ -1,6 +1,6 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://HexShape.gd" type="Script" id=1]
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[ext_resource path="res://addons/gdhexgrid/HexShape.gd" type="Script" id=1]
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[node name="Highlight" type="Polygon2D"]
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color = Color( 1, 1, 1, 0 )
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@ -21,13 +21,13 @@ roughness = 0.0
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[sub_resource type="QuadMesh" id=5]
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size = Vector2( 2, 1 )
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[sub_resource type="ViewportTexture" id=6]
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[sub_resource type="ViewportTexture" id=12]
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viewport_path = NodePath("HexGrid/Highlight/Viewport")
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[sub_resource type="SpatialMaterial" id=7]
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resource_local_to_scene = true
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flags_transparent = true
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albedo_texture = SubResource( 6 )
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albedo_texture = SubResource( 12 )
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[sub_resource type="BoxShape" id=8]
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extents = Vector3( 4, 0.1, 2 )
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@ -0,0 +1,33 @@
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# Patch based world
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Per patch we have:
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- tiles
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- water plane
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- with clickable area
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A world consists of a fixed amount of tiles in x and y direction.
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Patches are used to stream the world in and out.
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# Cross-patch island generation:
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# Shaping under water tiles:
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for each tile of an island:
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- create inside set I:
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- add all island tiles to I
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- for steps i = 0, ..., n:
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- create empty rim sets RI and RN
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- for all tiles in I:
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- for all neighbours of tile:
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- if neighbour not in I -> add tile to RI
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- add tile to I
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- for all tiles in RI:
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- get all neighbours of tile:
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- if neighbour not in I -> add neighbour to RN
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- for all neighbours not in I
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-
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@ -1,20 +1,11 @@
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[gd_scene load_steps=15 format=2]
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[gd_scene load_steps=17 format=2]
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[ext_resource path="res://entities/PlayerEntity.gd" type="Script" id=1]
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[ext_resource path="res://scenes/HexGrid3DTest.gd" type="Script" id=2]
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[ext_resource path="res://scenes/DebugCamera.gd" type="Script" id=3]
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[ext_resource path="res://scenes/NoiseWorld.gd" type="Script" id=4]
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[ext_resource path="res://assets/water_diffuse.png" type="Texture" id=5]
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[ext_resource path="res://components/MovableComponent.tscn" type="PackedScene" id=6]
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[ext_resource path="res://scenes/World.gd" type="Script" id=7]
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[sub_resource type="CapsuleMesh" id=4]
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radius = 0.2
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mid_height = 0.5
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radial_segments = 16
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[sub_resource type="CapsuleShape" id=5]
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radius = 0.25
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height = 0.5
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[sub_resource type="CylinderMesh" id=7]
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top_radius = 0.5
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@ -30,6 +21,7 @@ albedo_color = Color( 1, 1, 1, 0.407843 )
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roughness = 0.0
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[sub_resource type="PlaneMesh" id=1]
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size = Vector2( 1, 1 )
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subdivide_width = 24
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subdivide_depth = 24
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@ -122,10 +114,67 @@ shader_param/texture_scale = Vector2( 8, 8 )
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shader_param/texturemap = ExtResource( 5 )
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[sub_resource type="HeightMapShape" id=6]
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map_width = 1
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map_depth = 1
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map_data = PoolRealArray( 0 )
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[sub_resource type="OpenSimplexNoise" id=11]
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octaves = 1
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period = 101.6
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[sub_resource type="NoiseTexture" id=10]
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flags = 3
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width = 1024
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height = 1024
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seamless = true
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noise = SubResource( 11 )
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[sub_resource type="CapsuleMesh" id=4]
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radius = 0.2
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mid_height = 0.5
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radial_segments = 16
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[sub_resource type="CapsuleShape" id=5]
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radius = 0.25
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height = 0.5
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[node name="HexGrid3DTest" type="Spatial"]
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script = ExtResource( 2 )
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[node name="World" type="Spatial" parent="."]
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script = ExtResource( 4 )
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world_size = 100
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[node name="Scene" type="Spatial" parent="World"]
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[node name="Navigation" type="Spatial" parent="World"]
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[node name="Tiles" type="Spatial" parent="World"]
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[node name="Highlight" type="MeshInstance" parent="World"]
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transform = Transform( -1.62921e-07, 0, 1, 0, 1, 0, -1, 0, -1.62921e-07, 0, 0.2, 0 )
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cast_shadow = 0
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mesh = SubResource( 7 )
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material/0 = SubResource( 8 )
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[node name="Water" type="MeshInstance" parent="World"]
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transform = Transform( 50, 0, 0, 0, 50, 0, 0, 0, 50, 0, 0, 0 )
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cast_shadow = 0
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mesh = SubResource( 1 )
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skeleton = NodePath("../..")
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material/0 = SubResource( 3 )
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[node name="ClckArea" type="Area" parent="World"]
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transform = Transform( 50, 0, 0, 0, 50, 0, 0, 0, 50, 0, 0, 0 )
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[node name="CollisionShape" type="CollisionShape" parent="World/ClckArea"]
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transform = Transform( 2.5, 0, 0, 0, 1, 0, 0, 0, 2.5, 0, 0, 0 )
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shape = SubResource( 6 )
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[node name="Noise" type="Sprite" parent="World"]
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visible = false
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texture = SubResource( 10 )
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[node name="DirectionalLight" type="DirectionalLight" parent="."]
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transform = Transform( 0.83729, 0.174005, 0.518332, -0.54676, 0.266466, 0.793757, 0, -0.948008, 0.318248, 0, 8.03448, 0 )
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shadow_enabled = true
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@ -192,35 +241,6 @@ shape = SubResource( 5 )
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[node name="Movable" parent="Player" instance=ExtResource( 6 )]
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max_speed = 3
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[node name="World" type="Spatial" parent="."]
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script = ExtResource( 7 )
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generate_flag = true
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[node name="Scene" type="Spatial" parent="World"]
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[node name="Navigation" type="Spatial" parent="World"]
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[node name="Tiles" type="Spatial" parent="World"]
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[node name="Highlight" type="MeshInstance" parent="World"]
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transform = Transform( -1.62921e-07, 0, 1, 0, 1, 0, -1, 0, -1.62921e-07, 0, 0.2, 0 )
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cast_shadow = 0
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mesh = SubResource( 7 )
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material/0 = SubResource( 8 )
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[node name="Water" type="MeshInstance" parent="World"]
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transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, -0.1, 0 )
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cast_shadow = 0
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mesh = SubResource( 1 )
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skeleton = NodePath("../..")
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material/0 = SubResource( 3 )
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[node name="ClckArea" type="Area" parent="World"]
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[node name="CollisionShape" type="CollisionShape" parent="World/ClckArea"]
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transform = Transform( 50, 0, 0, 0, 1, 0, 0, 0, 50, 0, 0, 0 )
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shape = SubResource( 6 )
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[connection signal="input_event" from="World/ClckArea" to="World" method="_on_ClckArea_input_event"]
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[connection signal="mouse_entered" from="World/ClckArea" to="World" method="_on_ClckArea_mouse_entered"]
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[connection signal="mouse_exited" from="World/ClckArea" to="World" method="_on_ClckArea_mouse_exited"]
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://addons/gdhexgrid/HexShape.gd" type="Script" id=1]
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[node name="Highlight" type="MeshInstance"]
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script = ExtResource( 1 )
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[node name="Label" type="Label" parent="."]
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visible = false
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margin_left = 5.0
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margin_top = -39.0
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margin_right = 52.0
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margin_bottom = -25.0
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text = "SCREEN"
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="AreaCoords" type="Label" parent="."]
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visible = false
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margin_left = 55.0
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margin_top = -39.0
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margin_right = 105.0
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margin_bottom = -25.0
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text = "SCREEN"
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[node name="Label2" type="Label" parent="."]
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visible = false
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margin_left = 25.0
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margin_top = -19.0
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margin_right = 56.0
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margin_bottom = -5.0
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text = "HEX"
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="HexCoords" type="Label" parent="."]
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margin_left = -26.0
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margin_top = -8.0
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margin_right = 24.0
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margin_bottom = 6.0
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text = "HEX"
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align = 1
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valign = 1
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__meta__ = {
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"_edit_use_anchors_": false
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}
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tool
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extends Spatial
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var GameTile = load("res://utils/GameTile.gd")
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var HexCell = preload("res://addons/gdhexgrid/HexCell.gd")
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onready var HexGrid = preload("res://addons/gdhexgrid/HexGrid.gd").new()
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var IslandGenerator = preload("res://utils/IslandGenerator.gd").new()
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onready var click_area = $ClckArea/CollisionShape
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onready var water = $Water
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onready var highlight = $Highlight
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onready var noise = $Noise
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onready var tiles = $Tiles
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var has_tiles_initialized = false
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var tile_map = {}
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var active_tile = null
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var island_count = 5
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export var world_size = 50 setget do_resize
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export var generate_flag: bool = false setget do_generate
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func _ready():
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assert(get_node("Tiles") != null)
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do_resize(world_size)
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reset()
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generate()
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pass
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func _process(_delta):
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pass
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func do_generate(_flag):
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reset()
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# generate()
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generate_flag = false
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func do_resize(new_size):
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print ("resizing world to size " + str (new_size))
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var water = $Water
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if water == null:
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return
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print ("water node: " + str(water))
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water.transform = Transform.IDENTITY.scaled(Vector3(new_size, new_size, new_size) * 0.5)
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var click_area = $ClckArea
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click_area.transform = water.transform
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world_size = new_size
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return world_size
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func reset():
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var tiles = get_node("Tiles")
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if tiles == null:
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return
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print ("clearing old tiles: " + str(tiles.get_child_count()))
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for tile in tiles.get_children():
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tiles.remove_child(tile)
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tile.queue_free()
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tile_map = {}
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func generate():
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print ("generating world with size " + str(world_size))
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reset()
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generate_base_tiles()
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apply_noise_as_height()
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func apply_noise_as_height():
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var texture : Texture = noise.texture
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yield(texture, "changed")
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var noise = texture.get_data()
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noise.lock()
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var vec1 = Vector2.ONE
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vec1 = vec1 * Vector2(0.5, 0.2)
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for i in range (-world_size / 2, world_size / 2):
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for j in range (-world_size / 2, world_size / 2):
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var coord = Vector2(i,j)
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var tile = tile_map[coord]
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var tex_coord_normalized = (coord / world_size) * 0.5 + Vector2(0.5, 0.5)
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var tex_coord = tex_coord_normalized * texture.get_size()
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# -25 ... 25 -> 0 ... 1
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# (coord / (size * 0.5)) * 0.5 + 0.5: -1 .. 1
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var noise_value = texture.get_data().get_pixelv(tex_coord)
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tile.transform.origin.y = noise_value[0] * 5.0 - 3
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noise.unlock()
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func generate_base_tiles():
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for i in range (-world_size / 2, world_size / 2):
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for j in range (-world_size / 2, world_size / 2):
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var tile = GameTile.new()
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tile.type = GameTile.TileType.Water
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tile.offset_coords = Vector2(i,j)
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add_tile_for_hex(tile)
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func add_tile_for_hex(game_tile):
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var hexgrid = preload("res://addons/gdhexgrid/HexGrid.gd").new()
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var HexTile3D = preload("res://scenes/HexTile3D.tscn")
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var tile = HexTile3D.instance()
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var pos = hexgrid.get_hex_center_from_offset(game_tile.offset_coords)
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var height = -2.0 # if game_tile.type == GameTile.TileType.Sand else 0.1 + rand_range(0.0, 0.05)
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tiles.add_child(tile)
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tile_map[game_tile.offset_coords] = tile
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tile.set_tiletype(game_tile.type)
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tile.transform.origin = Vector3(pos.x, height, pos.y)
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tile.game_tile = game_tile
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return tile
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func _on_ClckArea_input_event(_camera, _event, position, _normal, _shape_idx):
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var hex_at_position = HexGrid.get_hex_at(position)
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var offset_coords = hex_at_position.offset_coords
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var hex_center = HexGrid.get_hex_center_from_offset(offset_coords)
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highlight.transform.origin = Vector3 (hex_center.x, 0.0, hex_center.y)
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var world_tile = null
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if offset_coords in tile_map.keys():
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world_tile = tile_map[offset_coords]
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if active_tile != null and world_tile != active_tile:
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pass
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if active_tile == world_tile:
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return
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if world_tile == null:
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return
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active_tile = world_tile
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func _on_ClckArea_mouse_entered():
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highlight.visible = true
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func _on_ClckArea_mouse_exited():
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highlight.visible = false
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@ -0,0 +1,144 @@
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[gd_scene load_steps=9 format=2]
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[ext_resource path="res://scenes/NoiseWorld.gd" type="Script" id=1]
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[ext_resource path="res://assets/water_diffuse.png" type="Texture" id=2]
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[sub_resource type="CylinderMesh" id=7]
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top_radius = 0.5
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bottom_radius = 0.5
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height = 0.1
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radial_segments = 6
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rings = 1
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[sub_resource type="SpatialMaterial" id=8]
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render_priority = 1
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flags_transparent = true
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albedo_color = Color( 1, 1, 1, 0.407843 )
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roughness = 0.0
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[sub_resource type="PlaneMesh" id=1]
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subdivide_width = 24
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subdivide_depth = 24
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[sub_resource type="Shader" id=2]
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code = "shader_type spatial;
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uniform vec2 amplitude = vec2(0.01, 0.05);
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uniform vec2 frequency = vec2(3.0, 2.5);
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uniform vec2 time_factor = vec2(2.0, 3.0);
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uniform float beer_factor = 100.01;
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uniform float refraction = 0.05;
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uniform sampler2D uv_offset_texture : hint_black;
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uniform vec2 uv_offset_scale = vec2(0.2, 0.2);
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uniform float uv_offset_time_scale = 0.01;
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uniform float uv_offset_amplitude = 0.2;
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uniform sampler2D texturemap : hint_albedo;
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uniform vec2 texture_scale = vec2(8.0, 4.0);
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float height(vec2 pos, float time) {
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return (amplitude.x * sin(pos.x * frequency.x + time * time_factor.x)) + (amplitude.y * sin(pos.y * frequency.y + time * time_factor.y));
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}
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void vertex() {
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VERTEX.y += height(VERTEX.xz, TIME); // sample the height at the location of our vertex
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TANGENT = normalize(vec3(0.0, height(VERTEX.xz + vec2(0.0, 0.2), TIME) - height(VERTEX.xz + vec2(0.0, -0.2), TIME), 0.4));
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BINORMAL = normalize(vec3(0.4, height(VERTEX.xz + vec2(0.2, 0.0), TIME) - height(VERTEX.xz + vec2(-0.2, 0.0), TIME ), 0.0));
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NORMAL = cross(TANGENT, BINORMAL);
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}
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void fragment() {
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vec2 base_uv_offset = UV * uv_offset_scale; // Determine the UV that we use to look up our DuDv
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base_uv_offset += TIME * uv_offset_time_scale;
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vec2 texture_based_offset = texture(uv_offset_texture, base_uv_offset).rg; // Get our offset
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texture_based_offset = texture_based_offset * 2.0 - 1.0; // Convert from 0.0 <=> 1.0 to -1.0 <=> 1.0
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vec2 texture_uv = UV * texture_scale;
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texture_uv += uv_offset_amplitude * texture_based_offset;
|
||||
ALBEDO = texture(texturemap, texture_uv).rgb * 0.5;
|
||||
METALLIC = 0.0;
|
||||
ROUGHNESS = 0.5;
|
||||
//NORMALMAP = texture(normalmap, base_uv_offset).rgb;
|
||||
//NORMALMAP_DEPTH = 0.2;
|
||||
|
||||
if (ALBEDO.r > 0.9 && ALBEDO.g > 0.9 && ALBEDO.b > 0.9) {
|
||||
ALPHA = 0.9;
|
||||
} else {
|
||||
// sample our depth buffer
|
||||
float depth = texture(DEPTH_TEXTURE, SCREEN_UV).r;
|
||||
|
||||
// grab to values
|
||||
//depth = depth * 50.0 - 49.0;
|
||||
|
||||
// unproject depth
|
||||
depth = depth * 2.0 - 1.0;
|
||||
float z = -PROJECTION_MATRIX[3][2] / (depth + PROJECTION_MATRIX[2][2]);
|
||||
// float x = (SCREEN_UV.x * 2.0 - 1.0) * z / PROJECTION_MATRIX[0][0];
|
||||
// float y = (SCREEN_UV.y * 2.0 - 1.0) * z / PROJECTION_MATRIX[1][1];
|
||||
float delta = -(z - VERTEX.z); // z is negative.
|
||||
// delta *= 0.1;
|
||||
|
||||
// beers law
|
||||
float att = exp(-delta * beer_factor);
|
||||
|
||||
ALPHA = clamp(1.0 - att, 0.0, 1.0);
|
||||
}
|
||||
|
||||
vec3 ref_normal = normalize( mix(NORMAL,TANGENT * NORMALMAP.x + BINORMAL * NORMALMAP.y + NORMAL * NORMALMAP.z,NORMALMAP_DEPTH) );
|
||||
vec2 ref_ofs = SCREEN_UV - ref_normal.xy * refraction;
|
||||
EMISSION += textureLod(SCREEN_TEXTURE,ref_ofs,ROUGHNESS * 2.0).rgb * (1.0 - ALPHA);
|
||||
|
||||
ALBEDO *= ALPHA;
|
||||
ALPHA = 1.0;
|
||||
}"
|
||||
|
||||
[sub_resource type="ShaderMaterial" id=3]
|
||||
shader = SubResource( 2 )
|
||||
shader_param/amplitude = Vector2( 0.005, 0.005 )
|
||||
shader_param/frequency = Vector2( 50, 48 )
|
||||
shader_param/time_factor = Vector2( 7, 8 )
|
||||
shader_param/beer_factor = 2.0
|
||||
shader_param/refraction = 0.001
|
||||
shader_param/uv_offset_scale = Vector2( 0.2, 0.2 )
|
||||
shader_param/uv_offset_time_scale = 0.1
|
||||
shader_param/uv_offset_amplitude = 1.2
|
||||
shader_param/texture_scale = Vector2( 8, 8 )
|
||||
shader_param/texturemap = ExtResource( 2 )
|
||||
|
||||
[sub_resource type="HeightMapShape" id=6]
|
||||
|
||||
[node name="World" type="Spatial"]
|
||||
script = ExtResource( 1 )
|
||||
size = Vector2( 20, 3 )
|
||||
|
||||
[node name="Scene" type="Spatial" parent="."]
|
||||
|
||||
[node name="Navigation" type="Spatial" parent="."]
|
||||
|
||||
[node name="Tiles" type="Spatial" parent="."]
|
||||
|
||||
[node name="Highlight" type="MeshInstance" parent="."]
|
||||
transform = Transform( -1.62921e-07, 0, 1, 0, 1, 0, -1, 0, -1.62921e-07, 0, 0.2, 0 )
|
||||
cast_shadow = 0
|
||||
mesh = SubResource( 7 )
|
||||
material/0 = SubResource( 8 )
|
||||
|
||||
[node name="Water" type="MeshInstance" parent="."]
|
||||
transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, -0.1, 0 )
|
||||
cast_shadow = 0
|
||||
mesh = SubResource( 1 )
|
||||
skeleton = NodePath("../..")
|
||||
material/0 = SubResource( 3 )
|
||||
|
||||
[node name="ClckArea" type="Area" parent="."]
|
||||
|
||||
[node name="CollisionShape" type="CollisionShape" parent="ClckArea"]
|
||||
transform = Transform( 50, 0, 0, 0, 1, 0, 0, 0, 50, 0, 0, 0 )
|
||||
shape = SubResource( 6 )
|
||||
|
||||
[connection signal="input_event" from="ClckArea" to="." method="_on_ClckArea_input_event"]
|
||||
[connection signal="mouse_entered" from="ClckArea" to="." method="_on_ClckArea_mouse_entered"]
|
||||
[connection signal="mouse_exited" from="ClckArea" to="." method="_on_ClckArea_mouse_exited"]
|
|
@ -63,10 +63,10 @@ func generate():
|
|||
))
|
||||
|
||||
mark_sand_tiles()
|
||||
smooth_water_tiles()
|
||||
smooth_water_tiles()
|
||||
smooth_water_tiles()
|
||||
smooth_water_tiles()
|
||||
# smooth_water_tiles()
|
||||
# smooth_water_tiles()
|
||||
# smooth_water_tiles()
|
||||
# smooth_water_tiles()
|
||||
|
||||
|
||||
func generate_base_tiles():
|
|
@ -0,0 +1,144 @@
|
|||
[gd_scene load_steps=9 format=2]
|
||||
|
||||
[ext_resource path="res://scenes/World.gd" type="Script" id=1]
|
||||
[ext_resource path="res://assets/water_diffuse.png" type="Texture" id=2]
|
||||
|
||||
[sub_resource type="CylinderMesh" id=7]
|
||||
top_radius = 0.5
|
||||
bottom_radius = 0.5
|
||||
height = 0.1
|
||||
radial_segments = 6
|
||||
rings = 1
|
||||
|
||||
[sub_resource type="SpatialMaterial" id=8]
|
||||
render_priority = 1
|
||||
flags_transparent = true
|
||||
albedo_color = Color( 1, 1, 1, 0.407843 )
|
||||
roughness = 0.0
|
||||
|
||||
[sub_resource type="PlaneMesh" id=1]
|
||||
subdivide_width = 24
|
||||
subdivide_depth = 24
|
||||
|
||||
[sub_resource type="Shader" id=2]
|
||||
code = "shader_type spatial;
|
||||
|
||||
uniform vec2 amplitude = vec2(0.01, 0.05);
|
||||
uniform vec2 frequency = vec2(3.0, 2.5);
|
||||
uniform vec2 time_factor = vec2(2.0, 3.0);
|
||||
|
||||
uniform float beer_factor = 100.01;
|
||||
uniform float refraction = 0.05;
|
||||
|
||||
uniform sampler2D uv_offset_texture : hint_black;
|
||||
uniform vec2 uv_offset_scale = vec2(0.2, 0.2);
|
||||
uniform float uv_offset_time_scale = 0.01;
|
||||
uniform float uv_offset_amplitude = 0.2;
|
||||
|
||||
uniform sampler2D texturemap : hint_albedo;
|
||||
uniform vec2 texture_scale = vec2(8.0, 4.0);
|
||||
|
||||
float height(vec2 pos, float time) {
|
||||
return (amplitude.x * sin(pos.x * frequency.x + time * time_factor.x)) + (amplitude.y * sin(pos.y * frequency.y + time * time_factor.y));
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
VERTEX.y += height(VERTEX.xz, TIME); // sample the height at the location of our vertex
|
||||
TANGENT = normalize(vec3(0.0, height(VERTEX.xz + vec2(0.0, 0.2), TIME) - height(VERTEX.xz + vec2(0.0, -0.2), TIME), 0.4));
|
||||
BINORMAL = normalize(vec3(0.4, height(VERTEX.xz + vec2(0.2, 0.0), TIME) - height(VERTEX.xz + vec2(-0.2, 0.0), TIME ), 0.0));
|
||||
NORMAL = cross(TANGENT, BINORMAL);
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
vec2 base_uv_offset = UV * uv_offset_scale; // Determine the UV that we use to look up our DuDv
|
||||
base_uv_offset += TIME * uv_offset_time_scale;
|
||||
|
||||
vec2 texture_based_offset = texture(uv_offset_texture, base_uv_offset).rg; // Get our offset
|
||||
texture_based_offset = texture_based_offset * 2.0 - 1.0; // Convert from 0.0 <=> 1.0 to -1.0 <=> 1.0
|
||||
|
||||
vec2 texture_uv = UV * texture_scale;
|
||||
texture_uv += uv_offset_amplitude * texture_based_offset;
|
||||
ALBEDO = texture(texturemap, texture_uv).rgb * 0.5;
|
||||
METALLIC = 0.0;
|
||||
ROUGHNESS = 0.5;
|
||||
//NORMALMAP = texture(normalmap, base_uv_offset).rgb;
|
||||
//NORMALMAP_DEPTH = 0.2;
|
||||
|
||||
if (ALBEDO.r > 0.9 && ALBEDO.g > 0.9 && ALBEDO.b > 0.9) {
|
||||
ALPHA = 0.9;
|
||||
} else {
|
||||
// sample our depth buffer
|
||||
float depth = texture(DEPTH_TEXTURE, SCREEN_UV).r;
|
||||
|
||||
// grab to values
|
||||
//depth = depth * 50.0 - 49.0;
|
||||
|
||||
// unproject depth
|
||||
depth = depth * 2.0 - 1.0;
|
||||
float z = -PROJECTION_MATRIX[3][2] / (depth + PROJECTION_MATRIX[2][2]);
|
||||
// float x = (SCREEN_UV.x * 2.0 - 1.0) * z / PROJECTION_MATRIX[0][0];
|
||||
// float y = (SCREEN_UV.y * 2.0 - 1.0) * z / PROJECTION_MATRIX[1][1];
|
||||
float delta = -(z - VERTEX.z); // z is negative.
|
||||
// delta *= 0.1;
|
||||
|
||||
// beers law
|
||||
float att = exp(-delta * beer_factor);
|
||||
|
||||
ALPHA = clamp(1.0 - att, 0.0, 1.0);
|
||||
}
|
||||
|
||||
vec3 ref_normal = normalize( mix(NORMAL,TANGENT * NORMALMAP.x + BINORMAL * NORMALMAP.y + NORMAL * NORMALMAP.z,NORMALMAP_DEPTH) );
|
||||
vec2 ref_ofs = SCREEN_UV - ref_normal.xy * refraction;
|
||||
EMISSION += textureLod(SCREEN_TEXTURE,ref_ofs,ROUGHNESS * 2.0).rgb * (1.0 - ALPHA);
|
||||
|
||||
ALBEDO *= ALPHA;
|
||||
ALPHA = 1.0;
|
||||
}"
|
||||
|
||||
[sub_resource type="ShaderMaterial" id=3]
|
||||
shader = SubResource( 2 )
|
||||
shader_param/amplitude = Vector2( 0.005, 0.005 )
|
||||
shader_param/frequency = Vector2( 50, 48 )
|
||||
shader_param/time_factor = Vector2( 7, 8 )
|
||||
shader_param/beer_factor = 2.0
|
||||
shader_param/refraction = 0.001
|
||||
shader_param/uv_offset_scale = Vector2( 0.2, 0.2 )
|
||||
shader_param/uv_offset_time_scale = 0.1
|
||||
shader_param/uv_offset_amplitude = 1.2
|
||||
shader_param/texture_scale = Vector2( 8, 8 )
|
||||
shader_param/texturemap = ExtResource( 2 )
|
||||
|
||||
[sub_resource type="HeightMapShape" id=6]
|
||||
|
||||
[node name="World" type="Spatial"]
|
||||
script = ExtResource( 1 )
|
||||
generate_flag = true
|
||||
|
||||
[node name="Scene" type="Spatial" parent="."]
|
||||
|
||||
[node name="Navigation" type="Spatial" parent="."]
|
||||
|
||||
[node name="Tiles" type="Spatial" parent="."]
|
||||
|
||||
[node name="Highlight" type="MeshInstance" parent="."]
|
||||
transform = Transform( -1.62921e-07, 0, 1, 0, 1, 0, -1, 0, -1.62921e-07, 0, 0.2, 0 )
|
||||
cast_shadow = 0
|
||||
mesh = SubResource( 7 )
|
||||
material/0 = SubResource( 8 )
|
||||
|
||||
[node name="Water" type="MeshInstance" parent="."]
|
||||
transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, -0.1, 0 )
|
||||
cast_shadow = 0
|
||||
mesh = SubResource( 1 )
|
||||
skeleton = NodePath("../..")
|
||||
material/0 = SubResource( 3 )
|
||||
|
||||
[node name="ClckArea" type="Area" parent="."]
|
||||
|
||||
[node name="CollisionShape" type="CollisionShape" parent="ClckArea"]
|
||||
transform = Transform( 50, 0, 0, 0, 1, 0, 0, 0, 50, 0, 0, 0 )
|
||||
shape = SubResource( 6 )
|
||||
|
||||
[connection signal="input_event" from="ClckArea" to="." method="_on_ClckArea_input_event"]
|
||||
[connection signal="mouse_entered" from="ClckArea" to="." method="_on_ClckArea_mouse_entered"]
|
||||
[connection signal="mouse_exited" from="ClckArea" to="." method="_on_ClckArea_mouse_exited"]
|
Loading…
Reference in New Issue