add ambient occlusion shader to mini view
This commit is contained in:
parent
c0cd7c01df
commit
a2e423ece9
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@ -1,5 +1,7 @@
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extends Node3D
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const RoomMaterial = preload ("res://content/system/house/room/room_next.tres")
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const Room = preload ("./room/room.tscn")
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const RoomType = preload ("./room/room.gd")
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const Doors = preload ("./doors/doors.gd")
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@ -213,6 +215,7 @@ func fix_reference():
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align_reference.disabled = false
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align_reference.visible = true
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align_reference.update_initial_positions()
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RoomMaterial.set_shader_parameter("show_border", true)
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func save_reference():
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if fixing_reference:
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@ -235,6 +238,7 @@ func save_reference():
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align_reference.update_initial_positions()
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Store.house.save_local()
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RoomMaterial.set_shader_parameter("show_border", false)
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func save_all_entities():
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Store.house.state.entities.clear()
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@ -21,6 +21,8 @@ var editable: bool = false:
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update()
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var _show_border: bool = false
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func _ready():
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Update.props(self, ["editable"])
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6
app/content/system/house/room/room.gdshader
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6
app/content/system/house/room/room.gdshader
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@ -0,0 +1,6 @@
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shader_type spatial;
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render_mode blend_sub, depth_draw_always, cull_disabled, diffuse_burley, specular_schlick_ggx, unshaded;
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void fragment() {
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ALBEDO = vec3(1.0);
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}
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@ -1,14 +1,24 @@
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[gd_scene load_steps=9 format=3 uid="uid://bswgmclohuqui"]
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[gd_scene load_steps=12 format=3 uid="uid://bswgmclohuqui"]
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[ext_resource type="Script" path="res://content/system/house/room/room.gd" id="1_fccq0"]
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[ext_resource type="Script" path="res://content/functions/clickable.gd" id="1_ugebq"]
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[ext_resource type="Material" uid="uid://bbx6fv7jq50tr" path="res://content/system/house/room/wall.tres" id="3_w4vos"]
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[ext_resource type="Material" uid="uid://xehjkoeofqc" path="res://content/system/house/room/room_next.tres" id="3_4q8ik"]
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[ext_resource type="Shader" path="res://content/system/house/room/room.gdshader" id="3_lwge0"]
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[ext_resource type="Script" path="res://lib/utils/state_machine/state_machine.gd" id="4_nbbo6"]
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[ext_resource type="Script" path="res://content/system/house/room/states/view.gd" id="6_g066t"]
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[ext_resource type="Script" path="res://content/system/house/room/states/edit.gd" id="7_ap14h"]
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[sub_resource type="WorldBoundaryShape3D" id="WorldBoundaryShape3D_08sv0"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_rqpss"]
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render_priority = -100
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next_pass = ExtResource("3_4q8ik")
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shader = ExtResource("3_lwge0")
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_1hn7n"]
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render_priority = -100
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shader = ExtResource("3_lwge0")
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[sub_resource type="WorldBoundaryShape3D" id="WorldBoundaryShape3D_ap613"]
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plane = Plane(0, -1, 0, 0)
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@ -26,10 +36,10 @@ shape = SubResource("WorldBoundaryShape3D_08sv0")
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script = ExtResource("1_ugebq")
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[node name="WallMesh" type="MeshInstance3D" parent="."]
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material_override = ExtResource("3_w4vos")
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material_override = SubResource("ShaderMaterial_rqpss")
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[node name="CeilingMesh" type="MeshInstance3D" parent="."]
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material_override = ExtResource("3_w4vos")
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material_override = SubResource("ShaderMaterial_1hn7n")
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[node name="WallCollision" type="StaticBody3D" parent="."]
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collision_layer = 24
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37
app/content/system/house/room/room_next.gdshader
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37
app/content/system/house/room/room_next.gdshader
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@ -0,0 +1,37 @@
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shader_type spatial;
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render_mode blend_add,depth_draw_always, cull_disabled, diffuse_burley, specular_schlick_ggx, unshaded;
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uniform vec3 border_color: source_color = vec3(0.0);
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uniform bool show_border = false;
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varying vec2 aspect_ratio;
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void vertex() {
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aspect_ratio = CUSTOM0.rg;
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}
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void fragment() {
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ALBEDO = border_color;
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ALPHA = 0.0;
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vec2 pos = vec2(UV.x * aspect_ratio.x, UV.y * aspect_ratio.y);
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float border = 0.05;
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if( show_border ) {
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if (pos.x <= border) {
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ALPHA = mix(ALPHA, 1.0, 1.0 - pos.x / border);
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}
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if (pos.x >= aspect_ratio.x - border) {
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ALPHA = mix(ALPHA, 1.0, (pos.x - (aspect_ratio.x - border)) / border);
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}
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if (pos.y <= border) {
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ALPHA = mix(ALPHA, 1.0, 1.0 - pos.y / border);
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}
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if (pos.y >= aspect_ratio.y - border) {
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ALPHA = mix(ALPHA, 1.0, (pos.y - (aspect_ratio.y - border)) / border);
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}
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}
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}
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9
app/content/system/house/room/room_next.tres
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9
app/content/system/house/room/room_next.tres
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[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://xehjkoeofqc"]
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[ext_resource type="Shader" path="res://content/system/house/room/room_next.gdshader" id="1_hwtkw"]
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[resource]
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render_priority = -99
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shader = ExtResource("1_hwtkw")
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shader_parameter/border_color = Color(0, 0, 0.564706, 1)
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shader_parameter/show_border = false
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@ -1,8 +0,0 @@
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[gd_resource type="StandardMaterial3D" format=3 uid="uid://bbx6fv7jq50tr"]
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[resource]
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render_priority = -100
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blend_mode = 2
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cull_mode = 2
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depth_draw_mode = 1
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shading_mode = 0
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@ -1,14 +1,7 @@
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[gd_resource type="ShaderMaterial" load_steps=3 format=3 uid="uid://bcfcough6ucvc"]
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[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://bcfcough6ucvc"]
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[ext_resource type="Shader" path="res://content/system/miniature/mini_wall_shader.gdshader" id="1_sbr3e"]
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[ext_resource type="Texture2D" uid="uid://bbuq4wn7e5o2q" path="res://content/system/miniature/temp_gradient.tres" id="2_3lwi8"]
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[resource]
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render_priority = 0
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shader = ExtResource("1_sbr3e")
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shader_parameter/data = PackedFloat32Array()
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shader_parameter/data_size = 0
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shader_parameter/alpha = 1.0
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shader_parameter/roughness = 0.15
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shader_parameter/edge_color = Color(0, 0, 0, 1)
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shader_parameter/color_gradient = ExtResource("2_3lwi8")
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@ -1,15 +1,16 @@
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shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx, shadows_disabled;
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render_mode blend_mix, cull_back, diffuse_burley, specular_schlick_ggx;
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uniform vec4 data[100];
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uniform int data_size: hint_range(0, 100, 1);
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uniform float alpha: hint_range(0.0, 1.0, 0.1) = 0.3;
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uniform sampler2D color_gradient;
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uniform float roughness : hint_range(0.0, 1.0) = 0.15;
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uniform float roughness : hint_range(0.0, 1.0) = 0.85;
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uniform vec4 edge_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
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varying vec3 color;
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varying vec2 aspect_ratio;
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float simple_weight(int index, vec3 world_pos, float p) {
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return 1.0 / pow(distance(data[index].xyz, world_pos), p);
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@ -20,14 +21,9 @@ float sphere_weight(int index, vec3 world_pos, float r) {
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return pow(max(0, r - dist) / (r * dist), 2);
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}
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float SchlickFresnel(float u) {
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float m = 1.0 - u;
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float m2 = m * m;
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return m2 * m2 * m;
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}
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void vertex() {
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color = vec3(0.9, 0.9, 0.9);
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aspect_ratio = CUSTOM0.rg;
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if(data_size > 0) {
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float distances[100];
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@ -37,9 +33,6 @@ void vertex() {
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float closest_dist = -1.0;
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int closest_index = 0;
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// Calculate Global Coordinates
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//vec3 world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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closest_dist = distance(data[0].xyz, VERTEX);
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// Inverse distance weighting using Shepard's method
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@ -67,17 +60,26 @@ void vertex() {
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}
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void fragment() {
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ALBEDO = vec3(color.xyz);
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//ALPHA = alpha;
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float VdotN = dot(VIEW, NORMAL);
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float fresnel = clamp(SchlickFresnel(VdotN), 0.0, 1.0);
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// apply glass look
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//float a = mix(0.001, 1.0, ALPHA);
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//ALPHA = mix(fresnel * edge_color.a, 1.0, a);
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//ALBEDO = mix(edge_color.rgb * edge_color.a, ALBEDO, a);
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ROUGHNESS = roughness;
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//SPECULAR = 0.5 * inversesqrt(ALPHA);
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DEPTH = FRAGCOORD.z + 0.0001;
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ALBEDO = vec3(color.xyz);
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vec2 pos = vec2(UV.x * aspect_ratio.x, UV.y * aspect_ratio.y);
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float border = 0.05;
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if (pos.x <= border) {
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ALBEDO = mix(vec3(0.0), ALBEDO, pos.x / border);
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}
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if (pos.x >= aspect_ratio.x - border) {
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ALBEDO = mix(vec3(0.0), ALBEDO, 1.0 - (pos.x - (aspect_ratio.x - border)) / border);
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}
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if (pos.y <= border) {
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ALBEDO = mix(vec3(0.0), ALBEDO, pos.y / border);
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}
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if (pos.y >= aspect_ratio.y - border) {
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ALBEDO = mix(vec3(0.0), ALBEDO, 1.0 - (pos.y - (aspect_ratio.y - border)) / border);
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}
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}
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@ -89,7 +89,7 @@ func _ready():
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tween.set_parallel(true)
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if small.value:
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var aabb=App.house.get_level_aabb(0)
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var aabb=App.house.get_rooms_aabb()
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var height=aabb.size.y
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aabb.position.y=- 0.03
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@ -1,8 +1,9 @@
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[gd_scene load_steps=7 format=3 uid="uid://ds60i5n211hi3"]
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[gd_scene load_steps=9 format=3 uid="uid://ds60i5n211hi3"]
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[ext_resource type="Script" path="res://content/system/miniature/miniature.gd" id="1_b53yn"]
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[ext_resource type="Script" path="res://content/functions/movable.gd" id="2_x7oed"]
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[ext_resource type="Script" path="res://content/system/miniature/entity_select.gd" id="3_tgpny"]
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[ext_resource type="Material" uid="uid://bcfcough6ucvc" path="res://content/system/miniature/mini_wall.tres" id="4_be66c"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_bckw3"]
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@ -15,6 +16,8 @@ albedo_color = Color(0.404, 0.22, 0.627, 0.5)
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radius = 0.3
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height = 1.75
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[sub_resource type="QuadMesh" id="QuadMesh_4asi8"]
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[node name="Miniature" type="Node3D"]
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script = ExtResource("1_b53yn")
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@ -43,3 +46,8 @@ mesh = SubResource("CapsuleMesh_f3avi")
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.757576, 0)
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gizmo_extents = 0.1
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script = ExtResource("3_tgpny")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.92, 0, 0)
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material_override = ExtResource("4_be66c")
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mesh = SubResource("QuadMesh_4asi8")
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@ -42,6 +42,7 @@ static func generate_wall_mesh_with_doors(corners, height, doors):
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var corner = corners[i]
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var next_corner = corners[(i + 1) % corners.size()]
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var width = corner.distance_to(next_corner)
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var forward = Vector3(next_corner.x - corner.x, 0, next_corner.y - corner.y).normalized()
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var points := PackedVector2Array()
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@ -98,11 +99,14 @@ static func generate_wall_mesh_with_doors(corners, height, doors):
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var triangles: PackedInt32Array = cdt.get_all_triangles()
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var points_3d = PackedVector3Array()
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var points_uv = PackedVector2Array()
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for k in range(points.size()):
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points_3d.append(Vector3(corner.x, 0, corner.y) + points[k].x * forward + Vector3(0, points[k].y, 0))
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var point = Vector3(corner.x, 0, corner.y) + points[k].x * forward + Vector3(0, points[k].y, 0)
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points_3d.append(point)
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points_uv.append(Vector2(points[k].x / width, points[k].y / height))
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mesh = _create_mesh_3d(points_3d, triangles, mesh)
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mesh = _create_mesh_3d(points_3d, triangles, points_uv, width, height, mesh)
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return mesh
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@ -144,6 +148,7 @@ static func generate_wall_mesh_with_doors_grid(corners, height, doors, grid:=0.1
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var corner = corners[i]
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var next_corner = corners[(i + 1) % corners.size()]
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var width = corner.distance_to(next_corner)
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var forward = Vector3(next_corner.x - corner.x, 0, next_corner.y - corner.y).normalized()
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var points := PackedVector2Array()
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@ -226,11 +231,13 @@ static func generate_wall_mesh_with_doors_grid(corners, height, doors, grid:=0.1
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var triangles: PackedInt32Array = cdt.get_all_triangles()
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var points_3d = PackedVector3Array()
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var points_uv = PackedVector2Array()
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for k in range(points.size()):
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points_3d.append(Vector3(corner.x, 0, corner.y) + points[k].x * forward + Vector3(0, points[k].y, 0))
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points_uv.append(Vector2(points[k].x / width, points[k].y / height))
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mesh = _create_mesh_3d(points_3d, triangles, mesh)
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mesh = _create_mesh_3d(points_3d, triangles, points_uv, width, height, mesh)
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return mesh
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@ -369,12 +376,15 @@ static func generate_ceiling_mesh_grid(corners, grid: Vector2=Vector2(0.1, 0.1))
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return _create_mesh_2d(points, triangles)
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static func _create_mesh_3d(points: PackedVector3Array, triangles: PackedInt32Array, existing=null):
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static func _create_mesh_3d(points: PackedVector3Array, triangles: PackedInt32Array, points_uv, width: float, height: float, existing=null):
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var st = SurfaceTool.new()
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st.begin(Mesh.PRIMITIVE_TRIANGLES)
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st.set_custom_format(0, SurfaceTool.CUSTOM_RG_FLOAT)
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for i in range(points.size()):
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st.set_uv(points_uv[i])
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st.set_custom(0, Color(width, height, 0, 0))
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st.add_vertex(Vector3(points[i].x, points[i].y, points[i].z))
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for i in range(triangles.size()):
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@ -393,8 +403,11 @@ static func _create_mesh_2d(points: PackedVector2Array, triangles: PackedInt32Ar
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var st = SurfaceTool.new()
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st.begin(Mesh.PRIMITIVE_TRIANGLES)
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st.set_custom_format(0, SurfaceTool.CUSTOM_RG_FLOAT)
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for i in range(points.size()):
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st.set_uv(Vector2(0.5, 0.5))
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st.set_custom(0, Color(1.0, 1.0, 0, 0))
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st.add_vertex(Vector3(points[i].x, 0, points[i].y))
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for i in range(triangles.size()):
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