improve performance and fix render issues

This commit is contained in:
Nitwel 2024-02-27 16:37:22 +01:00
parent 01397190ee
commit e5206f896b
8 changed files with 37 additions and 13 deletions

3
.vscode/settings.json vendored Normal file
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@ -0,0 +1,3 @@
{
"godotTools.editorPath.godot4": "c:\\Users\\NilsPC\\Desktop\\Godot_v4.2-stable_win64.exe"
}

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@ -186,6 +186,10 @@ func _set_enable_passthrough(p_new_value : bool) -> void:
else:
xr_interface.stop_passthrough()
var modes = xr_interface.get_supported_environment_blend_modes()
if xr_interface.XR_ENV_BLEND_MODE_ALPHA_BLEND in modes:
xr_interface.set_environment_blend_mode(xr_interface.XR_ENV_BLEND_MODE_ALPHA_BLEND)
# Perform WebXR setup
func _setup_for_webxr() -> bool:

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@ -3,25 +3,27 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://hy2f6is7qjyv"
path="res://.godot/imported/canvas.png-aa470cb9edfe91c0a54e6c5fa29d4c26.ctex"
path.s3tc="res://.godot/imported/canvas.png-aa470cb9edfe91c0a54e6c5fa29d4c26.s3tc.ctex"
path.etc2="res://.godot/imported/canvas.png-aa470cb9edfe91c0a54e6c5fa29d4c26.etc2.ctex"
metadata={
"vram_texture": false
"imported_formats": ["s3tc_bptc", "etc2_astc"],
"vram_texture": true
}
[deps]
source_file="res://assets/canvas.png"
dest_files=["res://.godot/imported/canvas.png-aa470cb9edfe91c0a54e6c5fa29d4c26.ctex"]
dest_files=["res://.godot/imported/canvas.png-aa470cb9edfe91c0a54e6c5fa29d4c26.s3tc.ctex", "res://.godot/imported/canvas.png-aa470cb9edfe91c0a54e6c5fa29d4c26.etc2.ctex"]
[params]
compress/mode=0
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
@ -31,4 +33,4 @@ process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
detect_3d/compress_to=0

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@ -113,16 +113,18 @@ transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, -0.15,
[node name="CollisionShape3D" type="CollisionShape3D" parent="ColorWheel"]
shape = SubResource("ConvexPolygonShape3D_k3ob2")
[node name="Sprite3D" type="Sprite3D" parent="ColorWheel"]
transform = Transform3D(0.15, 0, 0, 0, -6.55671e-09, -0.15, 0, 0.15, -6.55671e-09, 0, 0.004, 0)
flip_v = true
pixel_size = 0.001
texture = ExtResource("7_ximu1")
[node name="MeshInstance3D" type="MeshInstance3D" parent="ColorWheel"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.002, 0)
material_override = SubResource("StandardMaterial3D_7p762")
mesh = SubResource("CylinderMesh_c10un")
skeleton = NodePath("../..")
[node name="Decal" type="Decal" parent="ColorWheel/MeshInstance3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.005, 0)
size = Vector3(0.15, 0.001, 0.15)
texture_albedo = ExtResource("7_ximu1")
[node name="Clickable" type="Node" parent="ColorWheel"]
script = ExtResource("8_1sfll")

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@ -12,6 +12,10 @@ func _ready():
EventSystem.on_slow_tick.connect(_slow_tick)
func _slow_tick(_delta):
if player_camera.is_inside_tree() == false:
printerr("Player camera is not inside the tree")
return
ray.target_position = get_parent().to_local(player_camera.global_position)
get_parent().visible = ray.is_colliding() == false

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@ -16,6 +16,7 @@ func _ready():
if OS.get_name() == "Android":
# OS.request_permissions()
environment.environment.sky.set_material(sky_passthrough)
get_viewport().transparent_bg = true
else:
RenderingServer.set_debug_generate_wireframes(true)

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@ -248,7 +248,7 @@ architectures/armeabi-v7a=false
architectures/arm64-v8a=true
architectures/x86=false
architectures/x86_64=false
version/code=10
version/code=11
version/name="v0.3.1"
package/unique_name="de.nitwel.$genname"
package/name="Immersive Home"

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@ -25,6 +25,10 @@ EventSystem="*res://lib/globals/event_system.gd"
Store="*res://lib/globals/main_store.gd"
House="*res://lib/globals/house_body.gd"
[display]
window/vsync/vsync_mode=0
[editor_plugins]
enabled=PackedStringArray("res://addons/godot-xr-tools/plugin.cfg", "res://addons/godotopenxrvendors/plugin.cfg")
@ -59,13 +63,17 @@ common/physics_ticks_per_second=30
[rendering]
renderer/rendering_method="mobile"
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
textures/vram_compression/import_etc2_astc=true
lights_and_shadows/directional_shadow/soft_shadow_filter_quality=4
lights_and_shadows/directional_shadow/soft_shadow_filter_quality.mobile=4
viewport/transparent_background=true
[xr]
openxr/enabled=true
openxr/foveation_level=1
openxr/foveation_dynamic=true
openxr/startup_alert=false
shaders/enabled=true