Merge pull request #101 from Nitwel/performance
Performance improvements and Rendering engine change
This commit is contained in:
commit
ec82c8c303
3
.vscode/settings.json
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3
.vscode/settings.json
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@ -0,0 +1,3 @@
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{
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"godotTools.editorPath.godot4": "c:\\Users\\NilsPC\\Desktop\\Godot_v4.2-stable_win64.exe"
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}
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@ -186,6 +186,10 @@ func _set_enable_passthrough(p_new_value : bool) -> void:
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else:
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xr_interface.stop_passthrough()
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var modes = xr_interface.get_supported_environment_blend_modes()
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if xr_interface.XR_ENV_BLEND_MODE_ALPHA_BLEND in modes:
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xr_interface.set_environment_blend_mode(xr_interface.XR_ENV_BLEND_MODE_ALPHA_BLEND)
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# Perform WebXR setup
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func _setup_for_webxr() -> bool:
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@ -3,25 +3,27 @@
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://hy2f6is7qjyv"
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path="res://.godot/imported/canvas.png-aa470cb9edfe91c0a54e6c5fa29d4c26.ctex"
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path.s3tc="res://.godot/imported/canvas.png-aa470cb9edfe91c0a54e6c5fa29d4c26.s3tc.ctex"
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path.etc2="res://.godot/imported/canvas.png-aa470cb9edfe91c0a54e6c5fa29d4c26.etc2.ctex"
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metadata={
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"vram_texture": false
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"imported_formats": ["s3tc_bptc", "etc2_astc"],
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"vram_texture": true
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}
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[deps]
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source_file="res://assets/canvas.png"
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dest_files=["res://.godot/imported/canvas.png-aa470cb9edfe91c0a54e6c5fa29d4c26.ctex"]
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dest_files=["res://.godot/imported/canvas.png-aa470cb9edfe91c0a54e6c5fa29d4c26.s3tc.ctex", "res://.godot/imported/canvas.png-aa470cb9edfe91c0a54e6c5fa29d4c26.etc2.ctex"]
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[params]
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compress/mode=0
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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@ -31,4 +33,4 @@ process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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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,
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[node name="CollisionShape3D" type="CollisionShape3D" parent="ColorWheel"]
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shape = SubResource("ConvexPolygonShape3D_k3ob2")
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[node name="Sprite3D" type="Sprite3D" parent="ColorWheel"]
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transform = Transform3D(0.15, 0, 0, 0, -6.55671e-09, -0.15, 0, 0.15, -6.55671e-09, 0, 0.004, 0)
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flip_v = true
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pixel_size = 0.001
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texture = ExtResource("7_ximu1")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="ColorWheel"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.002, 0)
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material_override = SubResource("StandardMaterial3D_7p762")
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mesh = SubResource("CylinderMesh_c10un")
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skeleton = NodePath("../..")
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[node name="Decal" type="Decal" parent="ColorWheel/MeshInstance3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.005, 0)
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size = Vector3(0.15, 0.001, 0.15)
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texture_albedo = ExtResource("7_ximu1")
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[node name="Clickable" type="Node" parent="ColorWheel"]
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script = ExtResource("8_1sfll")
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@ -9,7 +9,13 @@ func _ready():
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ray.set_collision_mask_value(5, true)
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get_parent().add_child.call_deferred(ray)
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func _process(_delta):
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EventSystem.on_slow_tick.connect(_slow_tick)
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func _slow_tick(_delta):
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if player_camera.is_inside_tree() == false:
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printerr("Player camera is not inside the tree")
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return
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ray.target_position = get_parent().to_local(player_camera.global_position)
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get_parent().visible = ray.is_colliding() == false
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@ -16,6 +16,7 @@ func _ready():
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if OS.get_name() == "Android":
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# OS.request_permissions()
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environment.environment.sky.set_material(sky_passthrough)
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get_viewport().transparent_bg = true
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else:
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RenderingServer.set_debug_generate_wireframes(true)
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@ -6,6 +6,7 @@ const RoomType = preload("./room/room.gd")
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@onready var levels = $Levels
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@onready var collision_shape = $Levels/CollisionShape3D
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@onready var align_reference = $AlignReference
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@onready var animate_timer = $AnimateTimer
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var fixing_reference: bool = false
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var editing_room: RoomType = null
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@ -22,6 +23,8 @@ func _ready():
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)
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func _physics_process(delta):
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if animate_timer.is_stopped() == false:
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levels.scale.x = lerp(levels.scale.x, target_size, 10.0 * delta)
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levels.scale.y = lerp(levels.scale.y, target_size, 10.0 * delta)
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levels.scale.z = lerp(levels.scale.z, target_size, 10.0 * delta)
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@ -210,6 +213,7 @@ func update_mini_view():
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levels.position = Vector3(0, 0, 0)
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target_size = 0.1 if mini_view else 1.0
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animate_timer.start()
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for room in get_rooms(0):
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room.state_machine.change_to("Mini" if mini_view else "View")
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@ -25,3 +25,6 @@ lock_rotation = true
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[node name="AlignReference" parent="." instance=ExtResource("3_e1tcn")]
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visible = false
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disabled = true
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[node name="AnimateTimer" type="Timer" parent="."]
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one_shot = true
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@ -1,8 +1,7 @@
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[gd_scene load_steps=10 format=3 uid="uid://bswgmclohuqui"]
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[gd_scene load_steps=9 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/walls.tres" id="3_al1ev"]
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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/mini.gd" id="6_g4qca"]
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[ext_resource type="Script" path="res://content/system/house/room/states/view.gd" id="6_g066t"]
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@ -27,10 +26,8 @@ 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_al1ev")
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[node name="CeilingMesh" type="MeshInstance3D" parent="."]
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material_override = ExtResource("3_al1ev")
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[node name="WallCollisions" type="Node3D" parent="."]
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@ -6,7 +6,7 @@ const walls_material = preload("../walls.tres")
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func _on_enter():
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room.wall_mesh.visible = true
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room.ceiling_mesh.visible = true
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room.ceiling_mesh.visible = false
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room.wall_mesh.material_override = walls_mini_material
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room.room_ceiling.get_node("CollisionShape3D").disabled = true
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room.room_floor.get_node("CollisionShape3D").disabled = true
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@ -9,8 +9,8 @@ func _on_enter():
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if room_store == null || room_store.corners.size() < 3:
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return
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room.wall_mesh.visible = true
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room.ceiling_mesh.visible = true
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room.wall_mesh.visible = false
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room.ceiling_mesh.visible = false
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room.wall_mesh.mesh = Room.generate_wall_mesh(room_store)
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@ -38,12 +38,7 @@ func _on_enter():
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static_body.add_child(collision)
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room.wall_collisions.add_child(static_body)
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room.wall_mesh.visible = true
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func _on_leave():
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room.wall_mesh.visible = false
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room.ceiling_mesh.visible = false
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room.room_ceiling.get_node("CollisionShape3D").disabled = true
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room.room_floor.get_node("CollisionShape3D").disabled = true
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@ -248,7 +248,7 @@ architectures/armeabi-v7a=false
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architectures/arm64-v8a=true
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architectures/x86=false
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architectures/x86_64=false
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version/code=10
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version/code=11
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version/name="v0.3.1"
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package/unique_name="de.nitwel.$genname"
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package/name="Immersive Home"
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@ -2,6 +2,7 @@ extends Node
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const FN_PREFIX = "_on_"
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const SIGNAL_PREFIX = "on_"
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const SLOW_TICK = 0.1
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# Interaction Events
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signal on_click(event: EventPointer)
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@ -30,6 +31,15 @@ signal on_touch_leave(event: EventTouch)
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signal on_notify(event: EventNotify)
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signal on_slow_tick(delta: float)
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var _slow_tick: float = 0.0
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func _physics_process(delta):
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_slow_tick += delta
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if _slow_tick >= SLOW_TICK:
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on_slow_tick.emit(_slow_tick)
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_slow_tick -= SLOW_TICK
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var _active_node: Node = null
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func emit(type: String, event: Event):
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@ -25,6 +25,10 @@ EventSystem="*res://lib/globals/event_system.gd"
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Store="*res://lib/globals/main_store.gd"
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House="*res://lib/globals/house_body.gd"
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[display]
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window/vsync/vsync_mode=0
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[editor_plugins]
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enabled=PackedStringArray("res://addons/godot-xr-tools/plugin.cfg", "res://addons/godotopenxrvendors/plugin.cfg")
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@ -53,15 +57,23 @@ theme/custom_font="res://assets/fonts/ui_font_500.tres"
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3d_physics/layer_4="physics"
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3d_physics/layer_5="room"
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[physics]
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common/physics_ticks_per_second=30
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[rendering]
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renderer/rendering_method="mobile"
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renderer/rendering_method="gl_compatibility"
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renderer/rendering_method.mobile="gl_compatibility"
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textures/vram_compression/import_etc2_astc=true
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lights_and_shadows/directional_shadow/soft_shadow_filter_quality=4
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lights_and_shadows/directional_shadow/soft_shadow_filter_quality.mobile=4
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viewport/transparent_background=true
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[xr]
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openxr/enabled=true
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openxr/foveation_level=1
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openxr/foveation_dynamic=true
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openxr/startup_alert=false
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shaders/enabled=true
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