Add weather presentation and gameplay UI improvements
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parent
db6074ddfa
commit
51fa6535b6
28 changed files with 1067 additions and 61 deletions
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@ -249,6 +249,15 @@ func _validate_environment_presentation() -> void:
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< 0.01
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)
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var day_ambient_energy: float = runtime_environment.ambient_light_energy
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assert(not runtime_environment.fog_enabled)
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assert(is_equal_approx(runtime_environment.fog_sky_affect, 0.35))
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var water_shader: Shader = preload(
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"res://world/materials/stylized_water.gdshader"
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)
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assert("fog_disabled" in water_shader.code)
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assert(is_zero_approx(float(
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SaltWaterMaterial.get_shader_parameter("weather_fog_amount")
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)))
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var day_water_brightness := float(
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SaltWaterMaterial.get_shader_parameter("environment_brightness")
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)
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@ -292,17 +301,24 @@ func _validate_environment_presentation() -> void:
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)
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assert(night_water_tint.get_luminance() < 0.5)
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var night_background_energy := runtime_environment.background_energy_multiplier
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var night_ambient_energy := runtime_environment.ambient_light_energy
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var night_fog_light_energy := runtime_environment.fog_light_energy
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var night_adjustment_brightness := runtime_environment.adjustment_brightness
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var night_adjustment_saturation := runtime_environment.adjustment_saturation
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visuals.apply_weather_immediately(WorldWeatherService.Weather.FOGGY)
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visuals.apply_time_immediately(0.0)
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assert(runtime_environment.fog_enabled)
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assert(float(
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SaltWaterMaterial.get_shader_parameter("weather_fog_amount")
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) > 0.99)
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var foggy_sky_horizon := (
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runtime_sky_material.get_shader_parameter("sky_horizon_color") as Color
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)
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assert(foggy_sky_horizon.is_equal_approx(night_horizon))
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assert(is_zero_approx(runtime_environment.fog_sky_affect))
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assert(is_equal_approx(runtime_environment.fog_sky_affect, 1.0))
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assert(is_zero_approx(runtime_environment.fog_aerial_perspective))
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assert(is_equal_approx(runtime_environment.fog_depth_begin, 3.0))
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assert(is_equal_approx(runtime_environment.fog_depth_end, 28.0))
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assert(is_equal_approx(runtime_environment.fog_depth_end, 18.0))
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assert(is_equal_approx(
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float(SaltWaterMaterial.get_shader_parameter("environment_brightness")),
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night_water_brightness,
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@ -311,6 +327,14 @@ func _validate_environment_presentation() -> void:
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runtime_environment.background_energy_multiplier,
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night_background_energy,
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))
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assert(is_equal_approx(
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runtime_environment.ambient_light_energy,
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night_ambient_energy,
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))
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assert(is_equal_approx(
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runtime_environment.fog_light_energy,
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night_fog_light_energy,
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))
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assert(is_equal_approx(
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runtime_environment.adjustment_brightness,
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night_adjustment_brightness,
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@ -321,6 +345,10 @@ func _validate_environment_presentation() -> void:
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))
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visuals.apply_weather_immediately(WorldWeatherService.Weather.SUNNY)
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visuals.apply_time_immediately(20.0)
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assert(not runtime_environment.fog_enabled)
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assert(is_zero_approx(float(
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SaltWaterMaterial.get_shader_parameter("weather_fog_amount")
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)))
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var dusk_horizon: Color = runtime_sky_material.get_shader_parameter(
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"sky_horizon_color"
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) as Color
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