Add weather presentation and gameplay UI improvements

This commit is contained in:
Alexander Sellite 2026-08-13 01:31:05 -04:00
parent db6074ddfa
commit 51fa6535b6
28 changed files with 1067 additions and 61 deletions

View file

@ -9,12 +9,21 @@ const RAIN_PARTICLE_AMOUNT: int = 560
const RAIN_VELOCITY_MIN: float = 16.0
const RAIN_VELOCITY_MAX: float = 20.0
const RAIN_DROP_SIZE := Vector3(0.014, 0.34, 0.014)
const FOG_DAYLIGHT_SCENE_BRIGHTNESS: float = 0.42
const FOG_DAYLIGHT_FOG_LIGHT_BRIGHTNESS: float = 0.42
const FOG_DAYLIGHT_WATER_BRIGHTNESS: float = 0.42
const FOG_DAYLIGHT_POST_BRIGHTNESS: float = 0.50
const RAIN_DAYLIGHT_POST_BRIGHTNESS: float = 0.52
const WATER_FOG_COLOR := Color(0.025, 0.038, 0.045)
const SALT_WATER_MATERIAL: ShaderMaterial = preload(
"res://world/materials/stylized_water.tres"
)
const FRESH_WATER_MATERIAL: ShaderMaterial = preload(
"res://world/materials/stylized_water_fresh.tres"
)
const LocalStormCloudLayerType = preload(
"res://world/environment/local_storm_cloud_layer.gd"
)
const DAY_SKY_TOP := Color(0.204, 0.498, 0.643)
const DAY_SKY_HORIZON := Color(0.663, 0.843, 0.847)
@ -44,15 +53,27 @@ const WARM_SUN := Color(1.0, 0.58, 0.30)
const WARM_WATER_TINT := Color(0.78, 0.62, 0.58)
const WARM_SUN_DISC := Color(1.0, 0.45, 0.16)
const MOON_DISC := Color(0.78, 0.88, 1.0)
const DAY_CLOUD_LIGHT := Color(0.70, 0.76, 0.77)
const DAY_CLOUD_SHADOW := Color(0.31, 0.38, 0.40)
const NIGHT_CLOUD_LIGHT := Color(0.18, 0.22, 0.30)
const NIGHT_CLOUD_SHADOW := Color(0.06, 0.09, 0.14)
const WARM_CLOUD_LIGHT := Color(0.76, 0.55, 0.45)
const WARM_CLOUD_SHADOW := Color(0.31, 0.23, 0.24)
const STORM_CLOUD_SHADOW := Color(0.08, 0.12, 0.14)
const DAY_LOWER_CLOUD := Color(0.22, 0.25, 0.26)
const NIGHT_LOWER_CLOUD := Color(0.08, 0.10, 0.14)
const WARM_LOWER_CLOUD := Color(0.22, 0.16, 0.16)
var _time_service: WorldTimeService
var _weather_service: WorldWeatherService
var _world_environment: WorldEnvironment
var _sun: DirectionalLight3D
var _rain_target: Node3D
var _rain_camera_provider: Callable
var _environment: Environment
var _sky_material: ShaderMaterial
var _rain: GPUParticles3D
var _storm_clouds: LocalStormCloudLayer
var _elapsed: float = 0.0
var _weather_from: WorldWeatherService.Weather = (
WorldWeatherService.Weather.SUNNY
@ -69,16 +90,19 @@ func setup(
sun: DirectionalLight3D,
weather_service: WorldWeatherService = null,
rain_target: Node3D = null,
rain_camera_provider: Callable = Callable(),
) -> void:
_time_service = time_service
_weather_service = weather_service
_world_environment = world_environment
_sun = sun
_rain_target = rain_target
_rain_camera_provider = rain_camera_provider
if not _prepare_runtime_environment():
set_process(false)
return
_prepare_rain()
_prepare_storm_clouds()
if _weather_service != null:
_weather_from = _weather_service.get_weather()
_weather_to = _weather_from
@ -184,6 +208,13 @@ func _prepare_rain() -> void:
_update_rain_position()
func _prepare_storm_clouds() -> void:
_storm_clouds = LocalStormCloudLayerType.new()
_storm_clouds.name = "LocalStormClouds"
add_child(_storm_clouds)
_storm_clouds.setup(_rain_target)
func _apply_time(time_hours: float) -> void:
if _environment == null or _sky_material == null or _sun == null:
return
@ -220,6 +251,19 @@ func _apply_time(time_hours: float) -> void:
var fog_color: Color = _blended_color(
NIGHT_FOG, DAY_FOG, WARM_FOG, daylight, warmth
)
var fog_daylight_amount: float = (
daylight * _weather_value(0.0, 0.0, 0.0, 1.0)
)
var rain_daylight_amount: float = (
daylight * _weather_value(0.0, 0.0, 1.0, 0.0)
)
var weather_fog_amount: float = _weather_value(0.0, 0.0, 1.0, 1.0)
_environment.fog_enabled = weather_fog_amount > 0.001
var fog_scene_brightness: float = lerpf(
1.0,
FOG_DAYLIGHT_SCENE_BRIGHTNESS,
fog_daylight_amount,
)
_sky_material.set_shader_parameter(
"sky_top_color", sky_top
)
@ -235,24 +279,34 @@ func _apply_time(time_hours: float) -> void:
"ground_horizon_color",
ground_horizon,
)
_apply_sky_clouds(daylight, warmth)
_environment.background_energy_multiplier = (
lerpf(0.52, 0.85, daylight)
* _weather_value(1.0, 0.82, 0.66, 1.0)
* fog_scene_brightness
)
_environment.ambient_light_color = ambient
_environment.ambient_light_energy = (
lerpf(0.66, 1.08, daylight)
* _weather_value(1.0, 0.88, 0.76, 0.82)
* _weather_value(1.0, 0.88, 0.76, 1.0)
* fog_scene_brightness
)
_environment.fog_light_color = fog_color
_environment.fog_light_energy = (
lerpf(0.56, 0.82, daylight)
* _weather_value(1.0, 0.92, 0.82, 1.05)
* _weather_value(1.0, 0.92, 0.82, 1.0)
* lerpf(
1.0,
FOG_DAYLIGHT_FOG_LIGHT_BRIGHTNESS,
fog_daylight_amount,
)
)
_environment.fog_aerial_perspective = _weather_value(
0.35, 0.48, 0.62, 0.92
0.35, 0.48, 0.62, 0.0
)
_environment.fog_sky_affect = _weather_value(
0.35, 0.48, 0.68, 1.0
)
_environment.fog_sky_affect = 0.0
_environment.fog_depth_curve = _weather_value(
1.6, 1.5, 1.4, 1.18
)
@ -260,12 +314,22 @@ func _apply_time(time_hours: float) -> void:
42.0, 32.0, 20.0, 3.0
)
_environment.fog_depth_end = _weather_value(
170.0, 140.0, 95.0, 28.0
170.0, 140.0, 95.0, 18.0
)
_apply_water_environment(daylight, warmth)
_apply_water_environment(daylight, warmth, weather_fog_amount)
_environment.adjustment_brightness = (
lerpf(0.93, 0.98, daylight)
* _weather_value(1.0, 0.97, 0.92, 1.0)
* lerpf(
1.0,
FOG_DAYLIGHT_POST_BRIGHTNESS,
fog_daylight_amount,
)
* lerpf(
1.0,
RAIN_DAYLIGHT_POST_BRIGHTNESS,
rain_daylight_amount,
)
)
_environment.adjustment_saturation = (
lerpf(0.82, 0.91, daylight)
@ -299,7 +363,7 @@ func _apply_time(time_hours: float) -> void:
)
_sun.light_energy = (
lerpf(0.0, 0.10, daylight)
* _weather_value(1.0, 0.55, 0.25, 0.35)
* _weather_value(1.0, 0.55, 0.25, 0.30)
)
_update_rain_amount()
@ -307,6 +371,7 @@ func _apply_time(time_hours: float) -> void:
func _apply_water_environment(
daylight: float,
warmth: float,
weather_fog_amount: float,
) -> void:
var water_tint := _blended_color(
NIGHT_WATER_TINT,
@ -318,6 +383,11 @@ func _apply_water_environment(
var water_brightness := (
lerpf(0.34, 1.0, daylight)
* _weather_value(1.0, 0.90, 0.78, 1.0)
* lerpf(
1.0,
FOG_DAYLIGHT_WATER_BRIGHTNESS,
daylight * _weather_value(0.0, 0.0, 0.0, 1.0),
)
)
for material: ShaderMaterial in [
SALT_WATER_MATERIAL,
@ -328,6 +398,68 @@ func _apply_water_environment(
"environment_brightness",
water_brightness,
)
material.set_shader_parameter("weather_fog_color", WATER_FOG_COLOR)
material.set_shader_parameter(
"weather_fog_amount",
weather_fog_amount,
)
material.set_shader_parameter(
"weather_fog_begin",
_weather_value(42.0, 32.0, 20.0, 3.0),
)
material.set_shader_parameter(
"weather_fog_end",
_weather_value(170.0, 140.0, 95.0, 18.0),
)
material.set_shader_parameter(
"weather_fog_curve",
_weather_value(1.6, 1.5, 1.4, 1.18),
)
func _apply_sky_clouds(daylight: float, warmth: float) -> void:
var cloud_light := _blended_color(
NIGHT_CLOUD_LIGHT,
DAY_CLOUD_LIGHT,
WARM_CLOUD_LIGHT,
daylight,
warmth,
)
var cloud_shadow := _blended_color(
NIGHT_CLOUD_SHADOW,
DAY_CLOUD_SHADOW,
WARM_CLOUD_SHADOW,
daylight,
warmth,
)
var storm_amount: float = _weather_value(0.0, 0.18, 0.55, 0.0)
cloud_light = cloud_light.lerp(cloud_shadow, storm_amount * 0.35)
cloud_shadow = cloud_shadow.lerp(
STORM_CLOUD_SHADOW,
storm_amount * 0.10,
)
var lower_cloud_color := _blended_color(
NIGHT_LOWER_CLOUD,
DAY_LOWER_CLOUD,
WARM_LOWER_CLOUD,
daylight,
warmth,
)
_sky_material.set_shader_parameter(
"cloud_coverage",
_weather_value(0.0, 0.58, 0.985, 0.0),
)
_sky_material.set_shader_parameter(
"cloud_opacity",
_weather_value(0.0, 0.76, 1.0, 0.0),
)
_sky_material.set_shader_parameter("cloud_light_color", cloud_light)
_sky_material.set_shader_parameter("cloud_shadow_color", cloud_shadow)
if _storm_clouds != null:
_storm_clouds.set_storm_amount(
_weather_value(0.0, 0.0, 1.0, 0.0),
lower_cloud_color,
)
func _on_weather_changed(
@ -382,7 +514,14 @@ func _update_rain_amount() -> void:
func _update_rain_position() -> void:
if _rain == null or _rain_target == null:
return
_rain.global_position = _rain_target.global_position + RAIN_EMITTER_OFFSET
var anchor_position: Vector3 = _rain_target.global_position
if _rain_camera_provider.is_valid():
var camera_candidate: Variant = _rain_camera_provider.call()
if camera_candidate is Camera3D:
var active_camera := camera_candidate as Camera3D
if is_instance_valid(active_camera):
anchor_position = active_camera.global_position
_rain.global_position = anchor_position + RAIN_EMITTER_OFFSET
func _daylight_amount(hour: float) -> float: