netfishing/world/world_time_visual_controller.gd

592 lines
17 KiB
GDScript

class_name WorldTimeVisualController
extends Node
const UPDATE_INTERVAL_SECONDS: float = 0.1
const SUN_YAW_DEGREES: float = -32.0
const WEATHER_TRANSITION_SECONDS: float = 10.0
const RAIN_EMITTER_OFFSET := Vector3(0.0, 7.0, 0.0)
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 RAIN_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)
const DAY_GROUND_BOTTOM := Color(0.157, 0.361, 0.439)
const DAY_GROUND_HORIZON := Color(0.549, 0.749, 0.765)
const DAY_AMBIENT := Color(0.82, 0.90, 0.92)
const DAY_FOG := Color(0.549, 0.749, 0.765)
const DAY_SUN := Color(0.88, 0.94, 0.96)
const DAY_SUN_DISC := Color(1.0, 0.86, 0.46)
const NIGHT_SKY_TOP := Color(0.026, 0.050, 0.105)
const NIGHT_SKY_HORIZON := Color(0.10, 0.17, 0.28)
const NIGHT_GROUND_BOTTOM := Color(0.020, 0.040, 0.080)
const NIGHT_GROUND_HORIZON := Color(0.075, 0.135, 0.22)
const NIGHT_AMBIENT := Color(0.28, 0.35, 0.48)
const NIGHT_FOG := Color(0.13, 0.21, 0.32)
const NIGHT_SUN := Color(0.35, 0.44, 0.62)
const NIGHT_WATER_TINT := Color(0.34, 0.48, 0.58)
const WARM_SKY_TOP := Color(0.31, 0.30, 0.42)
const WARM_SKY_HORIZON := Color(0.96, 0.48, 0.22)
const WARM_GROUND_BOTTOM := Color(0.20, 0.14, 0.16)
const WARM_GROUND_HORIZON := Color(0.82, 0.34, 0.18)
const WARM_AMBIENT := Color(0.92, 0.58, 0.40)
const WARM_FOG := Color(0.74, 0.39, 0.27)
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
)
var _weather_to: WorldWeatherService.Weather = (
WorldWeatherService.Weather.SUNNY
)
var _weather_transition: float = 1.0
func setup(
time_service: WorldTimeService,
world_environment: WorldEnvironment,
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
_weather_transition = 1.0
if not _weather_service.weather_changed.is_connected(
_on_weather_changed
):
_weather_service.weather_changed.connect(_on_weather_changed)
set_process(true)
_apply_time(_time_service.get_time_hours())
func _process(delta: float) -> void:
if _time_service == null:
return
_update_rain_position()
if _weather_transition < 1.0:
_weather_transition = minf(
_weather_transition + delta / WEATHER_TRANSITION_SECONDS,
1.0,
)
_elapsed += delta
if _elapsed < UPDATE_INTERVAL_SECONDS:
return
_elapsed = 0.0
_apply_time(_time_service.get_time_hours())
func apply_time_immediately(time_hours: float) -> void:
_apply_time(time_hours)
func apply_weather_immediately(
weather: WorldWeatherService.Weather,
) -> void:
_weather_from = weather
_weather_to = weather
_weather_transition = 1.0
if _time_service != null:
_apply_time(_time_service.get_time_hours())
func _prepare_runtime_environment() -> bool:
if (
_time_service == null
or _world_environment == null
or _world_environment.environment == null
or _sun == null
):
push_error("World time visuals require an environment and sun.")
return false
_environment = _world_environment.environment.duplicate(true) as Environment
if _environment == null or _environment.sky == null:
push_error("World time visuals could not duplicate the world environment.")
return false
var runtime_sky: Sky = _environment.sky.duplicate(true) as Sky
if runtime_sky == null or runtime_sky.sky_material == null:
push_error("World time visuals require a sky material.")
return false
_sky_material = (
runtime_sky.sky_material.duplicate(true) as ShaderMaterial
)
if _sky_material == null:
push_error("World time visuals require the NETfishing sky material.")
return false
runtime_sky.sky_material = _sky_material
_environment.sky = runtime_sky
_world_environment.environment = _environment
return true
func _prepare_rain() -> void:
_rain = GPUParticles3D.new()
_rain.name = "LocalRain"
_rain.amount = RAIN_PARTICLE_AMOUNT
_rain.amount_ratio = 0.0
_rain.lifetime = 1.25
_rain.fixed_fps = 30
_rain.local_coords = false
_rain.visibility_aabb = AABB(
Vector3(-7.0, -9.0, -7.0), Vector3(14.0, 12.0, 14.0)
)
var process_material := ParticleProcessMaterial.new()
process_material.emission_shape = (
ParticleProcessMaterial.EMISSION_SHAPE_BOX
)
process_material.emission_box_extents = Vector3(6.5, 1.0, 6.5)
process_material.direction = Vector3.DOWN
process_material.spread = 5.0
process_material.initial_velocity_min = RAIN_VELOCITY_MIN
process_material.initial_velocity_max = RAIN_VELOCITY_MAX
process_material.gravity = Vector3(0.0, -2.0, 0.0)
_rain.process_material = process_material
var drop_mesh := BoxMesh.new()
drop_mesh.size = RAIN_DROP_SIZE
var drop_material := StandardMaterial3D.new()
drop_material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
drop_material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
drop_material.albedo_color = Color(0.48, 0.78, 0.90, 0.72)
drop_mesh.material = drop_material
_rain.draw_pass_1 = drop_mesh
add_child(_rain)
_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
var hour: float = fposmod(time_hours, WorldTimeService.HOURS_PER_DAY)
var daylight: float = _daylight_amount(hour)
var warmth: float = _transition_warmth(hour)
var sky_top: Color = _blended_color(
NIGHT_SKY_TOP, DAY_SKY_TOP, WARM_SKY_TOP, daylight, warmth
)
var sky_horizon: Color = _blended_color(
NIGHT_SKY_HORIZON,
DAY_SKY_HORIZON,
WARM_SKY_HORIZON,
daylight,
warmth,
)
var ground_bottom: Color = _blended_color(
NIGHT_GROUND_BOTTOM,
DAY_GROUND_BOTTOM,
WARM_GROUND_BOTTOM,
daylight,
warmth,
)
var ground_horizon: Color = _blended_color(
NIGHT_GROUND_HORIZON,
DAY_GROUND_HORIZON,
WARM_GROUND_HORIZON,
daylight,
warmth,
)
var ambient: Color = _blended_color(
NIGHT_AMBIENT, DAY_AMBIENT, WARM_AMBIENT, daylight, warmth
)
var fog_color: Color = _blended_color(
NIGHT_FOG, DAY_FOG, WARM_FOG, daylight, warmth
)
var foggy_fog_amount: float = _weather_value(0.0, 0.0, 0.0, 1.0)
var rain_fog_amount: float = _weather_value(0.0, 0.0, 1.0, 0.0)
var fog_daylight_amount: float = daylight * foggy_fog_amount
var rain_daylight_amount: float = daylight * rain_fog_amount
var weather_fog_amount: float = minf(
rain_fog_amount + foggy_fog_amount,
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
)
_sky_material.set_shader_parameter(
"sky_horizon_color",
sky_horizon,
)
_sky_material.set_shader_parameter(
"ground_bottom_color",
ground_bottom,
)
_sky_material.set_shader_parameter(
"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, 1.0)
* fog_scene_brightness
)
_environment.fog_light_color = fog_color
var fog_light_energy := (
lerpf(0.56, 0.82, daylight)
* _weather_value(1.0, 0.92, 0.82, 1.0)
* lerpf(
1.0,
FOG_DAYLIGHT_FOG_LIGHT_BRIGHTNESS,
fog_daylight_amount,
)
)
_environment.fog_light_energy = fog_light_energy
_environment.fog_aerial_perspective = _weather_value(
0.35, 0.48, 0.62, 0.0
)
_environment.fog_sky_affect = _weather_value(
0.35, 0.48, 0.68, 1.0
)
_environment.fog_depth_curve = _weather_value(
1.6, 1.5, 1.4, 1.18
)
_environment.fog_depth_begin = _weather_value(
42.0, 32.0, 20.0, 3.0
)
_environment.fog_depth_end = _weather_value(
170.0, 140.0, 95.0, 18.0
)
_apply_water_environment(
daylight,
warmth,
rain_fog_amount,
foggy_fog_amount,
_fog_render_color(fog_color, fog_light_energy),
)
_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)
* _weather_value(1.0, 0.88, 0.78, 1.0)
)
_sun.rotation_degrees = Vector3(
-360.0 * fposmod(hour - WorldTimeService.DAY_START_HOUR, 24.0) / 24.0,
SUN_YAW_DEGREES,
0.0,
)
_sky_material.set_shader_parameter(
"sun_direction", _sun.global_transform.basis.z.normalized()
)
_sky_material.set_shader_parameter(
"sun_color", DAY_SUN_DISC.lerp(WARM_SUN_DISC, warmth)
)
_sky_material.set_shader_parameter(
"sun_visibility",
daylight * _weather_value(1.0, 0.65, 0.28, 1.0),
)
_sky_material.set_shader_parameter(
"moon_direction", -_sun.global_transform.basis.z.normalized()
)
_sky_material.set_shader_parameter("moon_color", MOON_DISC)
_sky_material.set_shader_parameter(
"moon_visibility",
(1.0 - daylight) * _weather_value(1.0, 0.72, 0.36, 1.0),
)
_sun.light_color = _blended_color(
NIGHT_SUN, DAY_SUN, WARM_SUN, daylight, warmth
)
_sun.light_energy = (
lerpf(0.0, 0.10, daylight)
* _weather_value(1.0, 0.55, 0.25, 0.30)
)
_update_rain_amount()
func _apply_water_environment(
daylight: float,
warmth: float,
rain_fog_amount: float,
foggy_fog_amount: float,
fog_render_color: Color,
) -> void:
var water_tint := _blended_color(
NIGHT_WATER_TINT,
Color.WHITE,
WARM_WATER_TINT,
daylight,
warmth,
)
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),
)
)
var weather_fog_amount: float = minf(
rain_fog_amount + foggy_fog_amount,
1.0,
)
var foggy_color_weight: float = (
foggy_fog_amount / weather_fog_amount
if weather_fog_amount > 0.001
else 0.0
)
var water_fog_color := RAIN_WATER_FOG_COLOR.lerp(
fog_render_color,
foggy_color_weight,
)
for material: ShaderMaterial in [
SALT_WATER_MATERIAL,
FRESH_WATER_MATERIAL,
]:
material.set_shader_parameter("environment_tint", water_tint)
material.set_shader_parameter(
"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 _fog_render_color(fog_color: Color, fog_light_energy: float) -> Color:
var linear_fog_color := fog_color.srgb_to_linear()
linear_fog_color.r *= fog_light_energy
linear_fog_color.g *= fog_light_energy
linear_fog_color.b *= fog_light_energy
linear_fog_color.a = 1.0
return linear_fog_color.linear_to_srgb()
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(
weather: WorldWeatherService.Weather,
_seconds_remaining: float,
) -> void:
if weather == _weather_to:
return
_weather_from = _weather_to
_weather_to = weather
_weather_transition = 0.0
func _weather_value(
sunny: float,
cloudy: float,
rainy: float,
foggy: float,
) -> float:
return lerpf(
_weather_state_value(_weather_from, sunny, cloudy, rainy, foggy),
_weather_state_value(_weather_to, sunny, cloudy, rainy, foggy),
_weather_transition,
)
func _weather_state_value(
weather: WorldWeatherService.Weather,
sunny: float,
cloudy: float,
rainy: float,
foggy: float,
) -> float:
match weather:
WorldWeatherService.Weather.CLOUDY:
return cloudy
WorldWeatherService.Weather.RAINY:
return rainy
WorldWeatherService.Weather.FOGGY:
return foggy
return sunny
func _update_rain_amount() -> void:
if _rain == null:
return
var rain_amount: float = _weather_value(0.0, 0.0, 1.0, 0.0)
_rain.amount_ratio = rain_amount
_rain.emitting = rain_amount > 0.01
func _update_rain_position() -> void:
if _rain == null or _rain_target == null:
return
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:
if hour >= WorldTimeService.DAWN_START_HOUR and hour < WorldTimeService.DAWN_END_HOUR:
return smoothstep(
WorldTimeService.DAWN_START_HOUR,
WorldTimeService.DAWN_END_HOUR,
hour,
)
if hour >= WorldTimeService.DAWN_END_HOUR and hour < WorldTimeService.DUSK_START_HOUR:
return 1.0
if hour >= WorldTimeService.DUSK_START_HOUR and hour < WorldTimeService.DUSK_END_HOUR:
return 1.0 - smoothstep(
WorldTimeService.DUSK_START_HOUR,
WorldTimeService.DUSK_END_HOUR,
hour,
)
return 0.0
func _transition_warmth(hour: float) -> float:
if hour >= WorldTimeService.DAWN_START_HOUR and hour < WorldTimeService.DAWN_END_HOUR:
return 1.0 - absf(hour - WorldTimeService.DAY_START_HOUR) / WorldTimeService.TRANSITION_HALF_HOURS
if hour >= WorldTimeService.DUSK_START_HOUR and hour < WorldTimeService.DUSK_END_HOUR:
return 1.0 - absf(hour - WorldTimeService.NIGHT_START_HOUR) / WorldTimeService.TRANSITION_HALF_HOURS
return 0.0
func _blended_color(
night_color: Color,
day_color: Color,
warm_color: Color,
daylight: float,
warmth: float,
) -> Color:
return night_color.lerp(day_color, daylight).lerp(warm_color, warmth)