netfishing/world/world_time_visual_controller.gd

418 lines
12 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 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 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_SUN_DISC := Color(1.0, 0.45, 0.16)
const MOON_DISC := Color(0.78, 0.88, 1.0)
const CLOUDY_TINT := Color(0.53, 0.61, 0.66)
const RAINY_TINT := Color(0.31, 0.42, 0.50)
const FOGGY_TINT := Color(0.62, 0.70, 0.72)
var _time_service: WorldTimeService
var _weather_service: WorldWeatherService
var _world_environment: WorldEnvironment
var _sun: DirectionalLight3D
var _rain_target: Node3D
var _environment: Environment
var _sky_material: ShaderMaterial
var _rain: GPUParticles3D
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,
) -> void:
_time_service = time_service
_weather_service = weather_service
_world_environment = world_environment
_sun = sun
_rain_target = rain_target
if not _prepare_runtime_environment():
set_process(false)
return
_prepare_rain()
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 _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 weather_tint: Color = _weather_color()
var tint_strength: float = _weather_value(
0.0, 0.30, 0.48, 0.62
)
_sky_material.set_shader_parameter(
"sky_top_color", sky_top.lerp(weather_tint, tint_strength)
)
_sky_material.set_shader_parameter(
"sky_horizon_color", sky_horizon.lerp(weather_tint, tint_strength)
)
_sky_material.set_shader_parameter(
"ground_bottom_color",
ground_bottom.lerp(weather_tint, tint_strength * 0.62),
)
_sky_material.set_shader_parameter(
"ground_horizon_color",
ground_horizon.lerp(weather_tint, tint_strength * 0.76),
)
_environment.background_energy_multiplier = (
lerpf(0.52, 0.85, daylight)
* _weather_value(1.0, 0.82, 0.66, 0.74)
)
_environment.ambient_light_color = ambient.lerp(
weather_tint, tint_strength * 0.45
)
_environment.ambient_light_energy = (
lerpf(0.66, 1.08, daylight)
* _weather_value(1.0, 0.88, 0.76, 0.82)
)
_environment.fog_light_color = fog_color.lerp(
weather_tint, tint_strength * 0.82
)
_environment.fog_light_energy = (
lerpf(0.56, 0.82, daylight)
* _weather_value(1.0, 0.92, 0.82, 1.05)
)
_environment.fog_aerial_perspective = _weather_value(
0.35, 0.48, 0.62, 0.92
)
_environment.fog_sky_affect = _weather_value(
0.35, 0.48, 0.68, 0.94
)
_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, 4.0
)
_environment.fog_depth_end = _weather_value(
170.0, 140.0, 95.0, 42.0
)
_environment.adjustment_brightness = (
lerpf(0.93, 0.98, daylight)
* _weather_value(1.0, 0.97, 0.92, 0.96)
)
_environment.adjustment_saturation = (
lerpf(0.82, 0.91, daylight)
* _weather_value(1.0, 0.88, 0.78, 0.70)
)
_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, 0.15),
)
_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, 0.20),
)
_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, 0.35)
)
_update_rain_amount()
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 _weather_color() -> Color:
return _weather_state_color(_weather_from).lerp(
_weather_state_color(_weather_to), _weather_transition
)
func _weather_state_color(
weather: WorldWeatherService.Weather,
) -> Color:
match weather:
WorldWeatherService.Weather.CLOUDY:
return CLOUDY_TINT
WorldWeatherService.Weather.RAINY:
return RAINY_TINT
WorldWeatherService.Weather.FOGGY:
return FOGGY_TINT
return Color.WHITE
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
_rain.global_position = _rain_target.global_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)