From 4784daeba819db627f5f5ba73647bd1b9b79fe86 Mon Sep 17 00:00:00 2001 From: Valentin Stark Date: Wed, 24 Aug 2022 23:51:35 +0200 Subject: [PATCH] shader sur l'eau --- utils/world_generation/WorldGeneration.gd | 23 +++- world/game.tscn | 155 +++++++++++++++++++++- 2 files changed, 165 insertions(+), 13 deletions(-) diff --git a/utils/world_generation/WorldGeneration.gd b/utils/world_generation/WorldGeneration.gd index a212563..09f10e6 100644 --- a/utils/world_generation/WorldGeneration.gd +++ b/utils/world_generation/WorldGeneration.gd @@ -4,7 +4,7 @@ class_name WorldGeneration export(int) var width = 2048 export(int) var height = 2048 -export(int) var spacing = 10 +export(int) var spacing = 20 export(int, 1, 9) var octaves = 5 export(int, 1, 30) var wavelength = 8 export(int) var border_width = 200 @@ -67,6 +67,8 @@ func init_data(): for center in Global.terrain.get_centers(): center.set_data("coast", is_coast(center.to_point())) + # if center.get_data("ocean"): + # center.set_elevation(-1.0) @@ -289,13 +291,20 @@ func create_mesh(): if not center.get_data("water"): for edge in center.borders(): if edge.end_center().get_elevation() < edge.start_center().get_elevation(): - st.add_vertex(Vector3(edge.start_corner().point3d().x, edge.end_center().get_elevation(), edge.start_corner().point3d().z) * factor) - st.add_vertex(Vector3(edge.end_corner().point3d().x, edge.start_center().get_elevation(), edge.end_corner().point3d().z) * factor) - st.add_vertex(Vector3(edge.start_corner().point3d().x, edge.start_center().get_elevation(), edge.start_corner().point3d().z) * factor) + var top = edge.start_center().get_elevation() + # if edge.start_center().get_data("ocean"): + # top = -1.0 + var bottom = edge.end_center().get_elevation() + if edge.end_center().get_data("ocean"): + bottom = 0.0 + + st.add_vertex(Vector3(edge.start_corner().point3d().x, bottom, edge.start_corner().point3d().z) * factor) + st.add_vertex(Vector3(edge.end_corner().point3d().x, top, edge.end_corner().point3d().z) * factor) + st.add_vertex(Vector3(edge.start_corner().point3d().x, top, edge.start_corner().point3d().z) * factor) - st.add_vertex(Vector3(edge.start_corner().point3d().x, edge.end_center().get_elevation(), edge.start_corner().point3d().z) * factor) - st.add_vertex(Vector3(edge.end_corner().point3d().x, edge.end_center().get_elevation(), edge.end_corner().point3d().z) * factor) - st.add_vertex(Vector3(edge.end_corner().point3d().x, edge.start_center().get_elevation(), edge.end_corner().point3d().z) * factor) + st.add_vertex(Vector3(edge.start_corner().point3d().x, bottom, edge.start_corner().point3d().z) * factor) + st.add_vertex(Vector3(edge.end_corner().point3d().x, bottom, edge.end_corner().point3d().z) * factor) + st.add_vertex(Vector3(edge.end_corner().point3d().x, top, edge.end_corner().point3d().z) * factor) for corner_count in center.corners().size(): var current_corner = center.corners()[corner_count] diff --git a/world/game.tscn b/world/game.tscn index 6529980..2ce16b1 100644 --- a/world/game.tscn +++ b/world/game.tscn @@ -1,4 +1,4 @@ -[gd_scene load_steps=7 format=2] +[gd_scene load_steps=12 format=2] [ext_resource path="res://ui/ui.tscn" type="PackedScene" id=1] [ext_resource path="res://world/default_env.tres" type="Environment" id=3] @@ -8,8 +8,144 @@ [sub_resource type="PlaneMesh" id=1] size = Vector2( 2000, 2000 ) -[sub_resource type="SpatialMaterial" id=2] -albedo_color = Color( 0.054902, 0.533333, 0.741176, 1 ) +[sub_resource type="Shader" id=2] +code = "shader_type spatial; +render_mode specular_phong, cull_disabled; + +uniform float speed: hint_range(-1, 1) = 0.0; + +uniform sampler2D noise1; +uniform sampler2D noise2; +uniform sampler2D normalmap: hint_normal; + +uniform vec4 color : hint_color; +uniform vec4 deep_water: hint_color; + +//depth-fade var +uniform float beer_law_factor = 2.0; +uniform float _distance = 0.0; + +//foam var +uniform vec4 edge_color: hint_color; +uniform float edge_scale = 0.25; +uniform float near = 0.1; +uniform float far = 100.0f; + +// wave var +uniform vec2 wave_strength = vec2(0.5, 0.25); +uniform vec2 wave_frequ = vec2(12.0, 12.0); +uniform vec2 time_factor = vec2(1.0, 2.0); + + +float waves(vec2 pos, float time) { + return (wave_strength.y * sin(pos.y * wave_frequ.y + time * time_factor.y)) + (wave_strength.x * sin(pos.x * wave_frequ.x + time * time_factor.x)); +} + +void vertex() { + VERTEX.y += waves(VERTEX.xy, TIME); +} + +float rim(float depth) { + depth = 2.0 * depth - 1.0; + return near * far / (far + depth * (near - far)); +} + +float calc_depth_fade(float depth, mat4 projection_matrix, + vec4 fragcoord, float beer_factor, float __distance, vec3 vertex) { + + float scene_depth = depth; + + scene_depth = scene_depth * 2.0 - 1.0; + scene_depth = projection_matrix[3][2] / (scene_depth + projection_matrix[2][2]); + scene_depth = scene_depth + vertex.z; // z is negative + + // application of beers law + scene_depth = exp(-scene_depth * beer_factor); + + float screen_depth = fragcoord.z; + + float depth_fade = (scene_depth - screen_depth) / __distance; + + depth_fade = clamp(depth_fade, 0.0, 1.0); + + return depth_fade; +} + +void fragment() { + float time = TIME * speed; + + vec3 n1 = texture(noise1, UV * 1.0 + time).rgb; + vec3 n2 = texture(noise2, UV * 1.0 - time * 0.2).rgb; + + vec2 uv_movement = UV * 4.0; + uv_movement += TIME * speed * 4.0; + + float sum = (n1.r + n2.r) - 1.0; + + float z_depth = rim(texture(DEPTH_TEXTURE, SCREEN_UV).x); + float z_pos = rim(FRAGCOORD.z); + float diff = z_depth - z_pos; + + // depth-fade + float z_depth_fade = calc_depth_fade(texture(DEPTH_TEXTURE, SCREEN_UV).x, PROJECTION_MATRIX, FRAGCOORD, beer_law_factor, _distance, VERTEX); + float z_fade = rim(FRAGCOORD.z); + float fade_diff = z_depth_fade - z_fade; + + vec4 gradientcolor = mix(color, deep_water, z_depth_fade); + + vec2 displacement = vec2(sum * 0.1); + diff += displacement.x * 70.0; + + vec4 col = mix(edge_color, gradientcolor, step(edge_scale, diff)); + + vec4 alpha = texture(SCREEN_TEXTURE, SCREEN_UV + displacement); + alpha = vec4(9.0); + + float fin = 0.0; + if (sum > 0.0 && sum < 0.4) fin = 0.1; + if (sum > 0.4 && sum < 0.8) fin = 0.0; + if (sum > 0.8) fin = 1.0; + + // konvertier fin in vec3 um + ALBEDO = vec3(fin) + mix(alpha.rgb, col.rgb, gradientcolor.a); + + NORMALMAP = texture(normalmap, uv_movement).rgb; + + ROUGHNESS = 0.1; +}" + +[sub_resource type="OpenSimplexNoise" id=4] + +[sub_resource type="NoiseTexture" id=5] +width = 2048 +height = 2048 +seamless = true +noise = SubResource( 4 ) + +[sub_resource type="OpenSimplexNoise" id=6] + +[sub_resource type="NoiseTexture" id=7] +width = 2048 +height = 2048 +seamless = true +noise = SubResource( 6 ) + +[sub_resource type="ShaderMaterial" id=3] +shader = SubResource( 2 ) +shader_param/speed = 0.003 +shader_param/color = Color( 0.054902, 0.533333, 0.741176, 1 ) +shader_param/deep_water = Color( 0.0518, 0.31561, 0.74, 1 ) +shader_param/beer_law_factor = 2.0 +shader_param/_distance = 0.0 +shader_param/edge_color = Color( 1, 1, 1, 1 ) +shader_param/edge_scale = 0.25 +shader_param/near = 0.1 +shader_param/far = 100.0 +shader_param/wave_strength = Vector2( 1, 0.5 ) +shader_param/wave_frequ = Vector2( 12, 12 ) +shader_param/time_factor = Vector2( 1, 2 ) +shader_param/noise1 = SubResource( 5 ) +shader_param/noise2 = SubResource( 7 ) [node name="Game" type="Node"] @@ -28,7 +164,7 @@ script = ExtResource( 4 ) [node name="Water" type="MeshInstance" parent="World3d"] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 1000, 0, 1000 ) mesh = SubResource( 1 ) -material/0 = SubResource( 2 ) +material/0 = SubResource( 3 ) [node name="WorldEnvironment" type="WorldEnvironment" parent="World3d"] environment = ExtResource( 3 ) @@ -36,9 +172,10 @@ environment = ExtResource( 3 ) [node name="CamBase" parent="World3d" instance=ExtResource( 5 )] [node name="Camera" parent="World3d/CamBase" index="0"] -transform = Transform( 1, 0, 0, 0, 0.659983, -0.75128, 0, 0.75128, 0.659983, 0, -1.90735e-06, 6.618 ) +transform = Transform( 1, 0, 0, 0, 0.659983, -0.75128, 0, 0.75128, 0.659983, 0, -5.72205e-06, 6.618 ) fov = 55.0 -depth_multiplier = 9999.0 +depth_threshold = 0.001 +depth_multiplier = 999.0 zoom_sensibility = 1.436 [node name="DirectionalLight" type="DirectionalLight" parent="World3d"] @@ -46,6 +183,12 @@ transform = Transform( 0.971628, 0.168947, -0.16552, 0, 0.699825, 0.714314, 0.23 light_energy = 0.1 shadow_enabled = true +[node name="CSGBox" type="CSGBox" parent="World3d"] +transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 72.3742, 1.07915, 70.9729 ) +width = 15.1059 +height = 12.3889 +depth = 42.8385 + [connection signal="map_clicked" from="UI/Map" to="World3d/CamBase/Camera" method="_on_Map_map_clicked"] [connection signal="camera_moved" from="World3d/CamBase/Camera" to="UI/Map/Cursor" method="_on_Camera_camera_moved"]