2019-10-08 13:44:51 +00:00
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extends Sprite
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onready var global_v=get_tree().get_root().get_node("previewer")
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func _ready():
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pass
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func _process(delta):
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self.material.set("shader_param/iTime",global_v.iTime)
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self.material.set("shader_param/iFrame",global_v.iFrame)
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func cov_scb(value):
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2019-10-08 16:54:39 +00:00
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self.material.set("shader_param/COVERAGE",float(value))
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2019-10-08 13:44:51 +00:00
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func thick_scb(value):
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self.material.set("shader_param/THICKNESS",value)
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2019-10-08 16:54:39 +00:00
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func absb_scb(value):
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self.material.set("shader_param/ABSORPTION",float(value))
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2019-10-08 13:44:51 +00:00
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func step_scb(value):
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self.material.set("shader_param/STEPS",value)
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2019-10-08 18:06:33 +00:00
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export var sun_position = Vector3(0.0, 1.0, 0.0) setget set_sun_position, get_sun_position
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func set_sun_position(new_position):
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sun_position = new_position
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if self.material:
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self.material.set_shader_param("sun_pos", sun_position)
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# _trigger_update_sky()
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func get_sun_position():
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return sun_position
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func set_time_of_day(hours, directional_light, horizontal_angle = 0.0):
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var sun_position = Vector3(0.0, -100.0, 0.0)
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sun_position = sun_position.rotated(Vector3(1.0, 0.0, 0.0), hours * PI / 12.0)
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sun_position = sun_position.rotated(Vector3(0.0, 1.0, 0.0), horizontal_angle)
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if directional_light:
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var t = directional_light.transform
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t.origin = sun_position
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directional_light.transform = t.looking_at(Vector3(0.0, 0.0, 0.0), Vector3(0.0, 1.0, 0.0))
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directional_light.light_energy = 1.0 - clamp(abs(hours - 12.0) / 6.0, 0.0, 1.0)
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# and update our sky
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set_sun_position(sun_position)
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