71 lines
2.1 KiB
GDScript
71 lines
2.1 KiB
GDScript
tool
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extends Sprite
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export(bool) var editor_clouds_playing = false
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export(float, 0.0, 24.0) var day_time_hours = 12.0 setget set_day_time_hours
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export(NodePath) var directional_light_node_path
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func _ready():
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if !Engine.is_editor_hint():
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editor_clouds_playing = true
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var iTime = 0.0
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var iFrame = 0
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func _process( delta ):
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iTime+=delta
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iFrame+=1
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if (Engine.is_editor_hint() and self.editor_clouds_playing) or !Engine.is_editor_hint():
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self.material.set("shader_param/iTime", iTime)
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self.material.set("shader_param/iFrame", iFrame)
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self.set_day_time_hours( self.day_time_hours + delta )
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if day_time_hours >= 24:
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self.set_day_time_hours( 0 )
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func cov_scb(value):
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self.material.set("shader_param/COVERAGE",float(value))
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func thick_scb(value):
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self.material.set("shader_param/THICKNESS",value)
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func absb_scb(value):
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self.material.set("shader_param/ABSORPTION",float(value))
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func step_scb(value):
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self.material.set("shader_param/STEPS",value)
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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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func set_day_time_hours(hours):
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if directional_light_node_path:
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set_time_of_day(hours, get_node(directional_light_node_path), 25.0)
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day_time_hours = hours
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