started work on clouds

This commit is contained in:
Derek
2025-03-31 22:31:59 -05:00
parent 3346da1ed7
commit 8999a68854
74 changed files with 918 additions and 40 deletions

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=27 format=3 uid="uid://otkecr0hcyon"]
[gd_scene load_steps=30 format=3 uid="uid://otkecr0hcyon"]
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[ext_resource type="PackedScene" uid="uid://drwae3loscbw7" path="res://assets/player.tscn" id="1_ibypk"]
@@ -19,6 +19,8 @@
[ext_resource type="PackedScene" uid="uid://20csd6dmwj4y" path="res://assets/jump_platform.tscn" id="18_e0i8x"]
[ext_resource type="PackedScene" uid="uid://c6bpysq1tjhy4" path="res://vendingmahcine.tscn" id="19_brrhm"]
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@@ -118,30 +120,30 @@ _shader_parameters = {
"auto_height_reduction": 0.0,
"auto_overlay_texture": 1,
"auto_slope": 1.0,
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@@ -149,12 +151,17 @@ _shader_parameters = {
"world_noise_offset": Vector3(2.17, -1.225, 1.9),
"world_noise_region_blend": 0.33,
"world_noise_scale": 9.85,
"world_space_normal_blend": true
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shading_mode = 0
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map_name = "Hub 1"
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -48.9581, 103.525, 58.8201)
[node name="CloudSpawner2" type="CSGBox3D" parent="."]
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@@ -0,0 +1,83 @@
shader_type spatial;
render_mode unshaded;
uniform sampler3D cloud_noise_texture;
uniform float cloud_scale : hint_range(0.001, 5.0) = 1.0;
uniform float cloud_threshold : hint_range(0.0, 1.0) = 0.5;
uniform float cloud_threshold_multiplier: hint_range(0.00, 10.00) = 0.05;
uniform int max_steps : hint_range(1, 200) = 64;
uniform float step_size : hint_range(0.01, 0.5) = 0.1;
uniform float cloud_scroll_speed : hint_range(-1.0, 1.0) = 0.5;
uniform vec3 minBounds = vec3(-1.0, -1.0, -1.0);
uniform vec3 maxBounds = vec3(1.0, 1.0, 1.0);
uniform sampler3D detail_noise_texture;
uniform float detail_intensity = 0.5;
float sample_detail_noise(vec3 position) {
return texture(detail_noise_texture, position).r;
}
float sample_cloud(vec3 position) {
vec3 offsetPos = position + cloud_scroll_speed * TIME;
float main_cloud = texture(cloud_noise_texture, offsetPos).r;
float detail = sample_detail_noise(position * 10.0); // 10.0 is an arbitrary value for higher frequency
return mix(main_cloud, detail, detail_intensity);
}
float raymarch(vec3 ro_model, vec3 rd_model, vec2 intersections) {
float total_density = 0.0;
float t = intersections.x; // start from the entry point
float max_t = intersections.y; // march up to the exit point
for (int i = 0; i < max_steps && t < max_t; i++) {
vec3 pos_model = ro_model + t * rd_model;
float density = sample_cloud(pos_model * cloud_scale);
density = smoothstep(cloud_threshold - 0.05, cloud_threshold + cloud_threshold_multiplier, density);
total_density += density * step_size;
t += step_size;
}
return total_density;
}
// Return both entry and exit intersections with the mesh
vec2 getRayIntersections(vec3 ro, vec3 rd) {
vec3 t1 = (minBounds - ro) / rd;
vec3 t2 = (maxBounds - ro) / rd;
vec3 tmin = min(t1, t2);
vec3 tmax = max(t1, t2);
float t_near = max(max(tmin.x, tmin.y), tmin.z);
float t_far = min(min(tmax.x, tmax.y), tmax.z);
if (t_near > t_far || t_far < 0.0) {
return vec2(-1.0, -1.0); // No intersection
}
return vec2(t_near, t_far);
}
void fragment() {
vec3 ro_world = INV_VIEW_MATRIX[3].xyz;
vec4 clipPos = vec4((FRAGCOORD.xy / VIEWPORT_SIZE.xy) * 2.0 - 1.0, FRAGCOORD.z, 1.0);
vec4 viewPos = INV_PROJECTION_MATRIX * clipPos;
vec3 rd_world = normalize(viewPos.xyz / viewPos.w);
rd_world = mat3(INV_VIEW_MATRIX) * rd_world;
vec2 intersections = getRayIntersections(ro_world, rd_world);
// Check if there's no intersection
if (intersections.x == -1.0) {
discard;
}
vec3 ro_model = mat3(inverse(MODEL_MATRIX)) * (ro_world - MODEL_MATRIX[3].xyz);
vec3 rd_model = mat3(inverse(MODEL_MATRIX)) * rd_world;
float cloud_intensity = raymarch(ro_model, rd_model, intersections);
ALBEDO = vec3(0.8, 0.8, 0.9) * cloud_intensity;
ALPHA = cloud_intensity;
}

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22
scripts/cloudSpawner.gd Normal file
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@@ -0,0 +1,22 @@
extends CSGBox3D
@export var number_of_clouds : int = 50
@export var cloud = preload("res://cloud1.tscn")
func _ready() -> void:
spawn_clouds()
func spawn_clouds():
print("SPAWNING CLOUDS")
while number_of_clouds >= 0:
number_of_clouds -= 1
var x : float = randf_range(size.x / 2, -size.x /2)
var y : float = randf_range(size.y/ 2, -size.y /2)
var z : float = randf_range(size.z / 2, -size.z /2)
var spawn_pos = Vector3(x,y,z)
var cloud = cloud.instantiate()
add_child(cloud)
cloud.global_position = self.global_position + spawn_pos
print("CLOUD POS : ",spawn_pos)

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