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author | Malfurious <m@lfurio.us> | 2022-09-14 03:50:09 -0400 |
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committer | Malfurious <m@lfurio.us> | 2022-09-14 03:50:09 -0400 |
commit | 38b247487309ca89bf2d94bb321f12059861db9d (patch) | |
tree | 619a3acc15ca7051d5011b2ebaf18284ca1fad72 /water | |
parent | 0d930d5548e4f705cf80f9c2334b804ab1359538 (diff) | |
download | godot_wildjam_49-38b247487309ca89bf2d94bb321f12059861db9d.tar.gz godot_wildjam_49-38b247487309ca89bf2d94bb321f12059861db9d.zip |
Consolidate water-related assets
Stray files are moved into a new directory. The water MeshInstance is
made into a new scene, as I will be adding components to it.
Diffstat (limited to 'water')
-rw-r--r-- | water/Water.gd | 113 | ||||
-rw-r--r-- | water/Water.tscn | 46 | ||||
-rw-r--r-- | water/Wave.gd | 48 | ||||
-rw-r--r-- | water/Wave.gdshader | 101 |
4 files changed, 308 insertions, 0 deletions
diff --git a/water/Water.gd b/water/Water.gd new file mode 100644 index 0000000..da7666c --- /dev/null +++ b/water/Water.gd @@ -0,0 +1,113 @@ +extends MeshInstance +tool + +export var wave1_steepness = 0.5 setget _set_wave1_steepness +export var wave1_wavelength = 10.0 setget _set_wave1_wavelength +export var wave1_direction = Vector2(1.0,0.0) setget _set_wave1_direction + +export var wave2_steepness = 0.5 setget _set_wave2_steepness +export var wave2_wavelength = 10.0 setget _set_wave2_wavelength +export var wave2_direction = Vector2(1.0,0.0) setget _set_wave2_direction + +export var wave3_steepness = 0.5 setget _set_wave3_steepness +export var wave3_wavelength = 10.0 setget _set_wave3_wavelength +export var wave3_direction = Vector2(1.0,0.0) setget _set_wave3_direction + +func _set_wave_prop(idx, prop, val): + if val == null: return + if idx >= waves.size(): return + waves[idx].set(prop,val) + _update_wave(0) + +func _set_wave1_steepness(val): + wave1_steepness = val + _set_wave_prop(0,"steepness",val) + +func _set_wave1_wavelength(val): + wave1_wavelength = val + _set_wave_prop(0,"wavelength",val) + +func _set_wave1_direction(val): + wave1_direction = val + _set_wave_prop(0,"direction",val) + +func _set_wave2_steepness(val): + wave2_steepness = val + _set_wave_prop(1,"steepness",val) + +func _set_wave2_wavelength(val): + wave2_wavelength = val + _set_wave_prop(1,"wavelength",val) + +func _set_wave2_direction(val): + wave2_direction = val + _set_wave_prop(1,"direction",val) + +func _set_wave3_steepness(val): + wave3_steepness = val + _set_wave_prop(2,"steepness",val) + +func _set_wave3_wavelength(val): + wave3_wavelength = val + _set_wave_prop(2,"wavelength",val) + +func _set_wave3_direction(val): + wave3_direction = val + _set_wave_prop(2,"direction",val) + +var _time = 0.0 setget _set_time +var waves = [] +func _ready(): + waves.push_back(Wave.new(wave1_steepness,wave1_wavelength,wave1_direction,_time)) + waves.push_back(Wave.new(wave2_steepness,wave2_wavelength,wave2_direction,_time)) + waves.push_back(Wave.new(wave3_steepness,wave3_wavelength,wave3_direction,_time)) + +func _wave_to_quad(wave): + return Quat(wave.steepness,wave._k,wave._a,wave._t) + +func _update_wave(idx): + var material = self.get_surface_material(0) + material.set_shader_param("wave" + str(idx+1), _wave_to_quad(waves[idx])) + material.set_shader_param("wave" + str(idx+1) + "_dir", waves[idx].direction) + +func _set_time(val): + _time = val + for idx in waves.size(): + waves[idx]._time = _time + _update_wave(idx) + +func _physics_process(delta): + self._time += delta + #self._time = 0.0 + +func gertsner_wave(pos, idx): + if idx >= waves.size(): return 0.0 + var wave = waves[idx] + var k = wave._k + var a = wave._a + var t = wave._t + + var d = wave.direction.normalized() + var f = k * (d.dot(Vector2(pos.x,pos.z)) - t) + + var tmp = a * cos(f) + var new_pos = Vector3(d.x * tmp, a * sin(f), d.y * tmp) + + return new_pos + +func sample_wave(pos): + var new_pos = Vector3(pos.x,0,pos.z) + for idx in waves.size(): + new_pos += gertsner_wave(pos, idx) + return new_pos + +func height(pos): + var old_pos = pos + var y = old_pos.y + for _i in range(2): + var new_pos = sample_wave(old_pos) + y = new_pos.y + new_pos = old_pos - (new_pos - old_pos) + old_pos = new_pos + y += self.global_transform.origin.y + return y diff --git a/water/Water.tscn b/water/Water.tscn new file mode 100644 index 0000000..0cf4a50 --- /dev/null +++ b/water/Water.tscn @@ -0,0 +1,46 @@ +[gd_scene load_steps=7 format=2] + +[ext_resource path="res://water/Wave.gdshader" type="Shader" id=1] +[ext_resource path="res://water/Water.gd" type="Script" id=2] + +[sub_resource type="PlaneMesh" id=9] +size = Vector2( 500, 500 ) +subdivide_width = 500 +subdivide_depth = 500 + +[sub_resource type="OpenSimplexNoise" id=17] + +[sub_resource type="NoiseTexture" id=18] +seamless = true +as_normalmap = true +noise = SubResource( 17 ) + +[sub_resource type="ShaderMaterial" id=11] +shader = ExtResource( 1 ) +shader_param/wave1 = Quat( 0.25, 0.10472, 2.38732, 2652.57 ) +shader_param/wave1_dir = Vector2( 1, 1 ) +shader_param/wave2 = Quat( 0.25, 0.202683, 1.23345, 1906.65 ) +shader_param/wave2_dir = Vector2( 1, 0.6 ) +shader_param/wave3 = Quat( 0.25, 0.349066, 0.716197, 1452.87 ) +shader_param/wave3_dir = Vector2( 1, 1.3 ) +shader_param/water_colour = Color( 0.694118, 0.945098, 0.941176, 0.368627 ) +shader_param/deep_water_colour = Color( 0.25098, 0.623529, 0.788235, 0.54902 ) +shader_param/foam_amount = 0.6 +shader_param/murkiness = 4.0 +shader_param/noise = SubResource( 18 ) + +[node name="Water" type="Spatial"] + +[node name="MeshInstance" type="MeshInstance" parent="."] +mesh = SubResource( 9 ) +material/0 = SubResource( 11 ) +script = ExtResource( 2 ) +wave1_steepness = 0.25 +wave1_wavelength = 60.0 +wave1_direction = Vector2( 1, 1 ) +wave2_steepness = 0.25 +wave2_wavelength = 31.0 +wave2_direction = Vector2( 1, 0.6 ) +wave3_steepness = 0.25 +wave3_wavelength = 18.0 +wave3_direction = Vector2( 1, 1.3 ) diff --git a/water/Wave.gd b/water/Wave.gd new file mode 100644 index 0000000..c876831 --- /dev/null +++ b/water/Wave.gd @@ -0,0 +1,48 @@ +class_name Wave +extends Resource + +export var steepness = 1.0 setget set_steepness +export var wavelength = 1.0 setget set_wavelength +export var direction = Vector2(1.0,0.0) setget set_direction + +var _k = 1.0 setget _set_k +var _a = 1.0 setget _set_a +var _c = 1.0 setget _set_c +var _time = 0.0 setget _set_time +var _t = 1.0 setget _set_t + +func _init(s, w, d, t): + self.steepness = s + self.wavelength = w + self.direction = d + self._time = t + +func set_steepness(val): + steepness = val + self._a = steepness / _k + +func set_wavelength(val): + wavelength = val + self._k = TAU / wavelength + +func set_direction(val): + direction = val + +func _set_k(val): + _k = val + self._a = steepness / _k + self._c = sqrt(9.8 / _k) + +func _set_a(val): + _a = val + +func _set_c(val): + _c = val + self._t = _c * _time + +func _set_time(val): + _time = val + self._t = _c * _time + +func _set_t(val): + _t = val diff --git a/water/Wave.gdshader b/water/Wave.gdshader new file mode 100644 index 0000000..9e4aff3 --- /dev/null +++ b/water/Wave.gdshader @@ -0,0 +1,101 @@ +shader_type spatial; +render_mode cull_disabled, depth_draw_always; + +uniform vec4 wave1 = vec4(0.5,0.5,0.5,1.0); +uniform vec2 wave1_dir = vec2(1.0,0.0); + +uniform vec4 wave2 = vec4(0.5,0.5,0.5,1.0); +uniform vec2 wave2_dir = vec2(1.0,0.0); + +uniform vec4 wave3 = vec4(0.5,0.5,0.5,1.0); +uniform vec2 wave3_dir = vec2(1.0,0.0); + +uniform vec4 water_colour: hint_color; +uniform vec4 deep_water_colour : hint_color; +uniform sampler2D noise; + +uniform float foam_amount = 0.6; +uniform float murkiness = 4.0; + +varying float vertex_y; + +vec3 gerstner_wave(vec4 wave, vec2 wave_dir, vec3 pos, inout vec3 tangent, inout vec3 binormal) +{ + float steepness = wave.x; + float k = wave.y; + float a = wave.z; + float t = wave.w; + + vec2 d = normalize(wave_dir); + float f = k * (dot(d,pos.xz) - t); + + float tmp1 = steepness * sin(f); + float tmp2 = steepness * cos(f); + + tangent += vec3( + -d.x * d.x * tmp1, + d.x * tmp2, + -d.x * d.y * tmp1 + ); + + binormal += vec3( + -d.x * d.y * tmp1, + d.y * tmp2, + -d.y * d.y * tmp1 + ); + + float tmp3 = a * cos(f); + vec3 new_pos = vec3( + d.x * tmp3, + a * sin(f), + d.y * tmp3 + ); + + return new_pos; +} + +void vertex() +{ + vec3 global_vertex = (WORLD_MATRIX * vec4(VERTEX,1.0)).xyz; + TANGENT = vec3(1.0,0.0,0.0); + BINORMAL = vec3(0.0,0.0,1.0); + VERTEX += gerstner_wave(wave1,wave1_dir,global_vertex,TANGENT,BINORMAL); + VERTEX += gerstner_wave(wave2,wave2_dir,global_vertex,TANGENT,BINORMAL); + VERTEX += gerstner_wave(wave3,wave3_dir,global_vertex,TANGENT,BINORMAL); + vertex_y = VERTEX.y; + NORMAL = normalize(cross(BINORMAL,TANGENT)); +} + +void fragment() +{ + ALPHA = 1.0; + SPECULAR = 0.4; + ROUGHNESS = 0.05; + + NORMALMAP = texture(noise, UV + (TIME * vec2(-1.0,0.0) * 0.05)).xyz; + NORMALMAP_DEPTH = 0.3; + + float depth = texture(DEPTH_TEXTURE, SCREEN_UV).r; + vec3 depth_coords_clip = vec3(SCREEN_UV, depth); + depth_coords_clip = depth_coords_clip * 2.0 - 1.0; + vec4 depth_coords_view = INV_PROJECTION_MATRIX * vec4(depth_coords_clip,1.0); + depth_coords_view.xyz /= depth_coords_view.w; + depth = -depth_coords_view.z; + float water_depth = -VERTEX.z; + float submersion = depth - water_depth; + + vec4 water_color = mix(deep_water_colour, water_colour, clamp(vertex_y,0.0,1.0)); + float foam = clamp((foam_amount - submersion) / foam_amount, 0.0, 1.0); + ALBEDO = mix(water_color, vec4(1.0), foam).rgb; + + vec3 oriented_normalmap = vec3(TANGENT*NORMALMAP.x + NORMAL*NORMALMAP.y + BINORMAL*NORMALMAP.z); + vec3 normal = normalize(mix(NORMAL,oriented_normalmap,NORMALMAP_DEPTH)); + vec2 refraction_uv = SCREEN_UV + (normal.xz * 0.005); + float murky = murkiness * ROUGHNESS; + murky *= submersion; + float depth_scatter = exp(murky); + float depth_visibility = exp(-murky); + depth_visibility = clamp(depth_visibility,0.0,1.0); + vec4 bg_color = textureLod(SCREEN_TEXTURE, refraction_uv, depth_scatter); + EMISSION = mix(water_color, bg_color, depth_visibility).rgb * (1.0 - water_color.a); +} |