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3 Commits

Author SHA1 Message Date
zoe e0c020bbd3 aweiedsjfjdshf 2022-05-09 23:04:54 +02:00
zoe 797aab3443 steal shader hehe (i still need to see if this actually works) 2022-05-09 16:17:40 +02:00
zoe 8b29b54567 eeek 2022-05-09 15:36:38 +02:00
9 changed files with 101 additions and 33 deletions

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@ -1,3 +1,3 @@
source_md5="30885b768ea8e61f6f1072099ba8c3af"
dest_md5="3858a5d8c4a4ecf0f3bd148fa4d0440a"
source_md5="eaa193d5026134717cb7a679b662d485"
dest_md5="2cdafd45bc53a3c67ee607a5f4ff9fd0"

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@ -1,8 +1,8 @@
extends Node
export var xsize = 64
export var ysize = 64
export var zsize = 6
export var xsize = 16
export var ysize = 16
export var zsize = 3
export var cityname = "night city"
func _ready():

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@ -1,10 +1,77 @@
[gd_scene load_steps=3 format=2]
[gd_scene load_steps=5 format=2]
[ext_resource path="res://world/terrain/terrain.tres" type="TileSet" id=1]
[ext_resource path="res://world/Tilemap.gd" type="Script" id=2]
[sub_resource type="Shader" id=1]
code = "// My custom shader for implementing dithered alpha
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
// Texture maps
uniform sampler2D texture_albedo : hint_albedo;
uniform sampler2D texture_masks : hint_white;
uniform sampler2D texture_normal : hint_normal;
// Parameters
uniform vec4 albedo : hint_color;
uniform float specular = 0.5;
uniform float metallic = 0.0;
uniform float roughness : hint_range(0,1) = 0.5;
uniform float normal_strength : hint_range(0,2) = 1.0;
void fragment() {
vec4 albedo_tex = texture(texture_albedo, UV);
vec4 masks_tex = texture(texture_masks, UV);
float alpha = albedo_tex.a;
ALBEDO = albedo.rgb * albedo_tex.rgb;
METALLIC = metallic * masks_tex.r;
ROUGHNESS = roughness * masks_tex.g;
NORMALMAP = texture(texture_normal, UV).rgb;
NORMALMAP_DEPTH = normal_strength;
// Fancy dithered alpha stuff
float opacity = albedo_tex.a;
int x = int(FRAGCOORD.x) % 4;
int y = int(FRAGCOORD.y) % 4;
int index = x + y * 4;
float limit = 0.0;
if (x < 8) {
if (index == 0) limit = 0.0625;
if (index == 1) limit = 0.5625;
if (index == 2) limit = 0.1875;
if (index == 3) limit = 0.6875;
if (index == 4) limit = 0.8125;
if (index == 5) limit = 0.3125;
if (index == 6) limit = 0.9375;
if (index == 7) limit = 0.4375;
if (index == 8) limit = 0.25;
if (index == 9) limit = 0.75;
if (index == 10) limit = 0.125;
if (index == 11) limit = 0.625;
if (index == 12) limit = 1.0;
if (index == 13) limit = 0.5;
if (index == 14) limit = 0.875;
if (index == 15) limit = 0.375;
}
// Is this pixel below the opacity limit? Skip drawing it
if (opacity < limit)
discard;
}"
[sub_resource type="ShaderMaterial" id=2]
shader = SubResource( 1 )
shader_param/albedo = null
shader_param/specular = 0.5
shader_param/metallic = 0.0
shader_param/roughness = 0.5
shader_param/normal_strength = 1.0
[node name="Tilemap" type="TileMap"]
process_priority = 124
material = SubResource( 2 )
position = Vector2( -2, 0 )
mode = 1
tile_set = ExtResource( 1 )

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@ -2,7 +2,6 @@ use gdnative::prelude::*;
use rand::prelude::StdRng;
use rand::prelude::*;
use rand_seeder::Seeder;
use strum::EnumCount;
mod tiles;
@ -35,43 +34,28 @@ impl World {
pub fn generate(&mut self) -> Vector3Array {
let mut rng: StdRng = Seeder::from(self.seed.to_owned()).make_rng();
self.tiles = get_vec3(self.xsize, self.ysize, self.zsize);
// fill edges with water
for x in 0..self.ysize {
self.tiles[x][0][0] = tiles::Tiletypes::WaterSlab;
self.tiles[x][self.ysize - 1][0] = tiles::Tiletypes::WaterSlab;
}
for y in 0..self.xsize {
self.tiles[0][y][0] = tiles::Tiletypes::WaterSlab;
self.tiles[self.xsize - 1][y][0] = tiles::Tiletypes::WaterSlab;
}
let mut ret: Vector3Array = Vector3Array::new();
for x in 0..self.xsize {
for y in 0..self.ysize {
for z in 0..self.zsize {
ret.push(Vector3::new(x as f32, y as f32, z as f32));
self.tiles[x][y][z] = self.new_tile_init_step(x, y, z, &mut rng)
}
}
}
ret
}
fn new_tile_init_step(&self, x: usize, y: usize, z: usize, rng: &mut StdRng) -> tiles::Tiletypes {
// first generate bedrock
if z == 0 {
if y == 0 || x == 0 || y == self.ysize - 1 || x == self.xsize - 1{
return tiles::Tiletypes::Water;
}
let random = rng.gen_range(0..3) as u8;
match random {
0 => return tiles::Tiletypes::Grass,
_ => return self.tileattributes.bedrock.choose(rng).unwrap().to_owned(),
}
}
// then make sure the top row of tiles is air
if z == self.zsize - 1
|| !tiles::Tile::new(self.tiles[x][y][z - 1]).is_support
|| tiles::Tile::new(self.tiles[x][y][z - 1]).must_be_on_top
{
return tiles::Tiletypes::Air;
}
// if no tile fits, then return air
tiles::Tiletypes::Air
}
pub fn new(xsize: usize, ysize: usize, zsize: usize, seed: String) -> World {
World {
xsize,

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@ -10,6 +10,8 @@ pub enum Tiletypes {
Dirt,
Sand,
Rock,
WaterSlab,
GrassSlab,
}
#[allow(dead_code)]
@ -59,6 +61,21 @@ impl Tile {
.build()
.unwrap()
}
Tiletypes::GrassSlab => {
tile = TileBuilder::default()
.kind(kind)
.must_be_on_top(true)
.is_support(false)
.build()
.unwrap()
}
Tiletypes::WaterSlab => {
tile = TileBuilder::default()
.kind(kind)
.is_support(false)
.build()
.unwrap()
}
_ => tile = TileBuilder::default().kind(kind).build().unwrap(),
};
tile