Implements bush and flower spawning on ground tiles based on vegetation density. Adds new assets for bushes and flowers, and introduces multi-mesh rendering for optimized performance. Introduces seasonal color variations for vegetation using a shader for bushes and materials for flowers and grass. Refactors material application into a MaterialManager to handle material assignments over multiple frames. Moves ground tile scripts into a subfolder. Adds floating particles to test scene.
70 lines
2 KiB
GDScript
70 lines
2 KiB
GDScript
extends MultiMeshInstance3D
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var mm: MultiMesh
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var parent_node: GrassController
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static var grass_mesh: Mesh = null
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func _ready() -> void:
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parent_node = get_parent() as GrassController
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if parent_node == null:
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Log.pr("Error: Parent node is not a GrassController!")
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# Load mesh once and reuse
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if grass_mesh == null:
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grass_mesh = load("res://Stages/Test3D/assets/stylizedGrassMeshes/grass2_mesh.res")
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func setup_multimesh() -> void:
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if parent_node == null:
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return
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if grass_mesh == null:
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Log.pr("Error: Could not load grass mesh")
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return
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# Reuse existing MultiMesh if possible, or create new one
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if mm == null:
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mm = MultiMesh.new()
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mm.transform_format = MultiMesh.TRANSFORM_3D
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mm.mesh = grass_mesh
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update_shader_parameter('top_color', ColorData.grass_materials[Season.current]['top'])
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update_shader_parameter('bottom_color', ColorData.grass_materials[Season.current]['base'])
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# Configure instance count
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mm.instance_count = parent_node.grass_instance_range
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# Get shared RNG from GroundTile
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var rng = parent_node.parent_node.get_rng()
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# Generate positions using shared RNG
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for i in range(mm.instance_count):
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var random_pos = Vector3(
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rng.randf_range(-1.0, 1.0),
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0.0,
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rng.randf_range(-1.0, 1.0)
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)
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var random_rotation = rng.randf_range(0.0, TAU)
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var basis = Basis(Vector3.UP, random_rotation)
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var random_scale = rng.randf_range(0.05, 0.3)
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basis = basis.scaled(Vector3(random_scale, random_scale, random_scale))
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var tx = Transform3D(basis, random_pos)
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mm.set_instance_transform(i, tx)
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multimesh = mm
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cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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func update_shader_parameter(param_name: String, value) -> void:
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if material_override == null:
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Log.pr("Error: No material override found")
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return
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# Check if it's a ShaderMaterial
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if material_override is ShaderMaterial:
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var shader_material = material_override as ShaderMaterial
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shader_material.set_shader_parameter(param_name, value)
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else:
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Log.pr("Error: Material override is not a ShaderMaterial")
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return
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