WIP: feat(scene) initial beauty baseline — terrain textures, sky, foam, mist, foliage, shadows

- Add 3 Terrain3D texture assets (limestone, valley grass, warm soil)
- Sculpt initial Terrain3D heightmap with ridge, valley, waterfall drop
- Replace plain water with emissive-tinged material
- Add foam mesh, mist spheres, and procedural sky with valley fog
- Add 10 StylizedTree instances around village perimeter
- Enable directional light shadows with extended cascade range
- Add tree height snapping to terrain surface
- Add refined scaffold tests for material count, terrain height, foliage, sky, fog
- Add terrain texture PNGs and StylizedTree.tscn scene
- Add generate_jajce_terrain.gd tool
This commit is contained in:
2026-07-05 20:05:44 +02:00
parent f12fb6ad78
commit 6c11dc5dd6
17 changed files with 468 additions and 12 deletions
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extends SceneTree
const MAP_SIZE := 512
const HALF_SIZE := MAP_SIZE / 2
const HEIGHT_SCALE := 40.0
const DATA_DIRECTORY := "res://terrain/jajce/data"
const TEXTURE_DIRECTORY := "res://terrain/jajce/textures"
func _initialize() -> void:
call_deferred("_generate")
func _generate() -> void:
DirAccess.make_dir_recursive_absolute(
ProjectSettings.globalize_path(TEXTURE_DIRECTORY)
)
_generate_texture("grass_albedo.png", Color("#516f36"), Color("#79924c"), 17)
_generate_texture("soil_albedo.png", Color("#65513b"), Color("#92734d"), 29)
_generate_texture("rock_albedo.png", Color("#55534f"), Color("#89847b"), 43)
var terrain := Terrain3D.new()
terrain.region_size = 256
root.add_child(terrain)
await process_frame
var height_map := Image.create_empty(
MAP_SIZE,
MAP_SIZE,
false,
Image.FORMAT_RF
)
var noise := FastNoiseLite.new()
noise.seed = 1943
noise.frequency = 0.018
noise.fractal_octaves = 4
noise.fractal_gain = 0.45
for image_z in MAP_SIZE:
for image_x in MAP_SIZE:
var world_x := float(image_x - HALF_SIZE)
var world_z := float(image_z - HALF_SIZE)
var distance := Vector2(world_x, world_z).length()
var outside_play_area := smoothstep(20.0, 52.0, distance)
var ridge := 28.0 * _elliptical_peak(
world_x,
world_z,
-72.0,
18.0,
72.0,
48.0
)
var eastern_hill := 15.0 * _elliptical_peak(
world_x,
world_z,
105.0,
65.0,
110.0,
90.0
)
var southern_hill := 11.0 * _elliptical_peak(
world_x,
world_z,
-35.0,
-125.0,
130.0,
85.0
)
var river_trench := -5.0 * exp(
-pow((world_x - 25.0) / 18.0, 2.0)
)
var broad_slope := maxf(0.0, (-world_x - 30.0) * 0.035)
var detail := noise.get_noise_2d(world_x, world_z) * 2.4
var height := (
ridge
+ eastern_hill
+ southern_hill
+ river_trench
+ broad_slope
+ detail
) * outside_play_area
height_map.set_pixel(
image_x,
image_z,
Color(height / HEIGHT_SCALE, 0.0, 0.0, 1.0)
)
terrain.data.import_images(
[height_map, null, null],
Vector3(-HALF_SIZE, 0.0, -HALF_SIZE),
0.0,
HEIGHT_SCALE
)
terrain.data.save_directory(DATA_DIRECTORY)
print("[TerrainGenerator] Generated bounded Jajce terrain and textures")
quit(0)
func _elliptical_peak(
x: float,
z: float,
center_x: float,
center_z: float,
width: float,
depth: float
) -> float:
return exp(
-(
pow((x - center_x) / width, 2.0)
+ pow((z - center_z) / depth, 2.0)
)
)
func _generate_texture(
file_name: String,
dark_color: Color,
light_color: Color,
seed_value: int
) -> void:
var noise := FastNoiseLite.new()
noise.seed = seed_value
noise.frequency = 0.035
noise.fractal_octaves = 3
var image := Image.create_empty(256, 256, false, Image.FORMAT_RGBA8)
for y in image.get_height():
for x in image.get_width():
var value := noise.get_noise_2d(x, y) * 0.5 + 0.5
var color := dark_color.lerp(light_color, value)
color.a = value
image.set_pixel(x, y, color)
image.generate_mipmaps()
var path := TEXTURE_DIRECTORY.path_join(file_name)
var error := image.save_png(path)
if error != OK:
push_error("Could not write terrain texture: " + path)
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uid://cvcgl6q54kq2v