Files
gamedev-the-steward/world/jajce/StylizedTree.gd
T

111 lines
3.2 KiB
GDScript

extends Node3D
enum CanopyVariant {
GREEN,
DARK_GREEN,
YELLOW_GREEN,
}
const COLORS := {
CanopyVariant.GREEN: Color(0.40, 0.62, 0.28),
CanopyVariant.DARK_GREEN: Color(0.26, 0.51, 0.34),
CanopyVariant.YELLOW_GREEN: Color(0.55, 0.67, 0.29),
}
const TREE_MODEL := preload("res://assets/painterly/painterly_tree.glb")
const WIND_SHADER := preload("res://world/jajce/materials/wind.gdshader")
const WIND_STRENGTH := 0.07
const WIND_SPEED := 0.55
static var _canopy_mesh: Mesh
static var _trunk_mesh: Mesh
static var _bark_material: StandardMaterial3D
func _ready() -> void:
for child in get_children():
child.queue_free()
var hash_seed := hash(global_position)
var rng := RandomNumberGenerator.new()
rng.seed = hash_seed
var canopy_variant := rng.randi() % COLORS.size() as CanopyVariant
var canopy_radius := 1.25 + rng.randf() * 0.6
var wind_phase := rng.randf_range(0.0, TAU)
_ensure_shared_meshes()
var trunk := MeshInstance3D.new()
trunk.name = "Trunk"
trunk.mesh = _trunk_mesh
trunk.material_override = _bark_material
add_child(trunk)
var canopy_color: Color = COLORS[canopy_variant]
var crown_height := 3.7 + (canopy_radius - 1.2) * 0.45
_add_canopy(
"Canopy",
Vector3(0.0, crown_height, 0.0),
Vector3(canopy_radius * 1.18, canopy_radius * 0.96, canopy_radius * 1.05),
canopy_color,
wind_phase
)
_add_canopy(
"CanopyLeft",
Vector3(-0.94, crown_height - 0.27, 0.14),
Vector3(canopy_radius * 0.84, canopy_radius * 0.79, canopy_radius * 0.84),
canopy_color.lightened(0.05),
wind_phase + 0.12
)
_add_canopy(
"CanopyRight",
Vector3(0.91, crown_height - 0.08, -0.2),
Vector3(canopy_radius * 0.82, canopy_radius * 0.73, canopy_radius * 0.79),
canopy_color.darkened(0.04),
wind_phase - 0.1
)
_add_canopy(
"CanopyTop",
Vector3(0.13, crown_height + 0.68, -0.08),
Vector3(canopy_radius * 0.78, canopy_radius * 0.74, canopy_radius * 0.75),
canopy_color.lightened(0.08),
wind_phase + 0.05
)
static func _ensure_shared_meshes() -> void:
if _canopy_mesh != null:
return
var source := TREE_MODEL.instantiate()
_canopy_mesh = (source.find_child("Canopy", true, false) as MeshInstance3D).mesh
_trunk_mesh = (source.find_child("Trunk", true, false) as MeshInstance3D).mesh
_bark_material = StandardMaterial3D.new()
_bark_material.vertex_color_use_as_albedo = true
_bark_material.roughness = 0.95
_bark_material.specular_mode = BaseMaterial3D.SPECULAR_DISABLED
source.free()
func _add_canopy(
canopy_name: String,
canopy_position: Vector3,
canopy_scale: Vector3,
canopy_color: Color,
wind_phase: float
) -> void:
var material := ShaderMaterial.new()
material.shader = WIND_SHADER
material.set_shader_parameter("albedo", canopy_color)
material.set_shader_parameter("roughness", 0.9)
material.set_shader_parameter("wind_strength", WIND_STRENGTH)
material.set_shader_parameter("wind_speed", WIND_SPEED)
material.set_shader_parameter("wind_phase", wind_phase)
material.set_shader_parameter("painted_vertex_weight", 1.0)
var canopy := MeshInstance3D.new()
canopy.name = canopy_name
canopy.mesh = _canopy_mesh
canopy.material_override = material
canopy.position = canopy_position
canopy.scale = canopy_scale
canopy.rotation.y = wind_phase * 0.43 + canopy_position.x * 0.31
add_child(canopy)