Files
godot-demo-projects/3d/lights_and_shadows/tester.gd
2025-10-11 05:03:59 -07:00

109 lines
3.6 KiB
GDScript

extends WorldEnvironment
const ROT_SPEED = 0.003
const ZOOM_SPEED = 0.125
const MAIN_BUTTONS = MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT | MOUSE_BUTTON_MASK_MIDDLE
var tester_index := 0
var rot_x := deg_to_rad(-22.5) # This must be kept in sync with RotationX.
var rot_y := deg_to_rad(90) # This must be kept in sync with CameraHolder.
var zoom := 2.5
@onready var testers: Node3D = $Testers
@onready var camera_holder: Node3D = $CameraHolder # Has a position and rotates on Y.
@onready var rotation_x: Node3D = $CameraHolder/RotationX
@onready var camera: Camera3D = $CameraHolder/RotationX/Camera3D
func _ready() -> void:
camera_holder.transform.basis = Basis.from_euler(Vector3(0, rot_y, 0))
rotation_x.transform.basis = Basis.from_euler(Vector3(rot_x, 0, 0))
update_gui()
func _unhandled_input(input_event: InputEvent) -> void:
if input_event.is_action_pressed(&"ui_left"):
_on_previous_pressed()
if input_event.is_action_pressed(&"ui_right"):
_on_next_pressed()
if input_event is InputEventMouseButton:
if input_event.button_index == MOUSE_BUTTON_WHEEL_UP:
zoom -= ZOOM_SPEED
if input_event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
zoom += ZOOM_SPEED
zoom = clamp(zoom, 1.5, 4)
if input_event is InputEventMouseMotion and input_event.button_mask & MAIN_BUTTONS:
# Use `screen_relative` to make mouse sensitivity independent of viewport resolution.
var relative_motion: Vector2 = input_event.screen_relative
rot_y -= relative_motion.x * ROT_SPEED
rot_x -= relative_motion.y * ROT_SPEED
rot_x = clamp(rot_x, deg_to_rad(-90), 0)
camera_holder.transform.basis = Basis.from_euler(Vector3(0, rot_y, 0))
rotation_x.transform.basis = Basis.from_euler(Vector3(rot_x, 0, 0))
func _process(delta: float) -> void:
var current_tester: Node3D = testers.get_child(tester_index)
# This code assumes CameraHolder's X and Y coordinates are already correct.
var current_position := camera_holder.global_transform.origin.z
var target_position := current_tester.global_transform.origin.z
camera_holder.global_transform.origin.z = lerpf(current_position, target_position, 3 * delta)
camera.position.z = lerpf(camera.position.z, zoom, 10 * delta)
func _on_previous_pressed() -> void:
tester_index = max(0, tester_index - 1)
update_gui()
func _on_next_pressed() -> void:
tester_index = min(tester_index + 1, testers.get_child_count() - 1)
update_gui()
func update_gui() -> void:
$TestName.text = str(testers.get_child(tester_index).name).capitalize()
$Previous.disabled = tester_index == 0
$Next.disabled = tester_index == testers.get_child_count() - 1
func _on_enable_sun_toggled(button_pressed: bool) -> void:
$DirectionalLight3D.visible = button_pressed
func _on_animate_lights_toggled(button_pressed: bool) -> void:
for animatable_node in get_tree().get_nodes_in_group(&"animatable"):
animatable_node.set_process(button_pressed)
func _on_shadow_resolution_item_selected(index: int) -> void:
var size := 4096
match index:
0:
size = 1024
1:
size = 2048
2:
size = 4096
3:
size = 8192
4:
size = 16384
RenderingServer.directional_shadow_atlas_set_size(size, true)
get_viewport().positional_shadow_atlas_size = size
func _on_shadow_filter_quality_item_selected(index: int) -> void:
# Values are numbered in the OptionButton to match the RenderingServer.ShadowQuality enum.
RenderingServer.directional_soft_shadow_filter_set_quality(index)
RenderingServer.positional_soft_shadow_filter_set_quality(index)
func _on_projector_filter_mode_item_selected(index: int) -> void:
# Values are numbered in the OptionButton to match the RenderingServer.LightProjectorFilter enum.
RenderingServer.light_projectors_set_filter(index)