Files
tps-demo/level/level.gd
2023-03-26 22:40:22 +02:00

159 lines
5.0 KiB
GDScript

extends Node3D
const RedRobot = preload("res://enemies/red_robot/red_robot.tscn")
const PlayerScene = preload("res://player/player.tscn")
var lightmap_gi = null
signal quit
#warning-ignore:unused_signal
signal replace_main_scene # Useless, but needed as there is no clean way to check if a node exposes a signal
@onready var world_environment = $WorldEnvironment
@onready var robot_spawn_points = $RobotSpawnpoints
@onready var player_spawn_points = $PlayerSpawnpoints
@onready var spawn_node = $SpawnedNodes
func _ready():
if Settings.gi_type == Settings.GIType.SDFGI:
setup_sdfgi()
elif Settings.gi_type == Settings.GIType.VOXEL_GI:
setup_voxelgi()
else:
setup_lightmapgi()
if Settings.aa_quality == Settings.AAQuality.AA_8X:
get_viewport().msaa_3d = SubViewport.MSAA_8X
elif Settings.aa_quality == Settings.AAQuality.AA_4X:
get_viewport().msaa_3d = SubViewport.MSAA_4X
elif Settings.aa_quality == Settings.AAQuality.AA_2X:
get_viewport().msaa_3d = SubViewport.MSAA_2X
else:
get_viewport().msaa_3d = SubViewport.MSAA_DISABLED
if not Settings.shadow_enabled:
# Disable shadows checked all lights present checked level load,
# reducing the number of draw calls significantly.
propagate_call("set", ["shadow_enabled", false])
if Settings.fxaa:
get_viewport().screen_space_aa = Viewport.SCREEN_SPACE_AA_FXAA
if Settings.ssao_quality == Settings.SSAOQuality.HIGH:
world_environment.environment.ssao_enabled = true
RenderingServer.environment_set_ssao_quality(RenderingServer.ENV_SSAO_QUALITY_ULTRA, false, 0.0, 2, 50, 300)
elif Settings.ssao_quality == Settings.SSAOQuality.LOW:
world_environment.environment.ssao_enabled = true
RenderingServer.environment_set_ssao_quality(RenderingServer.ENV_SSAO_QUALITY_VERY_LOW, true, 0.5, 2, 50, 300)
else:
world_environment.environment.ssao_enabled = false
if Settings.bloom:
world_environment.environment.glow_enabled = true
else:
world_environment.environment.glow_enabled = false
get_viewport().set_scaling_3d_scale(Settings.resolution)
if multiplayer.is_server():
# Server will spawn the red robots
for c in robot_spawn_points.get_children():
spawn_robot(c)
# Then spawn already connected players at random location
randomize()
var spawn_points = player_spawn_points.get_children()
spawn_points.shuffle()
add_player(1, spawn_points.pop_front())
for id in multiplayer.get_peers():
add_player(id, spawn_points.pop_front())
# Then spawn/despawn players as they connect/disconnect
multiplayer.peer_connected.connect(add_player)
multiplayer.peer_disconnected.connect(del_player)
func setup_sdfgi():
world_environment.environment.sdfgi_enabled = true
$VoxelGI.hide()
$ReflectionProbes.hide()
# LightmapGI nodes override SDFGI (even when hidden)
# so we need to free the LightmapGI node if it exists
if (lightmap_gi != null):
lightmap_gi.queue_free()
if Settings.gi_quality == Settings.GIQuality.HIGH:
RenderingServer.environment_set_sdfgi_ray_count(RenderingServer.ENV_SDFGI_RAY_COUNT_64)
elif Settings.gi_quality == Settings.GIQuality.LOW:
RenderingServer.environment_set_sdfgi_ray_count(RenderingServer.ENV_SDFGI_RAY_COUNT_16)
else:
world_environment.environment.sdfgi_enabled = false
func setup_voxelgi():
world_environment.environment.sdfgi_enabled = false
$VoxelGI.show()
$ReflectionProbes.hide()
# LightmapGI nodes override VoxelGI (even when hidden)
# so we need to free the LightmapGI node if it exists
if (lightmap_gi != null):
lightmap_gi.queue_free()
if Settings.gi_quality == Settings.GIQuality.HIGH:
RenderingServer.voxel_gi_set_quality(RenderingServer.VOXEL_GI_QUALITY_HIGH)
elif Settings.gi_quality == Settings.GIQuality.LOW:
RenderingServer.voxel_gi_set_quality(RenderingServer.VOXEL_GI_QUALITY_LOW)
else:
$VoxelGI.hide()
func setup_lightmapgi():
world_environment.environment.sdfgi_enabled = false
$VoxelGI.hide()
$ReflectionProbes.show()
# If no LightmapGI node, create one
if (lightmap_gi == null):
var new_gi = LightmapGI.new()
new_gi.light_data = load("res://level/level.lmbake")
new_gi.name = "LightmapGI"
lightmap_gi = new_gi
add_child(new_gi)
if Settings.gi_quality == Settings.GIQuality.DISABLED:
lightmap_gi.hide()
$ReflectionProbes.hide()
func spawn_robot(spawn_point):
var robot = RedRobot.instantiate()
robot.transform = spawn_point.transform
robot.exploded.connect(_respawn_robot.bind(spawn_point))
spawn_node.add_child(robot, true)
func _respawn_robot(spawn_point):
await get_tree().create_timer(15.0).timeout
spawn_robot(spawn_point)
func del_player(id: int):
if not spawn_node.has_node(str(id)):
return
spawn_node.get_node(str(id)).queue_free()
func add_player(id: int, spawn_point: Marker3D = null):
if spawn_point == null:
spawn_point = player_spawn_points.get_child(randi() % player_spawn_points.get_child_count())
var player = PlayerScene.instantiate()
player.name = str(id)
player.player_id = id
player.transform = spawn_point.transform
spawn_node.add_child(player)
func _input(event):
if event.is_action_pressed("quit"):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
emit_signal("quit")