Files
puzzle-quest/addons/lod/lod_omni_light.gd
T
Vaillant Jeremy ec906117bb Replace godot_db_manager plugin with native DB, port lod plugin
godot_db_manager was incompatible with Godot 4 (used WindowDialog, Tabs,
PopupPanel which were all removed). Replace with a minimal Database.gd
that parses the same ahog.json format and exposes the same surface API
(get_table_by_name, get_data_at_row_idx, edit_data, save_db, etc.) used
by the M* model classes — no changes needed in MBase/MScene/MLevel/MSetting.

Also port the lod plugin: fix class_name syntax (Godot 4 uses @icon
separately from class_name extends) and Particles -> GPUParticles3D.

Rewrite Global.gd async scene loading: the convert-3to4 tool mapped
load_interactive -> load_threaded_request but those have different APIs
(stage count, poll vs. status enum). Reimplement using the new
load_threaded_get_status / load_threaded_get pair.

Clean project.godot: drop the old _global_script_classes table (Godot 4
uses inline class_name declarations), remove gddb_* autoloads, and
remove the godot_db_manager entry from editor_plugins.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 19:21:09 +02:00

94 lines
3.8 KiB
GDScript

# Copyright © 2020 Hugo Locurcio and contributors - MIT License
# See `LICENSE.md` included in the source distribution for details.
@icon("res://addons/lod/lod_omni_light.svg")
class_name LODOmniLight
extends OmniLight3D
# If `false`, LOD won't update anymore. This can be used for performance comparison
# purposes.
@export var enable_lod := true
# The maximum shadow distance in units. Past this distance, the shadow will be disabled.
@export var shadow_max_distance := 25 # (float, 0.0, 1000.0, 0.1)
# The distance factor at which the shadow starts fading.
# A value of 0.0 will result in the smoothest transition whereas a value of 1.0 disables fading.
@export var shadow_fade_start := 0.8 # (float, 0.0, 1.0, 0.1)
# The maximum shadow distance in units. Past this distance, the light will be hidden.
@export var light_max_distance := 50 # (float, 0.0, 1000.0, 0.1)
# The distance factor at which the light starts fading.
# A value of 0.0 will result in the smoothest transition whereas a value of 1.0 disables fading.
@export var light_fade_start := 0.8 # (float, 0.0, 1.0, 0.1)
# The rate at which LODs will be updated (in seconds). Lower values are more reactive
# but use more CPU, which is especially noticeable with large amounts of LOD-enabled nodes.
# Set this accordingly depending on your camera movement speed.
# The default value should suit most projects already.
# Note: Slow cameras don't need to have LOD-enabled objects update their status often.
# By default, lights have their LOD updated faster than other LOD nodes since their
# light/shadow intensity needs to change as smoothly as posible.
# This can overridden by setting the project setting `lod/light_refresh_rate`.
var refresh_rate := 0.05
# The LOD bias in units.
# Positive values will decrease the detail level and improve performance.
# Negative values will improve visual appearance at the cost of performance.
# This can overridden by setting the project setting `lod/bias`.
var lod_bias := 0.0
# The internal refresh timer.
var timer := 0.0
# The light's energy when it was instanced.
var base_light_energy := light_energy
func _ready() -> void:
if ProjectSettings.has_setting("lod/light_bias"):
lod_bias = ProjectSettings.get_setting("lod/light_bias")
if ProjectSettings.has_setting("lod/light_refresh_rate"):
refresh_rate = ProjectSettings.get_setting("lod/light_refresh_rate")
# Add random jitter to the timer to ensure LODs don't all swap at the same time.
randomize()
timer += randf_range(0, refresh_rate)
# Despite LOD not being related to physics, we chose to run in `_physics_process()`
# to minimize the amount of method calls per second (and therefore decrease CPU usage).
func _physics_process(delta: float) -> void:
if not enable_lod:
return
# We need a camera to do the rest.
var camera := get_viewport().get_camera_3d()
if camera == null:
return
if timer <= refresh_rate:
timer += delta
return
timer = 0.0
var distance := camera.global_transform.origin.distance_to(global_transform.origin) + lod_bias
visible = distance < light_max_distance
var light_fade_start_distance := light_max_distance * light_fade_start
if distance > light_fade_start_distance:
light_energy = max(0, (1 - (distance - light_fade_start_distance) / (light_max_distance - light_fade_start_distance)) * base_light_energy)
else:
# We're close enough to the light to show it at full brightness.
light_energy = base_light_energy
shadow_enabled = distance < shadow_max_distance
var shadow_fade_start_distance := shadow_max_distance * shadow_fade_start
var shadow_value: float
if distance > shadow_fade_start_distance:
shadow_value = min(1, (distance - shadow_fade_start_distance) / (shadow_max_distance - shadow_fade_start_distance))
else:
# We're close enough to the light to show its shadow at full darkness.
shadow_value = 0.0
shadow_color = Color(shadow_value, shadow_value, shadow_value)