81e6ceb003
Address every warning that surfaced in the running game's debugger: - Drop deprecated 'graph_offset = Vector2(...)' lines from the three in-tree VisualShader resources (red.tres, green.tres, Summary.tscn). The property is editor-only graph pan, ignored at runtime but warns at load. - Add android/.gdignore so Godot stops scanning the build template copies of red.tres/green.tres (which still had graph_offset). Tighten .gitignore to keep tracking the .gdignore marker only. - Drop the broken 'nodes/fragment/connections = ...' line from the inline VisualShader in Summary.tscn — connections referenced out-of-bounds ports (e.g. port 1 on a 1-output node). The pre-compiled 'code = ...' string is kept so rendering is unaffected. - Drop the orphaned 'ext_resource WarCraft.lmbake' from WarCraft.tscn: the LightmapGI node no longer references it but Godot still loaded the (Godot-3-format) blob from the ext_resource declaration alone, triggering '(p_data.size() % 4) != 0'. - Animation tracks: SlideReset (Template.tscn), BorderAnim (Loading.tscn), and ObjectFindAll (ListObjects.tscn) each had a bezier track with empty PackedFloat32Array keys, which AnimationMixer rejects in Godot 4. Drop the empty x track in each (the y track held the actual motion). - Re-save 57 .mesh files via scripts/migrate_misc.gd so the surface format is the current Godot 4 variant. sm_stackgold.mesh in particular triggered the deprecation warning every load. GDScript: rename function parameters and locals that shadowed Node.name / Node.value in: - db/MScene.gd (set_lock, set_mesh, set_tick_reference, set_value) - scripts/Setting.gd untouched (no shadow, false positive earlier) - scenes/UI/choose_scenes/ChooseScene.gd (_load_scene, _build_path, _build_method) - scenes/levels/Levels.gd (_create_animation_slide, _create_animation_warning, _add_animation_to_player, _create_button_info, _node_object_list) lod plugin: Godot 4 added 'lod_bias' as a native property on VisualInstance3D, which collided with the plugin's 'lod_bias' member across all five lod_*.gd files. Rename to 'lod_distance_bias' so the scripts parse again. Also drop Light3D.shadow_color writes in lod_omni_light.gd and lod_spot_light.gd — that property was removed in Godot 4, so the related shadow_value computation became dead code. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
86 lines
3.4 KiB
GDScript
86 lines
3.4 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_spot_light.svg")
|
|
class_name LODSpotLight
|
|
extends SpotLight3D
|
|
|
|
# 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_distance_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_distance_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_distance_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
|