@tool
extends Node3D
## DC Terrain with SunshineClouds2 full-sky volumetric clouds + Sky3D Extended atmosphere.
## Same terrain as proc_erosion_dc_test but with SunshineClouds2 instead of Nubis hero volumes.
##
## Controls:
## T / Shift+T — advance / rewind time by 1 hour
## F — fast forward (1min cycle)
## G — normal speed (15min cycle)
## P — pause / resume time
## R — rebuild terrain
## Right-click — dig box, Shift+Right — add box
## Shift+Scroll — adjust edit size
## F2 — stamp fandisk at crosshair
## F12 — screenshot
@export var terrain_size: float = 12.0
var _gen: DCTerrainGeneratorProcNodes
var _driver: SunshineCloudsDriverGD
var _nubis_comp: NubisCompositor
func _ready():
var sky3d := $Sky3DExtended as Sky3DExtended
if sky3d and sky3d.sky:
sky3d.sky.moon_phase = 0.5
sky3d.sky.moon_light_energy = 1.5
# Let Sky3D handle fog naturally — no overrides
# SunshineClouds2 setup — deferred so Sky3D's lights exist
call_deferred("_setup_sunshine_clouds")
var terrain = get_node_or_null("DCTerrain")
if terrain == null:
push_warning("proc_erosion_sunshine_test: no DCTerrain child")
return
var g = ProcNodeGraph.new()
var noise = g.add_node(GradientNoiseNode.new())
g.get_node(noise).set_input_default(1, 3.0)
g.get_node(noise).set_input_default(2, 3)
g.get_node(noise).set_input_default(3, 0.1)
var erosion = g.add_node(ErosionNoiseNode.new())
g.get_node(erosion).set_input_default(1, 5.0)
g.get_node(erosion).set_input_default(2, 0.16)
g.get_node(erosion).set_input_default(3, 0.6)
g.get_node(erosion).set_input_default(4, 1.0)
g.get_node(erosion).set_input_default(5, 5)
g.get_node(erosion).set_input_default(6, 0.5)
g.connect_sockets(noise, 0, erosion, 7)
g.connect_sockets(noise, 1, erosion, 8)
_gen = DCTerrainGeneratorProcNodes.new()
_gen.set_terrain_height(1000.0)
_gen.set_floor_y(-500.0)
_gen.set_ceiling_y(500.0)
_gen.set_mountain_scale(0.5)
_gen.set_mountain_height(0.8)
_gen.set_mountain_octaves(3)
_gen.set_graph(g)
var glsl = g.compile_to_glsl_function("terrain_density", true)
if glsl.contains("erosion_filter"):
print("[SunshineErosion] PASS: Compiled ", glsl.length(), " chars of GLSL")
var vs: float = 2.0
var depth: int = 10
terrain.set("voxel_size", vs)
terrain.set("octree_depth", depth)
terrain.set("use_gpu", true)
terrain.set("use_noise", true)
terrain.set("generator", _gen)
terrain.set("debug_logging", false)
var shader = load("res://scenes/maps/dc_erosion_color.gdshader") as Shader
if shader:
var mat = ShaderMaterial.new()
mat.shader = shader
mat.set_shader_parameter("terrain_params", Vector3(-500.0, 500.0, 0.465))
terrain.set("custom_material", mat)
var player = get_node_or_null("Player")
if player:
player.position = Vector3(100, 1000, 100)
player.set_multiplayer_authority(1)
if not Engine.is_editor_hint():
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
var half_ext: float = (1 << (depth - 1)) * 28 * vs
print("[SunshineErosion] voxel=", vs, "m depth=", depth, " extent=", half_ext * 2, "m",
" Y range=[-500, 500] terrain_height=1000m")
func _setup_sunshine_clouds() -> void:
var sky3d := $Sky3DExtended as Sky3DExtended
if not sky3d:
push_error("[SunshineErosion] Sky3DExtended not found")
return
# Create SunshineClouds2 CompositorEffect
var cloud_res := SunshineCloudsGD.new()
# Chunky cumulus clouds — defined shapes, good lighting, minimal streaking
cloud_res.clouds_coverage = 0.68
cloud_res.clouds_density = 0.2
cloud_res.atmospheric_density = 0.5
cloud_res.lighting_density = 1.0
cloud_res.clouds_anisotropy = 0.2 # Subtle silver lining
cloud_res.clouds_powder = 0.5 # Moderate powder
cloud_res.clouds_sharpness = 1.0 # Sharp defined edges
cloud_res.clouds_detail_power = 1.1 # Good detail without noise
cloud_res.curl_noise_strength = 1500.0 # Subtle curl — wisps without streaking
cloud_res.wind_swept_range = 0.2 # Minimal wind shearing
cloud_res.wind_swept_strength = 500.0 # Very light displacement
cloud_res.lighting_sharpness = 0.4 # Defined shadows
cloud_res.ambient_occlusion_color = Color(0.3, 0.3, 0.4, 1.0)
cloud_res.cloud_ambient_color = Color(0.5, 0.6, 0.75, 1.0)
cloud_res.atmosphere_color = Color(0.7, 0.8, 0.9, 1.0)
# Noise scales — tighter range for chunkier shapes
cloud_res.extra_large_noise_scale = 320000.0
cloud_res.large_noise_scale = 120000.0
cloud_res.medium_noise_scale = 20000.0
cloud_res.small_noise_scale = 8500.0
# Cloud layer
cloud_res.cloud_floor = 300.0
cloud_res.cloud_ceiling = 10000.0
# Quality — high accumulation to kill dithering
cloud_res.max_step_count = 300.0
cloud_res.max_lighting_steps = 24.0
cloud_res.resolution_scale = 1 # Half res
cloud_res.accumulation_decay = 0.9 # 90% previous frame — smooth, no dithering
cloud_res.min_step_distance = 100.0
cloud_res.max_step_distance = 400.0
cloud_res.lighting_travel_distance = 10000.0
cloud_res.lod_bias = 1.0
cloud_res.dither_speed = 100.0 # Fast dither cycling
cloud_res.blur_power = 2.5 # Soften edges
# SunshineClouds 2.5 (Overhaul) replaced blur_quality with blur_passes (+ blur_edge_sharpness).
cloud_res.blur_passes = 1
cloud_res.fog_effect_ground = 0.0
cloud_res.use_environment_fog = 0.0
# Add to Sky3D's compositor
if not sky3d.compositor:
sky3d.compositor = Compositor.new()
var effects := sky3d.compositor.compositor_effects.duplicate()
effects.append(cloud_res)
sky3d.compositor.compositor_effects = effects
# Create driver
_driver = SunshineCloudsDriverGD.new()
_driver.name = "SunshineCloudsDriver"
_driver.clouds_resource = cloud_res
_driver.wind_direction = Vector3(1, 0, 0.5)
_driver.extra_large_structures_wind_speed = 30.0
_driver.large_structures_wind_speed = 20.0
_driver.medium_structures_wind_speed = 10.0
_driver.small_structures_wind_speed = 5.0
# Track Sky3D's lights
var lights: Array[DirectionalLight3D] = []
if sky3d.sun:
lights.append(sky3d.sun)
if sky3d.moon:
lights.append(sky3d.moon)
_driver.tracked_directional_lights = lights
_driver.tracked_directional_light_shadow_steps = [32, 12]
# Sample fog color from Sky3D's environment
if sky3d.environment:
_driver.ambience_sample_environment = sky3d.environment
_driver.update_continuously = true
add_child(_driver)
print("[SunshineErosion] SunshineClouds2 active — coverage=%.2f, floor=%d, ceiling=%d, tracking %d lights" % [
cloud_res.clouds_coverage, int(cloud_res.cloud_floor), int(cloud_res.cloud_ceiling), lights.size()])
# --- Nubis hero volumes around mountain peaks (POST_TRANSPARENT — occludes player) ---
_nubis_comp = NubisCompositor.new()
var nubis_comp := _nubis_comp
nubis_comp.density_scale = 80.0
nubis_comp.noise_freq = 0.00005
nubis_comp.erosion_strength = 0.9
# Add nubis AFTER sunshine so it renders on top (POST_TRANSPARENT over PRE_TRANSPARENT)
effects = sky3d.compositor.compositor_effects.duplicate()
effects.append(nubis_comp)
sky3d.compositor.compositor_effects = effects
var shared := _make_schneider_sdf(32, 42, 0.5)
# Hero clouds hugging mountain peaks — lowered to ~200m altitude
var hero_configs := [
# Near peaks
{"pos": Vector3(0, 200, 0), "size": Vector3(800, 400, 800), "density": 75.0},
{"pos": Vector3(-200, 180, -300), "size": Vector3(600, 300, 700), "density": 70.0},
{"pos": Vector3(300, 160, 200), "size": Vector3(700, 350, 600), "density": 80.0},
# Mid-range ridgelines
{"pos": Vector3(-600, 250, -800), "size": Vector3(1000, 500, 900), "density": 85.0},
{"pos": Vector3(800, 220, -500), "size": Vector3(900, 400, 800), "density": 75.0},
{"pos": Vector3(500, 200, 700), "size": Vector3(800, 350, 900), "density": 70.0},
{"pos": Vector3(-700, 230, 500), "size": Vector3(1000, 450, 800), "density": 80.0},
# Distant formations
{"pos": Vector3(1500, 280, -1200), "size": Vector3(1200, 600, 1100), "density": 85.0},
{"pos": Vector3(-1300, 260, -1000), "size": Vector3(1100, 500, 1000), "density": 80.0},
{"pos": Vector3(0, 200, 1500), "size": Vector3(1400, 500, 1200), "density": 75.0},
{"pos": Vector3(-1500, 240, 800), "size": Vector3(1000, 450, 1100), "density": 80.0},
{"pos": Vector3(1200, 220, 1000), "size": Vector3(900, 400, 1000), "density": 70.0},
]
for cfg in hero_configs:
var c := CloudVolume.new()
c.shared_sdf = shared
c.position = cfg["pos"]
c.cloud_size = cfg["size"]
c.density_scale = cfg["density"]
c.wind_speed = 0.01
add_child(c)
print("[SunshineErosion] %d Nubis hero volumes at mountain peaks" % hero_configs.size())
func _make_schneider_sdf(res: int, seed_val: int, coverage: float) -> ImageTexture3D:
var perlin := FastNoiseLite.new()
perlin.noise_type = FastNoiseLite.TYPE_PERLIN
perlin.frequency = 0.08
perlin.fractal_octaves = 4
perlin.fractal_gain = 0.5
perlin.seed = seed_val
var worley := FastNoiseLite.new()
worley.noise_type = FastNoiseLite.TYPE_CELLULAR
worley.cellular_return_type = FastNoiseLite.RETURN_DISTANCE
worley.frequency = 0.12
worley.fractal_octaves = 3
worley.seed = seed_val + 10
var images: Array[Image] = []
for z in res:
var img := Image.create(res, res, false, Image.FORMAT_RF)
for y in res:
for x in res:
var uvw := Vector3(float(x) / float(res), 1.0 - float(y) / float(res), float(z) / float(res))
var sp := Vector3(float(x), float(y), float(z))
var p_val := perlin.get_noise_3d(sp.x, sp.y, sp.z) * 0.5 + 0.5
var w_val := 1.0 - (worley.get_noise_3d(sp.x, sp.y, sp.z) * 0.5 + 0.5)
var lo := -(1.0 - w_val)
var base_cloud := clampf((p_val - lo) / (1.0 - lo), 0.0, 1.0)
var hf := uvw.y
var gradient := _smoothstep(0.01, 0.15, hf) * (1.0 - _smoothstep(0.6, 1.0, hf))
base_cloud *= gradient
var threshold := 1.0 - coverage
var shaped := clampf((base_cloud - threshold) / maxf(1.0 - threshold, 0.001), 0.0, 1.0)
shaped *= _smoothstep(threshold - 0.05, threshold + 0.05, base_cloud)
var ex := _smoothstep(0.0, 0.08, uvw.x) * _smoothstep(0.0, 0.08, 1.0 - uvw.x)
var ey := _smoothstep(0.0, 0.08, 1.0 - uvw.y)
var ez := _smoothstep(0.0, 0.08, uvw.z) * _smoothstep(0.0, 0.08, 1.0 - uvw.z)
shaped *= ex * ey * ez
var sdf := pow(clampf(shaped, 0.0, 1.0), (1.0 - hf) * 0.8 + 0.5)
img.set_pixel(x, y, Color(sdf, 0, 0, 1))
images.append(img)
var tex := ImageTexture3D.new()
tex.create(Image.FORMAT_RF, res, res, res, false, images)
return tex
func _smoothstep(edge0: float, edge1: float, x: float) -> float:
var t := clampf((x - edge0) / (edge1 - edge0), 0.0, 1.0)
return t * t * (3.0 - 2.0 * t)
var _edit_radius: float = 3.0
func _unhandled_input(event: InputEvent) -> void:
var terrain = get_node_or_null("DCTerrain")
var player = get_node_or_null("Player")
if event.is_action_pressed("ui_cancel"):
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
elif not Engine.is_editor_hint():
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
if event is InputEventKey and event.pressed:
match event.keycode:
KEY_T:
var sky3d := get_node_or_null("Sky3DExtended") as Sky3DExtended
if sky3d:
var delta := -1.0 if event.shift_pressed else 1.0
sky3d.current_time = fmod(sky3d.current_time + delta + 24.0, 24.0)
print("[SunshineErosion] Time: %.1f (%s)" % [sky3d.current_time, "day" if sky3d.is_day() else "night"])
KEY_F:
var sky3d := get_node_or_null("Sky3DExtended") as Sky3DExtended
if sky3d:
sky3d.minutes_per_day = 1.0
print("[SunshineErosion] Fast forward (1min cycle)")
KEY_G:
var sky3d := get_node_or_null("Sky3DExtended") as Sky3DExtended
if sky3d:
sky3d.minutes_per_day = 15.0
print("[SunshineErosion] Normal speed (15min cycle)")
KEY_P:
var sky3d := get_node_or_null("Sky3DExtended") as Sky3DExtended
if sky3d:
if sky3d.game_time_enabled:
sky3d.pause()
print("[SunshineErosion] Paused at %.1f" % sky3d.current_time)
else:
sky3d.resume()
print("[SunshineErosion] Resumed")
KEY_R:
if terrain:
terrain.rebuild()
print("[SunshineErosion] Rebuild triggered")
KEY_D:
if _nubis_comp:
_nubis_comp.debug_mode = (_nubis_comp.debug_mode + 1) % 6
var names := ["Normal", "Sun Optical", "Beer Trans", "SDF Profile", "Density", "Beer-Powder"]
print("[SunshineErosion] Debug: %s (%d)" % [names[_nubis_comp.debug_mode], _nubis_comp.debug_mode])
KEY_F2:
_stamp_fandisk(terrain, player)
KEY_F12:
var img: Image = get_viewport().get_texture().get_image()
var ts: String = Time.get_datetime_string_from_system().replace(":", "-")
var dir := "/home/fleeky/Desktop/hyper-tps"
DirAccess.make_dir_recursive_absolute(dir)
var path: String = "%s/sunshine_erosion_%s.png" % [dir, ts]
img.save_png(path)
print("[SunshineErosion] Screenshot: %s" % path)
if event is InputEventMouseButton and event.pressed and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
if event.shift_pressed and event.button_index == MOUSE_BUTTON_WHEEL_UP:
_edit_radius = minf(_edit_radius + 0.5, 20.0)
print("Edit size: %.1f" % _edit_radius)
get_viewport().set_input_as_handled()
elif event.shift_pressed and event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
_edit_radius = maxf(_edit_radius - 0.5, 1.0)
print("Edit size: %.1f" % _edit_radius)
get_viewport().set_input_as_handled()
elif event.button_index == MOUSE_BUTTON_RIGHT:
var camera: Camera3D = get_viewport().get_camera_3d()
if not camera or not terrain:
return
var viewport_center: Vector2 = get_viewport().get_visible_rect().size * 0.5
var from: Vector3 = camera.project_ray_origin(viewport_center)
var dir: Vector3 = camera.project_ray_normal(viewport_center)
var space_state: PhysicsDirectSpaceState3D = get_world_3d().direct_space_state
var query: PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.create(from, from + dir * 200.0)
if player:
query.exclude = [player.get_rid()]
var result: Dictionary = space_state.intersect_ray(query)
if result.size() > 0:
var hit_pos: Vector3 = result["position"]
var half_ext: Vector3 = Vector3(_edit_radius, _edit_radius, _edit_radius)
var adding: bool = event.shift_pressed
var strength: float = 3.0 if adding else -3.0
terrain.edit_terrain_box(hit_pos, half_ext, strength)
print("Box edit at %s (size=%.1f, strength=%.1f)" % [hit_pos, _edit_radius, strength])
func _stamp_fandisk(terrain, player) -> void:
if not terrain:
return
var camera: Camera3D = get_viewport().get_camera_3d()
if not camera:
return
var viewport_center: Vector2 = get_viewport().get_visible_rect().size * 0.5
var from: Vector3 = camera.project_ray_origin(viewport_center)
var dir: Vector3 = camera.project_ray_normal(viewport_center)
var space_state: PhysicsDirectSpaceState3D = get_world_3d().direct_space_state
var query: PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.create(from, from + dir * 200.0)
if player:
query.exclude = [player.get_rid()]
var result: Dictionary = space_state.intersect_ray(query)
if result.size() > 0:
var hit_pos: Vector3 = result["position"]
var scene: PackedScene = load("res://fandisk.glb")
if not scene:
return
var instance: Node3D = scene.instantiate()
var mesh_inst: MeshInstance3D = null
for child in instance.get_children():
if child is MeshInstance3D:
mesh_inst = child
break
if not mesh_inst or not mesh_inst.mesh:
instance.queue_free()
return
var mesh: Mesh = mesh_inst.mesh
var arrays: Array = mesh.surface_get_arrays(0)
var verts: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX]
var idxs: PackedInt32Array = arrays[Mesh.ARRAY_INDEX]
hit_pos.y += _edit_radius * 0.8
terrain.stamp_mesh_arrays(verts, idxs, hit_pos, _edit_radius, 3.0)
instance.queue_free()