first commit

This commit is contained in:
Daniel Bulant 2025-11-26 18:13:02 +01:00
commit ddc7aa1045
12 changed files with 220 additions and 0 deletions

4
.editorconfig Normal file
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root = true
[*]
charset = utf-8

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.gitattributes vendored Normal file
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# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf

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.gitignore vendored Normal file
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# Godot 4+ specific ignores
.godot/
/android/

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icon.svg Normal file
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<svg xmlns="http://www.w3.org/2000/svg" width="128" height="128"><rect width="124" height="124" x="2" y="2" fill="#363d52" stroke="#212532" stroke-width="4" rx="14"/><g fill="#fff" transform="translate(12.322 12.322)scale(.101)"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 814 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H446l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c0 34 58 34 58 0v-86c0-34-58-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042" transform="translate(12.322 12.322)scale(.101)"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></svg>

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Width:  |  Height:  |  Size: 995 B

43
icon.svg.import Normal file
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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dj13im0k1ydwf"
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.svg"
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

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light.tscn Normal file
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[gd_scene format=3 uid="uid://b6opad48icrl8"]
[node name="SpotLight3D" type="SpotLight3D"]
transform = Transform3D(1, 0, 0, 0, -4.3711385e-08, 0.99999994, 0, -0.99999994, -4.3711385e-08, 0, 0, 0)
light_size = 0.3
spot_range = 0.8
spot_attenuation = 0.0
spot_angle = 70.0
spot_angle_attenuation = 3.2490098

39
lights.gd Normal file
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extends Marker3D
class_name Lights
@export var light_count: int = 1
@export var light_radius: float = 5.0
@export var light_template: PackedScene
@export var pattern_repetition: int = 5
@export var light_color: Color = Color.WHITE
@export var light_intensity: float = 1.0
@export var expected_rotation_delta: float = 0.
func _ready() -> void:
for i in light_count:
var angle = (TAU / light_count) * i
var x = light_radius * cos(angle)
var z = light_radius * sin(angle)
var light_instance = light_template.instantiate()
light_instance.position = Vector3(x, 0, z)
add_child(light_instance)
const BASE_DELTA: float = 16
var virtual_rotation: float = 0.0
const FULL_DARK_ROTATION_DELTA := .1
func _process(delta: float) -> void:
var frames_elapsed = delta / BASE_DELTA
virtual_rotation += expected_rotation_delta
var max_darkness = expected_rotation_delta / FULL_DARK_ROTATION_DELTA
var i := 0
for light in get_children():
if light is SpotLight3D:
var pattern_offset := ((i + int(virtual_rotation * pattern_repetition)) % pattern_repetition) / float(pattern_repetition)
light.light_color = light_color
light.light_energy = 1 - (1 - pattern_offset) * max_darkness
i += 1
expected_rotation_delta = lerp(expected_rotation_delta, 0.0, frames_elapsed * 5)

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lights.gd.uid Normal file
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uid://cjmoj5kmiquip

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main.gd Normal file
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extends Node3D
@onready var lights: Lights = %Lights
@onready var slider: HSlider = %HSlider
@onready var plane: MeshInstance3D = %Plane
@export var light_rotation: float = 0.0
@export var color_gradient: Gradient
func _ready():
slider.value_changed.connect(set_light_rotation)
var error_correction := 0.
func set_light_rotation(value: float) -> void:
value = wrapf(value, 0, 1)
# get shortest diff including wrapping
var diff = light_rotation - value
var wrapped_diff = (value + 1) - light_rotation
if abs(wrapped_diff) < abs(diff):
diff = -wrapped_diff
wrapped_diff = (light_rotation + 1) - value
if abs(wrapped_diff) < abs(diff):
diff = wrapped_diff
# ignore small movements until a bigger one occurs or until they accumulate enough, to avoid reseting the light movement
# diff += error_correction
# if diff < .05:
# error_correction = diff
# return
lights.expected_rotation_delta = diff
light_rotation = value
lights.light_color = color_gradient.sample(value)
slider.value = value

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main.gd.uid Normal file
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uid://yxfetvyqh2t3

65
main.tscn Normal file
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[gd_scene load_steps=10 format=3 uid="uid://bfysabo18nycq"]
[ext_resource type="Script" uid="uid://yxfetvyqh2t3" path="res://main.gd" id="1_h2yge"]
[ext_resource type="Script" uid="uid://cjmoj5kmiquip" path="res://lights.gd" id="1_ig7tw"]
[ext_resource type="PackedScene" uid="uid://b6opad48icrl8" path="res://light.tscn" id="2_0xm2m"]
[sub_resource type="Gradient" id="Gradient_h2yge"]
offsets = PackedFloat32Array(0, 0.25, 0.5, 0.75, 1)
colors = PackedColorArray(0.8156863, 0.38431373, 1, 1, 5.1018596e-06, 0.6902809, 0.5935051, 1, 0.31225172, 0.8011136, 0, 1, 0.5515474, 0.79056466, 1, 1, 0.8171765, 0.38458148, 1, 1)
[sub_resource type="CylinderMesh" id="CylinderMesh_0xm2m"]
top_radius = 1.0
bottom_radius = 1.0
height = 0.01
cap_bottom = false
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_7dm0k"]
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_7dm0k"]
[sub_resource type="Sky" id="Sky_ig7tw"]
sky_material = SubResource("ProceduralSkyMaterial_7dm0k")
[sub_resource type="Environment" id="Environment_0xm2m"]
background_mode = 2
sky = SubResource("Sky_ig7tw")
[node name="Node3D" type="Node3D"]
script = ExtResource("1_h2yge")
color_gradient = SubResource("Gradient_h2yge")
[node name="Plane" type="MeshInstance3D" parent="."]
unique_name_in_owner = true
mesh = SubResource("CylinderMesh_0xm2m")
surface_material_override/0 = SubResource("StandardMaterial3D_7dm0k")
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_0xm2m")
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, 2, 0)
[node name="Lights" type="Marker3D" parent="."]
unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0)
gizmo_extents = 0.7
script = ExtResource("1_ig7tw")
light_count = 20
light_radius = 0.7
light_template = ExtResource("2_0xm2m")
[node name="HSlider" type="HSlider" parent="."]
unique_name_in_owner = true
anchors_preset = 7
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
offset_left = -150.0
offset_top = -16.0
offset_right = 150.0
grow_horizontal = 2
grow_vertical = 0
max_value = 1.0
step = 0.0

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project.godot Normal file
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="ambientlightdemo"
run/main_scene="uid://bfysabo18nycq"
config/features=PackedStringArray("4.5", "Forward Plus")
config/icon="res://icon.svg"