extends WorldEnvironment const ROT_SPEED = 0.003 const ZOOM_SPEED = 0.125 const MAIN_BUTTONS = MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT | MOUSE_BUTTON_MASK_MIDDLE var tester_index = 0 var rot_x = deg_to_rad(-22.5) # This must be kept in sync with RotationX. var rot_y = deg_to_rad(90) # This must be kept in sync with CameraHolder. var zoom = 2.5 var base_height = ProjectSettings.get_setting("display/window/size/viewport_height") @onready var testers = $Testers @onready var camera_holder = $CameraHolder # Has a position and rotates on Y. @onready var rotation_x = $CameraHolder/RotationX @onready var camera = $CameraHolder/RotationX/Camera3D func _ready(): camera_holder.transform.basis = Basis.from_euler(Vector3(0, rot_y, 0)) rotation_x.transform.basis = Basis.from_euler(Vector3(rot_x, 0, 0)) update_gui() func _unhandled_input(event): if event.is_action_pressed("ui_left"): _on_previous_pressed() if event.is_action_pressed("ui_right"): _on_next_pressed() if event is InputEventMouseButton: if event.button_index == MOUSE_BUTTON_WHEEL_UP: zoom -= ZOOM_SPEED if event.button_index == MOUSE_BUTTON_WHEEL_DOWN: zoom += ZOOM_SPEED zoom = clamp(zoom, 1.5, 4) if event is InputEventMouseMotion and event.button_mask & MAIN_BUTTONS: # Compensate motion speed to be resolution-independent (based on the window height). var relative_motion = event.relative * DisplayServer.window_get_size().y / base_height rot_y -= relative_motion.x * ROT_SPEED rot_x -= relative_motion.y * ROT_SPEED rot_x = clamp(rot_x, deg_to_rad(-90), 0) camera_holder.transform.basis = Basis.from_euler(Vector3(0, rot_y, 0)) rotation_x.transform.basis = Basis.from_euler(Vector3(rot_x, 0, 0)) func _process(delta): var current_tester = testers.get_child(tester_index) # This code assumes CameraHolder's X and Y coordinates are already correct. var current_position = camera_holder.global_transform.origin.z var target_position = current_tester.global_transform.origin.z camera_holder.global_transform.origin.z = lerpf(current_position, target_position, 3 * delta) camera.position.z = lerpf(camera.position.z, zoom, 10 * delta) func _on_previous_pressed(): tester_index = max(0, tester_index - 1) update_gui() func _on_next_pressed(): tester_index = min(tester_index + 1, testers.get_child_count() - 1) update_gui() func update_gui(): $TestName.text = str(testers.get_child(tester_index).name).capitalize() $Previous.disabled = tester_index == 0 $Next.disabled = tester_index == testers.get_child_count() - 1 func _on_enable_sun_toggled(button_pressed): $DirectionalLight3D.visible = button_pressed func _on_animate_lights_toggled(button_pressed): for animatable_node in get_tree().get_nodes_in_group("animatable"): animatable_node.set_process(button_pressed) func _on_shadow_resolution_item_selected(index): var size = 4096 match index: 0: size = 1024 1: size = 2048 2: size = 4096 3: size = 8192 4: size = 16384 RenderingServer.directional_shadow_atlas_set_size(size, true) get_viewport().positional_shadow_atlas_size = size func _on_shadow_filter_quality_item_selected(index): # Values are numbered in the OptionButton to match the RenderingServer.ShadowQuality enum. RenderingServer.directional_soft_shadow_filter_set_quality(index) RenderingServer.positional_soft_shadow_filter_set_quality(index) func _on_projector_filter_mode_item_selected(index): # Values are numbered in the OptionButton to match the RenderingServer.LightProjectorFilter enum. RenderingServer.light_projectors_set_filter(index)