dof update
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+42
-31
@@ -4,14 +4,14 @@ extends Camera3D
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@export var horizontal_distance: float = 28.0
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@export var horizontal_angle_deg: float = 45.0
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# --- PERSPECTIVE ZOOM SETTINGS ---
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@export var fov_min: float = 15.0 # Maximum zoom in (narrow FOV)
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@export var fov_max: float = 60.0 # Maximum zoom out (wide FOV)
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@export var default_fov: float = 35.0
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# --- ORTHOGRAPHIC ZOOM SETTINGS ---
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@export var size_min: float = 5.0 # Maximum zoom in (small frame size)
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@export var size_max: float = 30.0 # Maximum zoom out (large frame size)
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@export var default_size: float = 15.0
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# --- TILT-SHIFT DOF SETTINGS ---
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@export var focus_slice_thickness: float = 2.0 # Total thickness (in meters) of what stays sharp
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@export var blur_transition: float = 2.0 # How fast it transitions into full blur
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@export var focus_slice_thickness: float = 6.0
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@export var blur_transition: float = 15.0
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const _FLASH_DURATION: float = 0.30
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@@ -19,17 +19,17 @@ var _shake_amount: float = 0.0
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var _shake_decay: float = 0.0
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var _flash_timer: float = 0.0
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var _flash_rect: ColorRect = null
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var _target_fov: float = 0.0
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var _target_size: float = 0.0
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func _ready() -> void:
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set_as_top_level(true)
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projection = PROJECTION_PERSPECTIVE # Changed to perspective
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_target_fov = default_fov
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fov = default_fov
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projection = Camera3D.PROJECTION_ORTHOGONAL # Switched to orthographic
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_target_size = default_size
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size = default_size
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near = 0.1
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far = 150.0 # Tight far plane to ensure depth buffer precision for DoF
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far = 150.0
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_setup_flash()
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@@ -46,15 +46,15 @@ func _setup_flash() -> void:
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func _unhandled_input(event: InputEvent) -> void:
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# Zoom inputs now scale the Field of View (FOV)
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# Zoom inputs now scale the Orthographic Size property
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if event.is_action_pressed("zoom_in"):
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_target_fov = clamp(_target_fov / 1.2, fov_min, fov_max)
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_target_size = clamp(_target_size / 1.2, size_min, size_max)
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if event.is_action_pressed("zoom_out"):
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_target_fov = clamp(_target_fov * 1.2, fov_min, fov_max)
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_target_size = clamp(_target_size * 1.2, size_min, size_max)
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func _process(delta: float) -> void:
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fov = lerpf(fov, _target_fov, delta * 10.0)
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size = lerpf(size, _target_size, delta * 10.0)
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var angle_rad := deg_to_rad(horizontal_angle_deg)
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var offset := Vector3(
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@@ -67,7 +67,7 @@ func _process(delta: float) -> void:
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look_at(target.global_position, Vector3.UP)
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# --- DYNAMIC TILT SHIFT CALCULATION ---
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_update_tilt_shift_dof(target.global_position)
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_update_ortho_tilt_shift_dof(target.global_position)
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if _shake_amount > 0.005:
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global_position += Vector3(
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@@ -90,8 +90,7 @@ func trigger_hit(strength: float) -> void:
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_flash_timer = _FLASH_DURATION
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func _update_tilt_shift_dof(target_pos: Vector3) -> void:
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# Make sure the camera has a practical attributes resource assigned
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func _update_ortho_tilt_shift_dof(target_pos: Vector3) -> void:
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var cam_attr: CameraAttributesPractical = null
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if "attributes" in self and self.attributes is CameraAttributesPractical:
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@@ -100,20 +99,32 @@ func _update_tilt_shift_dof(target_pos: Vector3) -> void:
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cam_attr = self.camera_attributes
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if cam_attr != null:
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# 1. Find exact distance from camera lens to your target
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var target_distance := global_position.distance_to(target_pos)
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# 1. Project distance onto the camera's true forward forward axis
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var to_target := target_pos - global_position
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var forward_vector := -global_transform.basis.z
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var ortho_depth := to_target.dot(forward_vector)
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# 2. Scale the focus depth based on FOV zoom level so the blur stays consistent
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var zoom_factor := default_fov / fov
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# 2. Extract the dynamic zoom multiplier
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var zoom_factor := size / default_size
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var dynamic_slice := focus_slice_thickness * zoom_factor
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var dynamic_transition := blur_transition * zoom_factor
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var half_slice := dynamic_slice * 0.5
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# 3. Apply the sharp "slice" directly around the target distance
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cam_attr.dof_blur_far_distance = target_distance + (dynamic_slice * 0.5)
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cam_attr.dof_blur_near_distance = target_distance - (dynamic_slice * 0.5)
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# Base transition modified by the zoom state
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var base_transition := blur_transition * zoom_factor
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# 3. Apply the focal zones
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cam_attr.dof_blur_far_distance = ortho_depth + half_slice
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cam_attr.dof_blur_near_distance = maxf(near + 0.1, ortho_depth - half_slice)
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# 4. ASYMMETRICAL CORRECTION FOR GODOT 4.7 FORWARD+
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# Far transition needs a massive punch to actually manifest on screen
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cam_attr.dof_blur_far_transition = maxf(0.1, base_transition * 0.5)
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# Near transition needs to be greatly expanded (larger number = gentler slope)
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# to stop it from snapping into massive instant blur
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cam_attr.dof_blur_near_transition = maxf(1.0, base_transition * 1.5)
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# 5. Keep both enabled
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cam_attr.dof_blur_far_enabled = false
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cam_attr.dof_blur_near_enabled = false
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# 4. Apply transitions and force execution
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cam_attr.dof_blur_far_transition = dynamic_transition
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cam_attr.dof_blur_near_transition = dynamic_transition
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cam_attr.dof_blur_far_enabled = true
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cam_attr.dof_blur_near_enabled = true
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