Wrote a shader
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774a74da04
commit
2274eab9e1
8 changed files with 113 additions and 9 deletions
27
building.gd
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27
building.gd
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class_name Building extends Node2D
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var location : Vector2i # x is the angle, y is the height in the grid
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var dimension : Vector2i = Vector2.ONE # same as above
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@onready var grid : Grid = get_parent()
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# make sure location is set before adding a building to the scene tree
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# also make sure that the buildings are instantiated as children of the grid
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func _ready() -> void:
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var angle = location.x * TAU / grid.num_collumns; # currently assumes anchor is bottom left
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var height = grid.ground_radius + location.y * grid.cell_height;
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position = height * Vector2.from_angle(angle)
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print(angle, " ", height, " ", position)
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func overlaps(other : Building):
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# heights don't overlap
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if location.y >= other.location.y + other.dimension.y: return false # other is below
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if location.y + dimension.y <= other.location.y: return false # other is above
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# angles overlap. We can now assume heights overlap
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var relative_other_loc = (other.location.x - location.x + grid.num_collumns) % grid.num_collumns
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if dimension.x > relative_other_loc: return true
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if relative_other_loc + other.dimension > grid.num_collumns: return true
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# If we get here, angles do not overlap
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return false
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1
building.gd.uid
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1
building.gd.uid
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uid://b2ji03ekijjnn
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34
building.gdshader
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34
building.gdshader
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shader_type canvas_item;
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uniform ivec2 location;
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uniform ivec2 dimension = ivec2(1,1);
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uniform float ground_height = 3000.;
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uniform float cell_height = 300.;
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uniform int num_cells = 60;
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varying vec2 world_position;
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void vertex()
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{
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world_position = (MODEL_MATRIX * vec4(VERTEX, 0.0, 1.0)).xy;
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}
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void fragment() {
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float radius = sqrt(world_position.x * world_position.x + world_position.y * world_position.y);
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float angle = atan(world_position.y, world_position.x);
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float sample_y = 1. - ((radius - ground_height) / cell_height - float( location.y)) / float(dimension.y);
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float sample_x = mod(fract(angle / TAU + 1.) * float(num_cells) - float(location.x) + float(num_cells), float(num_cells)) / float(dimension.x);
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if(sample_y > 1. || sample_y < 0. || sample_x > 1. || sample_x < 0.) {
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discard;
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}
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COLOR = texture(TEXTURE, vec2(sample_x, sample_y));
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}
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//void light() {
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// // Called for every pixel for every light affecting the CanvasItem.
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// // Uncomment to replace the default light processing function with this one.
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//}
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1
building.gdshader.uid
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1
building.gdshader.uid
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uid://c7gb1nqwvkr37
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22
building.tscn
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22
building.tscn
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[gd_scene load_steps=5 format=3 uid="uid://djawvtdwp423v"]
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[ext_resource type="Script" uid="uid://b2ji03ekijjnn" path="res://building.gd" id="1_5j34s"]
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[ext_resource type="Texture2D" uid="uid://cy70quh6k3s1j" path="res://icon.svg" id="2_2yopf"]
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[ext_resource type="Shader" uid="uid://c7gb1nqwvkr37" path="res://building.gdshader" id="2_f1gjg"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_qnfc1"]
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resource_local_to_scene = true
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shader = ExtResource("2_f1gjg")
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shader_parameter/location = Vector2i(45, 0)
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shader_parameter/dimension = Vector2i(1, 1)
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shader_parameter/ground_height = 3000.0
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shader_parameter/cell_height = 300.0
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shader_parameter/num_cells = 60
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[node name="Building" type="Node2D"]
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script = ExtResource("1_5j34s")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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material = SubResource("ShaderMaterial_qnfc1")
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scale = Vector2(7, 7)
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texture = ExtResource("2_2yopf")
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@ -1,4 +1,4 @@
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extends Sprite2D
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extends Node2D
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@export var radius : float;
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func _draw():
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11
earth.tscn
11
earth.tscn
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@ -1,8 +1,8 @@
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[gd_scene load_steps=5 format=3 uid="uid://33k5v6skcbsm"]
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[ext_resource type="Texture2D" uid="uid://cy70quh6k3s1j" path="res://icon.svg" id="1_qbwya"]
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[ext_resource type="Script" uid="uid://b5fhsy1xlreco" path="res://draw_circle.gd" id="2_2bhor"]
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[ext_resource type="Script" uid="uid://m3vyyfk8gnma" path="res://grid.gd" id="3_2bhor"]
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[ext_resource type="PackedScene" uid="uid://djawvtdwp423v" path="res://building.tscn" id="3_5i67w"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_5i67w"]
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radius = 3000.0
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@ -14,8 +14,7 @@ radius = 3000.0
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Ground"]
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shape = SubResource("CircleShape2D_5i67w")
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[node name="Sprite2D" type="Sprite2D" parent="Ground"]
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texture = ExtResource("1_qbwya")
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[node name="GroundVisual" type="Node2D" parent="Ground"]
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script = ExtResource("2_2bhor")
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radius = 3000.0
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@ -29,3 +28,9 @@ cell_height = 300.0
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num_collumns = 60
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debug = true
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metadata/_custom_type_script = "uid://m3vyyfk8gnma"
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[node name="Building" parent="." instance=ExtResource("3_5i67w")]
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position = Vector2(-5212, -1497)
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[node name="Building2" parent="." instance=ExtResource("3_5i67w")]
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position = Vector2(49, 25)
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24
grid.gd
24
grid.gd
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@ -5,6 +5,8 @@ class_name Grid extends Node2D
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@export var num_collumns : int
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@export var debug : bool
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var buildings : Array[Building] = []
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func _draw() -> void:
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if !debug:
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return
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@ -16,8 +18,20 @@ func _draw() -> void:
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var angle = i * TAU / num_collumns;
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draw_line(Vector2.ZERO, 10000 * Vector2.from_angle(angle), Color.SKY_BLUE);
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#func cart_to_sphere(cart : Vector2):
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#var x = cart.x; var y = cart.y;
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#var radius = sqrt(x*x + y*y);
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#var angle = tan(y/x)
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## TODO
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func add_building_to_collumn(building : Building, collumn : int):
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# find the height of the top building in the buildings list:
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building.location = Vector2(collumn, 0)
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var height = 0
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# TODO: support other dimensions for buildings
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# add the new building one higher than the previous
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height += 1
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building.location = Vector2i(collumn, height);
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# for testing
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func _ready() -> void:
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var packed : PackedScene = preload("res://building.tscn")
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var test_building = packed.instantiate()
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test_building.location = Vector2(45, 1)
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add_child(test_building)
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