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5 Commits

Author SHA1 Message Date
Cat Flynn 7333b14593 add basic heat transfer #4 2022-12-07 00:08:38 +00:00
Cat Flynn 500fa6ddb8 generalise shader #4 2022-12-07 00:08:38 +00:00
Cat Flynn d044beb3d5 add tick clock and tick counter UI #4 2022-12-07 00:08:38 +00:00
Cat Flynn 4090ac732e extract struct to file 2022-12-07 00:08:38 +00:00
ktyl 424d6e4b98 grid (#9)
Reviewed-on: #9
2022-12-07 01:06:04 +01:00
20 changed files with 416 additions and 5 deletions

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@ -0,0 +1,6 @@
<Project Sdk="Godot.NET.Sdk/3.3.0">
<PropertyGroup>
<TargetFramework>net472</TargetFramework>
<RootNamespace>Halfearth</RootNamespace>
</PropertyGroup>
</Project>

19
half-earth/Half-earth.sln Normal file
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Half-earth", "Half-earth.csproj", "{C894A75C-991B-4000-9BD9-9B0B186304C4}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
ExportDebug|Any CPU = ExportDebug|Any CPU
ExportRelease|Any CPU = ExportRelease|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{C894A75C-991B-4000-9BD9-9B0B186304C4}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{C894A75C-991B-4000-9BD9-9B0B186304C4}.Debug|Any CPU.Build.0 = Debug|Any CPU
{C894A75C-991B-4000-9BD9-9B0B186304C4}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
{C894A75C-991B-4000-9BD9-9B0B186304C4}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
{C894A75C-991B-4000-9BD9-9B0B186304C4}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
{C894A75C-991B-4000-9BD9-9B0B186304C4}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
EndGlobalSection
EndGlobal

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[gd_resource type="ShaderMaterial" load_steps=2 format=2]
[ext_resource path="res://shaders/tile_shader.gdshader" type="Shader" id=1]
[resource]
shader = ExtResource( 1 )
shader_param/lowColor = Color( 1, 0.960784, 0, 1 )
shader_param/highColor = Color( 0.921569, 0, 1, 1 )
shader_param/t = null

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@ -0,0 +1,10 @@
[gd_resource type="ShaderMaterial" load_steps=2 format=2]
[ext_resource path="res://shaders/tile_shader.gdshader" type="Shader" id=1]
[resource]
resource_local_to_scene = true
shader = ExtResource( 1 )
shader_param/lowColor = Color( 0, 0, 0, 1 )
shader_param/highColor = Color( 1, 0.560784, 0, 1 )
shader_param/t = null

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@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://scripts/Clock.cs" type="Script" id=1]
[node name="Clock" type="Node"]
script = ExtResource( 1 )

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@ -0,0 +1,22 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://scripts/DebugUI.cs" type="Script" id=1]
[node name="Debug UI" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
script = ExtResource( 1 )
TicksLabelPath = NodePath("Ticks")
[node name="Ticks" type="Label" parent="."]
anchor_left = 1.0
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
margin_right = -10.0
margin_bottom = -10.0
grow_horizontal = 0
grow_vertical = 0
text = "ticks: 0"
align = 2
valign = 2

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@ -0,0 +1,20 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://nodes/grid.tscn" type="PackedScene" id=1]
[ext_resource path="res://nodes/grid_cursor.tscn" type="PackedScene" id=2]
[ext_resource path="res://nodes/debug_ui.tscn" type="PackedScene" id=3]
[ext_resource path="res://nodes/clock.tscn" type="PackedScene" id=4]
[node name="Root" type="Node"]
[node name="Grid" parent="." instance=ExtResource( 1 )]
[node name="Cursor" parent="." instance=ExtResource( 2 )]
Grid = NodePath("../Grid")
[node name="Debug UI" parent="." instance=ExtResource( 3 )]
[node name="Clock" parent="." instance=ExtResource( 4 )]
[connection signal="OnTick" from="Clock" to="Grid" method="_on_Clock_OnTick"]
[connection signal="OnTick" from="Clock" to="Debug UI" method="_on_Clock_OnTick"]

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@ -0,0 +1,10 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://scripts/WorldGrid.cs" type="Script" id=1]
[ext_resource path="res://nodes/tile.tscn" type="PackedScene" id=2]
[node name="Grid" type="Node2D"]
script = ExtResource( 1 )
TileScene = ExtResource( 2 )
Size = 10
CellSize = 64

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@ -0,0 +1,10 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://textures/icon.png" type="Texture" id=1]
[ext_resource path="res://scripts/GridCursor.cs" type="Script" id=2]
[ext_resource path="res://materials/cursor.tres" type="Material" id=3]
[node name="Grid Cursor" type="Sprite"]
material = ExtResource( 3 )
texture = ExtResource( 1 )
script = ExtResource( 2 )

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@ -0,0 +1,8 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://materials/tile.tres" type="Material" id=1]
[ext_resource path="res://textures/icon.png" type="Texture" id=2]
[node name="Tile" type="Sprite"]
material = ExtResource( 1 )
texture = ExtResource( 2 )

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@ -11,7 +11,8 @@ config_version=4
[application]
config/name="Half-earth"
config/icon="res://icon.png"
run/main_scene="res://nodes/game.tscn"
config/icon="res://textures/icon.png"
[gui]
@ -27,4 +28,5 @@ common/enable_pause_aware_picking=true
[rendering]
environment/default_environment="res://default_env.tres"
gles3/shaders/shader_compilation_mode=1
environment/default_environment="res://resources/default_env.tres"

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using Godot;
using System;
public class Clock : Node
{
[Signal]
delegate void OnTick(int ticks);
private int _ticks = 0;
public override void _Input(InputEvent @event)
{
base._Input(@event);
if (@event is InputEventKey keyEvent && keyEvent.Pressed)
{
switch ((KeyList)keyEvent.Scancode)
{
case KeyList.Space:
Tick();
break;
}
}
}
private void Tick()
{
_ticks++;
EmitSignal(nameof(OnTick), _ticks);
}
}

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using Godot;
using System;
public class DebugUI : Control
{
[Export]
public NodePath TicksLabelPath { private get; set; }
private Label _ticksLabel;
public override void _Ready()
{
_ticksLabel = GetNode<Label>(TicksLabelPath);
SetTicksText(0);
}
public void _on_Clock_OnTick(int ticks) => SetTicksText(ticks);
private void SetTicksText(int ticks)
{
_ticksLabel.Text = $"ticks: {ticks}";
}
}

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using Godot;
using System;
public class GridCursor : Sprite
{
[Export]
public NodePath Grid { get; set; }
private WorldGrid _grid;
private ShaderMaterial _material;
private const string T = "t";
public override void _Ready()
{
_grid = GetNode<WorldGrid>(Grid);
_material = (ShaderMaterial)Material;
}
public override void _Input(InputEvent @event)
{
base._Input(@event);
if (@event is InputEventMouseMotion mouseMoveEvent)
{
var pos = mouseMoveEvent.Position;
_grid.GetGridPos(pos, out var x, out var y);
this.Visible = _grid.IsInBounds(x, y);
var position = new Vector2(x + .5f, y + .5f) * _grid.CellSize;
this.Position = position;
}
else if (@event is InputEventMouseButton mouseButtonEvent)
{
switch ((ButtonList)mouseButtonEvent.ButtonIndex)
{
case ButtonList.Left:
if (mouseButtonEvent.Pressed)
{
var pos = mouseButtonEvent.Position;
_grid.GetGridPos(pos, out var x, out var y);
_grid.SetTileValue(x, y, 1.0f);
_material.SetShaderParam(T, 1f);
}
else
{
_material.SetShaderParam(T, 0f);
}
break;
}
}
}
}

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using Godot;
public struct Tile
{
public bool isHighlighted;
public float value;
public ShaderMaterial material;
}

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using Godot;
using System;
using System.Collections.Generic;
public class WorldGrid : Node2D
{
[Export]
private PackedScene TileScene { get; set; }
[Export]
public int Size { get; set; }
[Export]
public int CellSize { get; set; }
[Export]
public float DiffusionCoefficient { get; set; } = 0.01f;
private Tile[,] _tiles;
private float[,] _nextValues = null;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
GenerateGrid(Size);
}
public override void _Process(float delta)
{
base._Process(delta);
for (int x = 0; x < Size; x++)
{
for (int y = 0; y < Size; y++)
{
var tile = _tiles[x, y];
var material = tile.material;
material.SetShaderParam("t", tile.value);
}
}
}
public bool IsInBounds(int x, int y)
{
return x >= 0 && x < Size && y >= 0 && y < Size;
}
public void ToggleTileHighlight(int x, int y)
{
if (!IsInBounds(x, y))
return;
_tiles[x, y].isHighlighted ^= true;
}
public void SetTileValue(int x, int y, float value)
{
_tiles[x, y].value = value;
}
public void GetGridPos(Vector2 position, out int x, out int y)
{
x = Mathf.FloorToInt(position.x / CellSize);
y = Mathf.FloorToInt(position.y / CellSize);
}
private void Clear()
{
_tiles = null;
int children = this.GetChildCount();
GD.Print(children);
for (int i = 0; i < children; i++)
{
var child = this.GetChild(i);
child.QueueFree();
}
}
private void GenerateGrid(int size)
{
this.Clear();
_tiles = new Tile[size, size];
_nextValues = new float[size, size];
for (int x = 0; x < size; x++)
{
for (int y = 0; y < size; y++)
{
var tile = new Tile();
tile.isHighlighted = false;
tile.value = 0.0f;
var node = TileScene.Instance<Node2D>();
this.AddChild(node);
var position = new Vector2
{
x = (x + .5f) * CellSize,
y = (y + .5f) * CellSize
};
node.Position = position;
var canvasItem = (CanvasItem)node;
tile.material = (ShaderMaterial)canvasItem.Material;
_tiles[x, y] = tile;
}
}
}
public void _on_Clock_OnTick(int ticks)
{
Diffuse();
}
private float TransferHeat(float t0, float alpha, float nx, float ny, float px, float py)
{
float d2tdx2 = nx - 2 * t0 + px;
float d2tdy2 = ny - 2 * t0 + py;
return t0 + alpha * (d2tdx2 + d2tdy2);
}
private void GetNeighbourTemperatures(int x, int y, out float nx, out float ny, out float px, out float py)
{
// default value
var t = _tiles[x, y].value;
nx = x > 0 ? _tiles[x - 1, y].value : t;
px = x < Size - 1 ? _tiles[x + 1, y].value : t;
ny = y > 0 ? _tiles[x, y - 1].value : t;
py = y < Size - 1 ? _tiles[x, y + 1].value : t;
}
private void Diffuse()
{
for (int x = 0; x < Size; x++)
{
for (int y = 0; y < Size; y++)
{
float t = _tiles[x, y].value;
var D = DiffusionCoefficient;
GetNeighbourTemperatures(
x, y,
out var nx,
out var ny,
out var px,
out var py);
// current value
_nextValues[x, y] = TransferHeat(t, D, nx, ny, px, py);
}
}
float sum = 0f;
for (int x = 0; x < Size; x++)
{
for (int y = 0; y < Size; y++)
{
_tiles[x, y].value = _nextValues[x, y];
sum += _tiles[x, y].value;
}
}
GD.Print(sum);
}
}

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shader_type canvas_item;
uniform vec4 lowColor : hint_color;
uniform vec4 highColor : hint_color;
uniform float t;
void fragment() {
COLOR = mix(lowColor, highColor, t);
}

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@ -2,15 +2,15 @@
importer="texture"
type="StreamTexture"
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
path="res://.import/icon.png-f931f6b997c470ed41f337ac62349254.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.png"
dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
source_file="res://textures/icon.png"
dest_files=[ "res://.import/icon.png-f931f6b997c470ed41f337ac62349254.stex" ]
[params]