diff options
author | Nemrav <> | 2023-07-29 03:07:02 +0200 |
---|---|---|
committer | Hop311 <hop3114@gmail.com> | 2023-08-09 20:02:01 +0200 |
commit | 505176d9cabe76cff7cdac6b4d4ef1c77ccb00d9 (patch) | |
tree | eed289104a5fc476e9033d88fc74865d109e66bb /game/src/Game/Theme/PieChart/PieChart.gdshader | |
parent | ff0d38b5d53fa95609f2587a2be5205f0c0d3118 (diff) |
add piecharts
Diffstat (limited to 'game/src/Game/Theme/PieChart/PieChart.gdshader')
-rw-r--r-- | game/src/Game/Theme/PieChart/PieChart.gdshader | 87 |
1 files changed, 87 insertions, 0 deletions
diff --git a/game/src/Game/Theme/PieChart/PieChart.gdshader b/game/src/Game/Theme/PieChart/PieChart.gdshader new file mode 100644 index 0000000..1707b3d --- /dev/null +++ b/game/src/Game/Theme/PieChart/PieChart.gdshader @@ -0,0 +1,87 @@ +shader_type canvas_item; + +// The center in UV coordinates, which will always +//be 0.5, the actual radius will be controlled by the control node +//const vec2 center = vec2(0.5,0.5); +uniform float radius = 0.4; + +//shadow +uniform vec2 shadow_displacement = vec2(0.75,0.75); +uniform float shadow_tightness = 10; +uniform float shadow_radius = 0.7; +uniform float shadow_thickness = 1.0; + +// Control of the slices +uniform float stopAngles[5]; +uniform vec3 colours[5]; + +// Trim +uniform vec3 trim_colour; +uniform float trim_size = 0.05; + +// The center is spotlighted by the gradient, +//control its size and falloff with these +uniform float gradient_falloff = 3.6; +uniform float gradient_base = 3.1; + +// control whether this is a donut instead of a pie chart +uniform bool donut = false; +uniform bool donut_inner_trim = false; +uniform float donut_inner_radius = 0.15; + +// get the polar coordinates of a pixel relative to the center +vec2 getPolar(vec2 UVin, vec2 center){ + vec2 relcoord = (UVin-center); + float dist = length(relcoord); + float theta = PI/2.0 + atan((relcoord.y)/(relcoord.x)); + if(UVin.x < 0.5){ + theta += PI; + } + return vec2(dist,theta); +} + +// from thebookofshaders, returns a gradient falloff +float parabola( float base, float x, float k ){ + return pow( base*x*(1.0-x), k ); +} + +float parabola_shadow(float base, float x){ + return base*x*x; +} + +void fragment() { + vec2 coords = getPolar(UV,vec2(0.5,0.5)); + float dist = coords.x; + float theta = coords.y; + + vec2 shadow_polar = getPolar(UV,vec2(0.0+shadow_displacement.x,0.0+shadow_displacement.y)); + float shadow_peak = radius+(radius-donut_inner_radius)/2.0; + float shadow_gradient = shadow_thickness+parabola_shadow(shadow_tightness*-10.0,shadow_polar.x+shadow_peak-shadow_radius); + + // inner hole of the donut => make it transparent + if(donut && dist <= donut_inner_radius){ + COLOR = vec4(0.1,0.1,0.1,shadow_gradient); + } + // inner trim + else if(donut && donut_inner_trim && dist <= donut_inner_radius + trim_size){ + COLOR = vec4(trim_colour,1.0); + } + // interior + else if(dist <= radius-trim_size){ + for(int i=0;i<stopAngles.length();i++){ + if(theta <= stopAngles[i]){ + float gradient = parabola(gradient_base,dist,gradient_falloff); + COLOR = vec4(colours[i]*(1.0-gradient),1.0); + break; + } + } + } + // outer trim + else if(dist <= radius){ + COLOR = vec4(trim_colour,1.0); + } + //outside the circle + else{ + COLOR = vec4(0.1,0.1,0.1,shadow_gradient); + } +}
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