From 505176d9cabe76cff7cdac6b4d4ef1c77ccb00d9 Mon Sep 17 00:00:00 2001 From: Nemrav <> Date: Fri, 28 Jul 2023 22:07:02 -0300 Subject: add piecharts --- .../ProvinceOverviewPanel.tscn | 129 ++++++++++++++++++++- 1 file changed, 126 insertions(+), 3 deletions(-) (limited to 'game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.tscn') diff --git a/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.tscn b/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.tscn index 7c82f10..9b4c45b 100644 --- a/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.tscn +++ b/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.tscn @@ -1,8 +1,118 @@ -[gd_scene load_steps=2 format=3 uid="uid://byq323jbel48u"] +[gd_scene load_steps=6 format=3 uid="uid://byq323jbel48u"] [ext_resource type="Script" path="res://src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd" id="1_3n8k5"] - -[node name="ProvinceOverviewPanel" type="PanelContainer" node_paths=PackedStringArray("_province_name_label", "_region_name_label", "_life_rating_bar", "_total_population_label", "_rgo_icon_texture_rect", "_rgo_name_label", "_buildings_container")] +[ext_resource type="PackedScene" uid="uid://cr7p1k2xm7mum" path="res://src/Game/Theme/PieChart/PieChart.tscn" id="2_3oytt"] + +[sub_resource type="Shader" id="Shader_2k3yf"] +code = "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