add shader
This commit is contained in:
File diff suppressed because one or more lines are too long
@@ -1,159 +1,8 @@
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[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://s6xe8igevnv2"]
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[sub_resource type="Shader" id="1"]
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code = "shader_type canvas_item;
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uniform vec4 colore: source_color;
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uniform vec2 pc0; /* Центр сетки антенн */
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uniform vec4 color0: source_color = vec4(0.38, 0.47, 0.51, 0.4);
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uniform vec4 color1: source_color = vec4(0.39, 0.44, 0.50, 0.4);
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const float mask_grad = 0.75;
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const float rotation = 135.0;
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const float radius_inner = 200.0; /* Радиус внутренний. Должно быть равно ant_band_r0_0 */
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const float radius_outter = 550.0; /* Радиус внешний. Должно быть равно ant_band_r1_6 */
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const float ant_band_count_0 = 6.0;
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const float ant_band_count_1 = 6.0;
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const float ant_band_count_2 = 6.0;
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const float ant_band_count_3 = 6.0;
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const float ant_band_count_4 = 6.0;
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const float ant_band_count_5 = 6.0;
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const float ant_band_count_6 = 6.0;
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const float ant_band_r0_0 = 200.0;
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const float ant_band_r0_1 = 250.0;
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const float ant_band_r0_2 = 300.0;
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const float ant_band_r0_3 = 350.0;
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const float ant_band_r0_4 = 400.0;
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const float ant_band_r0_5 = 450.0;
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const float ant_band_r0_6 = 500.0;
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const float ant_band_r1_0 = 250.0;
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const float ant_band_r1_1 = 300.0;
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const float ant_band_r1_2 = 350.0;
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const float ant_band_r1_3 = 400.0;
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const float ant_band_r1_4 = 450.0;
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const float ant_band_r1_5 = 500.0;
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const float ant_band_r1_6 = 550.0;
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const float d4 = 90.0;
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const float ds = 1.0;
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float SMOOTH(float r, float R, float d)
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{
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return 1.0 - smoothstep(R - d, R + d, r);
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}
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float remap(float i_min, float i_max, float o_min, float o_max, float val) {
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float t = (val - i_min) / (i_max - i_min);
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return o_min + (o_max - o_min) * t;
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}
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float mask(vec2 uv, float value)
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{
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float r = atan(uv.x, uv.y);
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r = remap(-PI, PI, 0.0, 1.0, r);
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r = step(r, value * 0.5);
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uv.x = uv.x + 1.0;
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uv.x = uv.x * -1.0;
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uv.x += 1.0;
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float l = atan(uv.x, uv.y);
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l = remap(-PI, PI, 0.0, 1.0, l);
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l = step(l, value * 0.5);
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return r + l ;
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}
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void sector(inout vec4 c, vec2 uv, vec2 center, float a, float da, float r0, float r1, vec4 color)
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{
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float l = distance(center, uv);
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vec2 d = uv - center;
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float sf = 500.0;
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float theta = atan(d.x, d.y) * sf;
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da /= 2.0;
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float a0 = radians(a - da);
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float a1 = radians(a + da);
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float va = SMOOTH(a0 * sf, theta, ds) - SMOOTH(a1 * sf, theta, ds);
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float vr = SMOOTH(r0, l, ds) - SMOOTH(r1, l, ds);
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float rgb = sqrt(va * vr);
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c.rgb += color.rgb * rgb * color.a;
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c.a += rgb * color.a;
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}
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void antenas(inout vec4 c, vec2 uv, vec2 p0, float cnt, float r0, float r1, vec4 c0, vec4 c1)
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{
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float da = 180.0f / float(cnt);
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for (int i = int(-cnt); i <= int(cnt); i ++)
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{
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float v = float(i & 1);
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vec4 col = v * c0 + (1.0f - v) * c1;
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sector(c, uv, p0, float(i) * da, da, r0, r1, col);
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}
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}
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void circle_thin(inout vec3 color, vec2 uv, vec2 p, float r, float w, vec3 c, float a)
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{
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float d = distance(uv, p);
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float v0 = r - w;
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float v1 = r + w;
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color += a * sqrt(smoothstep(v1, v0, d) * smoothstep(v0, v1, d) * c);
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}
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void line_r(inout vec4 color, vec2 uv, vec2 center, float theta0, float radius, vec4 c)
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{
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vec2 d = uv - center;
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vec2 p = radius * vec2(cos(theta0 * PI / 180.0), - sin(theta0 * PI / 180.0));
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float l = length(d - p * clamp(dot(d, p) / dot(p, p), 0.0, 1.0));
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color.rgb += c.rgb * SMOOTH(l, 1.0, ds) * c.a;
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}
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void rotate_vec2(inout vec2 vert, float a)
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{
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float sin_a = sin(a);
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float cos_a = cos(a);
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vert *= mat2(vec2(cos_a, sin_a), vec2(-sin_a, cos_a));
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}
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void vertex()
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{
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VERTEX -= pc0;
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rotate_vec2(VERTEX, radians(rotation));
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VERTEX += pc0;
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}
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void fragment()
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{
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ivec2 isz = textureSize(TEXTURE, 0);
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vec2 uv = UV * vec2(float(isz.x), float(isz.y)); // координаты текущей точки в пикселях
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float mask = mask(uv, mask_grad);
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COLOR = vec4(0.0, 0.0, 0.0, 0.0) - mask; //texture(TEXTURE, UV); // Цвет текущей точки
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// Сетка антенн
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antenas(COLOR, uv, pc0, ant_band_count_0, ant_band_r0_0, ant_band_r1_0, color1, color0);
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antenas(COLOR, uv, pc0, ant_band_count_1, ant_band_r0_1, ant_band_r1_1, color0, color1);
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antenas(COLOR, uv, pc0, ant_band_count_2, ant_band_r0_2, ant_band_r1_2, color1, color0);
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antenas(COLOR, uv, pc0, ant_band_count_3, ant_band_r0_3, ant_band_r1_3, color0, color1);
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antenas(COLOR, uv, pc0, ant_band_count_4, ant_band_r0_4, ant_band_r1_4, color1, color0);
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antenas(COLOR, uv, pc0, ant_band_count_5, ant_band_r0_5, ant_band_r1_5, color0, color1);
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}
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"
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[ext_resource type="Shader" path="res://Shaders/ray.gdshader" id="1_mtift"]
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[resource]
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shader = SubResource("1")
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shader_parameter/colore = Color(0, 0, 0, 1)
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shader_parameter/pc0 = Vector2(560.03, 560)
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shader_parameter/color0 = Color(0.203922, 0.203922, 0.203922, 0.478431)
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shader_parameter/color1 = Color(0.945098, 0.964706, 0.972549, 0.117647)
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shader = ExtResource("1_mtift")
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shader_parameter/color_signal = null
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shader_parameter/turn = 0.785
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39
ems_g.gd
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39
ems_g.gd
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@@ -0,0 +1,39 @@
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extends Panel
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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var node_select1 = $scroll1/table1
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var EMS_G_TABLE: Array
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for i_row in Constants.INPUT_EMS_G.size()+1:
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var column: Array
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for out_colum in Constants.OUT_EMS_G.size()+1:
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if out_colum > 0 and i_row > 0:
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column.append(Constants.Switch)
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else:
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column.append(Constants.TableNode)
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EMS_G_TABLE.append(column)
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draw_tabl(node_select1, EMS_G_TABLE, EMS_G_TABLE.size())
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node_select1.get_node2(0, 0).text = 'XЭ ТРИ'
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for i in Constants.INPUT_EMS_G.size():
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node_select1.get_node2(0, i+1).text = Constants.INPUT_EMS_G[i]
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for i in Constants.OUT_EMS_G.size():
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node_select1.get_node2(i+1, 0).text = Constants.OUT_EMS_G[i]
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var columns_min_size: Array
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for i in EMS_G_TABLE.size():
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columns_min_size.append(70)
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node_select1.set_columns_min_size(columns_min_size)
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func draw_tabl(tbl, row: Array, count_row: int):
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for i_row in count_row:
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tbl.add_row(row[i_row])
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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@@ -47,8 +47,6 @@ func _ready() -> void:
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node_control_device.get_node2(0, i).text = Constants.CONTROL_DEVICE[i]
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node_control_device.set_columns_min_size([300])
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$TabContainer/PRD/Zapret.connect('toggled', Callable(self, '_on_zapret').bind($TabContainer/PRD/Zapret))
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$TabContainer/PRD/Zapret2.connect('toggled', Callable(self, '_on_zapret').bind($TabContainer/PRD/Zapret2))
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Network.connect('_yau_status_line', Callable(self, '_on_yau_status'))
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@@ -10,6 +10,7 @@ const MINIMUM_CODE_AD: int = 2660
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const TEMP: float = 115.0 / (MAXIMUM_CODE_ADC - MINIMUM_CODE_AD)
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const TableNode = preload("res://table/node.tscn")
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const TableList = preload("res://table/node_list.tscn")
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const Switch = preload("res://table/switch.tscn")
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const SELECT_DEVICE: Array = [[TableNode, TableList]]
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const CONTROL_DEVICE: Array = ['ЯЧЕЙКА ЯУ-07Б', 'ФС', 'ЯЧЕЙКА ЭМС-Г', 'ЯЧЕЙКА УГ', 'ЯЧЕЙКА УКП №1', 'ЯЧЕЙКА УКП №2', 'ИП МАА №1', 'ИП МАА №2', 'ИП9-50 №1', 'ИП9-50 №2', 'ИП12-50 №1', '-', '-','ИП5-25', 'Х3:2(СЗИ2 от УФ)', 'Х3:19(СИ2 от ФС)', 'Х3:11(СИ2 в УФ)', 'Х3:14(Модуляция)', 'Х3:27(ФГОЗ)']
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const ROWS_REGS_DATA: Array = [
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@@ -59,12 +60,46 @@ var CONTROL_POWER_SUPPLY: Array = [
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['ИП9-50 №3', 'ОШИБКА. КОНТРОЛЬ ИП9-50 №3'],
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['ИП12-50 №2', 'ОШИБКА. КОНТРОЛЬ ИП12-50 №2'],
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['ИП5-25', 'ОШИБКА. КОНТРОЛЬ ИП5-25']]
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const EMS_G = [
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const EMS_G: Array = [
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['Нет Х3:2(СЗИ2 от УФ)', 'Есть Х3:2(СЗИ2 от УФ)'],
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['Нет Х3:19(СИ2 от ФС)', 'Есть Х3:19(СИ2 от ФС)'],
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['Нет Х3:11(СИ2 в УФ)', 'Есть Х3:11(СИ2 в УФ)'],
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['Нет Х3:14(Модуляция)', 'Есть Х3:14(Модуляция)'],
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['Нет Х3:27(ФГОЗ)', 'Есть Х3:27(ФГОЗ)']]
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const INPUT_EMS_G: Array = [
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'01/:34',
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'02/:35',
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'03/:36',
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'04/:37',
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'05/:38',
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'06/:39',
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'07/:40',
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'08/:41',
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'18/:42',
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'19/:43',
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'20/:44',
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'21/:45',
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'22/:46',
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'23/:47',
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'24/:48',
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'25/:49',]
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const OUT_EMS_G: Array = [
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'10/:34',
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'11/:35',
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'12/:36',
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'13/:37',
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'14/:38',
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'15/:39',
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'16/:40',
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'17/:41',
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'26/:42',
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'27/:43',
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'28/:44',
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'29/:45',
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'30/:46',
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'31/:47',
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'32/:48',
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'33/:49',]
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enum MODE {
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PRD_K,
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PRD_B,
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Binary file not shown.
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Before Width: | Height: | Size: 125 B |
@@ -1,34 +0,0 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://bw3yv3smvaxqn"
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path="res://.godot/imported/nine-patch.png-798f7950fb3126b4e1ed0c39d9e4beba.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://table/nine-patch.png"
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dest_files=["res://.godot/imported/nine-patch.png-798f7950fb3126b4e1ed0c39d9e4beba.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@@ -31,21 +31,3 @@ alignment = 1
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editable = false
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caret_blink = true
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caret_blink_interval = 0.5
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[node name="Label" type="Label" parent="."]
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visible = false
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layout_mode = 0
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offset_right = 40.0
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offset_bottom = 23.0
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[node name="Label" type="Label" parent="Label"]
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visible = false
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layout_mode = 0
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offset_right = 40.0
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offset_bottom = 23.0
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[node name="CheckButton" type="CheckButton" parent="Label"]
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visible = false
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layout_mode = 0
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offset_right = 44.0
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offset_bottom = 24.0
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@@ -1,15 +0,0 @@
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[gd_scene load_steps=2 format=3 uid="uid://pd3fcx55duj2"]
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[ext_resource type="Texture2D" uid="uid://bw3yv3smvaxqn" path="res://table/nine-patch.png" id="1_jtmfn"]
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[node name="NinePatchRect" type="NinePatchRect"]
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offset_right = 17.0
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offset_bottom = 16.0
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texture = ExtResource("1_jtmfn")
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draw_center = false
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patch_margin_left = 8
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patch_margin_top = 8
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patch_margin_right = 8
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patch_margin_bottom = 8
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axis_stretch_horizontal = 1
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axis_stretch_vertical = 1
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7
table/switch.gdshader
Normal file
7
table/switch.gdshader
Normal file
@@ -0,0 +1,7 @@
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shader_type canvas_item;
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void fragment()
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{
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COLOR.rgb = vec3(1.0, 1.0, 1.0) - log(COLOR.rgb);
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}
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27
table/switch.tscn
Normal file
27
table/switch.tscn
Normal file
@@ -0,0 +1,27 @@
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[gd_scene load_steps=6 format=3 uid="uid://dhg1syshfaem2"]
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[ext_resource type="Material" uid="uid://s6xe8igevnv2" path="res://Shaders/shader_edu.tres" id="1_nb5jm"]
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_kwqxa"]
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bg_color = Color(0, 0, 0, 1)
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[sub_resource type="StyleBoxTexture" id="StyleBoxTexture_7vs72"]
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[sub_resource type="StyleBoxTexture" id="StyleBoxTexture_houwj"]
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_o2hja"]
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bg_color = Color(0.6, 0.6, 0.6, 0)
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[node name="PanelContainer" type="PanelContainer"]
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offset_right = 186.0
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offset_bottom = 40.0
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theme_override_styles/panel = SubResource("StyleBoxFlat_kwqxa")
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[node name="CheckButton" type="CheckButton" parent="."]
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material = ExtResource("1_nb5jm")
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layout_mode = 2
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size_flags_horizontal = 4
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mouse_default_cursor_shape = 2
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theme_override_styles/disabled_mirrored = SubResource("StyleBoxTexture_7vs72")
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theme_override_styles/hover = SubResource("StyleBoxTexture_houwj")
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theme_override_styles/normal = SubResource("StyleBoxFlat_o2hja")
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@@ -7,7 +7,7 @@ class_name GDTable extends GridContainer
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@export var selector_key_down: Key = KEY_DOWN ## Клавиша увеличения индекса выбранного ряда
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@export var selector_key_up: Key = KEY_UP ## Клавиша уменьшения индекса выбранного ряда
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@export_file var node_type_file: = 'res://table/node.tscn': get = get_node_scene, set = load_node_scene ## Сцена ячейки устанавливаемая по умолчанию
|
||||
@export_file var selector_type_file: = 'res://table/selector.tscn': set = load_selector_scene ## Сцена селектора для выбранного ряда
|
||||
@export_file var switch_type_file: = 'res://table/switch.tscn': set = load_switch_scene ## Сцена селектора для выбранного ряда
|
||||
|
||||
const HEAD_PREFIX = 'HEAD_' ## Префикс ключа заголовка таблицы
|
||||
const INDEX_FORMAT = '%02d_%02d' ## Формат индекса ключа
|
||||
@@ -28,6 +28,7 @@ var nodes: = {} ## Все ячейки таблицы и до
|
||||
var columns_min_size = [] ## Ширина каждой колонки
|
||||
var ScnNode: PackedScene ## Прототип ячейки таблицы
|
||||
var ScnSelector: PackedScene ## Прототип индикатора выбранного ряда
|
||||
var ScnSwitch: PackedScene
|
||||
var selector_color_proc: Callable ## Ссылка на процедуру генератора цвета индикатора выбранного ряда
|
||||
var selector_size_proc: Callable ## Ссылка на процедуру генератора размера индикатора выбранного ряда
|
||||
|
||||
@@ -121,11 +122,9 @@ func set_columns_alignments(alignments: Array):
|
||||
set_node_alligment(i_col, i_row, alignments[i_col])
|
||||
|
||||
|
||||
##
|
||||
func load_selector_scene(file_name: String):
|
||||
selector_type_file = file_name
|
||||
ScnSelector = load(file_name)
|
||||
|
||||
func load_switch_scene(file_name: String):
|
||||
switch_type_file = file_name
|
||||
ScnSwitch = load(file_name)
|
||||
|
||||
##
|
||||
func load_node_scene(file_name: String):
|
||||
@@ -135,10 +134,10 @@ func load_node_scene(file_name: String):
|
||||
|
||||
##
|
||||
func _ready():
|
||||
ScnSelector = load(selector_type_file)
|
||||
ScnSwitch = load(switch_type_file)
|
||||
ScnNode = load(node_type_file)
|
||||
assert(ScnSelector is PackedScene)
|
||||
assert(ScnNode is PackedScene)
|
||||
assert(ScnSwitch is PackedScene)
|
||||
|
||||
|
||||
## Выравнивает по нижнему левому углу. Используется для выравнивания по заголовку.
|
||||
|
||||
Reference in New Issue
Block a user