diff --git a/project.godot b/project.godot index 25420430..d14c68e7 100644 --- a/project.godot +++ b/project.godot @@ -88,6 +88,7 @@ window/subwindows/embed_subwindows=false window/frame_pacing/android/enable_frame_pacing=false window/stretch/mode="canvas_items" window/dpi/allow_hidpi=false +window/vsync/vsync_mode=0 [editor] @@ -205,6 +206,8 @@ common/enable_object_picking=false [rendering] shader_compiler/shader_cache/strip_debug=true +textures/default_filters/anisotropic_filtering_level=0 +anti_aliasing/screen_space_roughness_limiter/enabled=false quality/driver/fallback_to_gles2=true [shader_globals] diff --git a/scenes/diagram/diagram.gd b/scenes/diagram/diagram.gd index 94fdb89a..6c148d0f 100644 --- a/scenes/diagram/diagram.gd +++ b/scenes/diagram/diagram.gd @@ -39,9 +39,7 @@ func get_strob_radius() -> float: return $строб.get_instance_shader_param func get_strob_color() -> float: return $строб.get_instance_shader_parameter('color') func get_canvas_rotation() -> float: return material.get('shader_parameter/rotation') -func get_radius_outter() -> float: return material.get('shader_parameter/radius_outter') -func get_radius_inner_0() -> float: return material.get('shader_parameter/radius_inner_0') -func get_radius_inner_1() -> float: return material.get('shader_parameter/radius_inner_1') +func get_radius_outter() -> float: return 280.0 # material.get('shader_parameter/radius_outter') func get_band_colors(_val: Array): return material.get('shader_parameter/ant_band_c') func get_band_failures(_val: Array): return material.get('shader_parameter/ant_band_m') diff --git a/scenes/diagram/diagram.tscn b/scenes/diagram/diagram.tscn index bc00d0ab..9ebf3c11 100644 --- a/scenes/diagram/diagram.tscn +++ b/scenes/diagram/diagram.tscn @@ -6,14 +6,16 @@ [ext_resource type="Shader" uid="uid://k36g8tww5yo" path="res://shaders/sector.gdshader" id="4_obn6s"] [sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_2bft1"] -size = Vector2(1600, 1200) +size = Vector2(560, 560) [sub_resource type="ShaderMaterial" id="ShaderMaterial_lniyv"] resource_local_to_scene = true shader = ExtResource("4_obn6s") [node name="canvas" type="Sprite2D"] +texture_filter = 1 material = ExtResource("1_newdt") +scale = Vector2(2, 2) texture = SubResource("PlaceholderTexture2D_2bft1") centered = false script = ExtResource("2_8xjuy") @@ -21,5 +23,5 @@ SecZap = ExtResource("3_tgnog") [node name="строб" parent="." instance=ExtResource("3_tgnog")] material = SubResource("ShaderMaterial_lniyv") -position = Vector2(560, 560) -scale = Vector2(1100, 1100) +position = Vector2(280, 280) +scale = Vector2(550, 550) diff --git a/scenes/работа/работа.gd b/scenes/работа/работа.gd index 7f80c6cc..28a4c976 100644 --- a/scenes/работа/работа.gd +++ b/scenes/работа/работа.gd @@ -467,7 +467,7 @@ func get_strob_band(pos: Vector2, prev: float) -> float: ## Устанавливает центр строба по частоте и направлению. func set_strob(pos: Vector2) -> void: - var radp: Vector2 = tools.map_dec_to_rad(radius_center, pos) + var radp: Vector2 = tools.map_dec_to_rad(radius_center, pos / 2.0) if radp.y < $canvas.get_radius_outter(): $canvas.set_strob_dir(radp.x) $canvas.set_strob_radius(radp.y) diff --git a/scenes/работа/работа.tscn b/scenes/работа/работа.tscn index c08c2b77..c5324b52 100644 --- a/scenes/работа/работа.tscn +++ b/scenes/работа/работа.tscn @@ -65,7 +65,7 @@ drag_scale_band = 0.05 drag_scale_width = 0.5 freq_high = 6000.0 freq_low = 370.0 -radius_center = Vector2(560, 560) +radius_center = Vector2(280, 280) radius_internal = 200.0 radius_outter = 200.0 strob_max_band = 15.538 diff --git a/shaders/antenas.tres b/shaders/antenas.tres index 7334a182..4472dcb0 100644 --- a/shaders/antenas.tres +++ b/shaders/antenas.tres @@ -1,4 +1,4 @@ -[gd_resource type="ShaderMaterial" load_steps=2 format=4 uid="uid://s6xe8igevnv2"] +[gd_resource type="ShaderMaterial" load_steps=3 format=4 uid="uid://s6xe8igevnv2"] [sub_resource type="Shader" id="1"] code = "shader_type canvas_item; @@ -11,74 +11,55 @@ code = "shader_type canvas_item; #define ANT_BAND_READY 1U /* Антенна (модуль ФС) готова или исправна */ #define ANT_BAND_FAILED 0U /* Антенна (модуль ФС) не исправно */ -uniform vec2 pc0 = vec2(560, 560); /* Центр сетки антенн */ -uniform float rotation: hint_range(0.0, 360.0) = 0.0; /* */ -uniform vec4 color0: source_color = vec4(0.38, 0.47, 0.51, 0.4); -uniform vec4 color1: source_color = vec4(0.39, 0.44, 0.50, 0.4); -uniform float radius_inner_0 = RADIUS_INNER_0; -uniform float radius_inner_1 = RADIUS_INNER_1; -uniform float radius_outter = 550.0; /* Радиус внешний. Должно быть равно ant_band_r1_6 */ -uniform float alpha: hint_range(0.0, 1.0) = 0.5; -uniform int mode = 0; /* Режим отображения. Приоритет РТО - 0, приоритет РЛС - 1 */ -uniform float ffr: hint_range(0.0, 1.0) = 0.2; /* Индикация неисправности модулей ФС. Заметность штриховки. */ -uniform float sfr: hint_range(0.0, 10.0) = 0.0; /* Индикация неисправности модулей ФС. Скорость движения штрховки */ -uniform float afr: hint_range(0.0, 180.0) = 0.0; /* Индикация неисправности модулей ФС. Наклон штрховки */ -uniform float pfr: hint_range(1.0, 20.0) = 10.0; /* Индикация неисправности модулей ФС. Частота штриховки */ - -const int ant_band_count_0 = 2; -const int ant_band_count_1 = 2; -const int ant_band_count_2 = 2; -const int ant_band_count_3 = 2; -const int ant_band_count_4 = 2; -const int ant_band_count_5 = 2; -const int ant_band_count_6 = 2; - -const float ant_band_r0_0[] = {RADIUS_INNER_0, RADIUS_INNER_1}; -const float ant_band_r0_1[] = {250.0, 490.0}; -const float ant_band_r0_2[] = {300.0, 500.0}; -const float ant_band_r0_3[] = {350.0, 510.0}; -const float ant_band_r0_4[] = {400.0, 520.0}; -const float ant_band_r0_5[] = {450.0, 530.0}; -const float ant_band_r0_6[] = {500.0, 540.0}; - -const float ant_band_r1_0[] = {250.0, 490.0}; -const float ant_band_r1_1[] = {300.0, 500.0}; -const float ant_band_r1_2[] = {350.0, 510.0}; -const float ant_band_r1_3[] = {400.0, 520.0}; -const float ant_band_r1_4[] = {450.0, 530.0}; -const float ant_band_r1_5[] = {500.0, 540.0}; -const float ant_band_r1_6[] = {550.0, 550.0}; - +uniform vec4 fxp = vec4(0.2, 0.0, 0.0, 10.0); /* Индикация неисправности модулей ФС: Заметность штриховки. Скорость движения штрховки. Наклон штрховки. Частота штриховки */ uniform vec4 ant_band_c[ANTENAS_COUNT]; uniform uint ant_band_m[ANTENAS_COUNT]; +uniform float rotation: hint_range(0.0, 360.0) = 0.0; /* */ +uniform int mode = 0; /* Режим отображения. Приоритет РТО - 0, приоритет РЛС - 1 */ +uniform sampler2D band_colors: source_color; + +const float ant_band_r0_0[] = {100.0, 240.0}; +const float ant_band_r0_1[] = {125.0, 245.0}; +const float ant_band_r0_2[] = {150.0, 250.0}; +const float ant_band_r0_3[] = {175.0, 255.0}; +const float ant_band_r0_4[] = {200.0, 260.0}; +const float ant_band_r0_5[] = {225.0, 265.0}; +const float ant_band_r0_6[] = {250.0, 270.0}; + +const float ant_band_r1_0[] = {125.0, 245.0}; +const float ant_band_r1_1[] = {150.0, 250.0}; +const float ant_band_r1_2[] = {175.0, 255.0}; +const float ant_band_r1_3[] = {200.0, 260.0}; +const float ant_band_r1_4[] = {225.0, 265.0}; +const float ant_band_r1_5[] = {250.0, 270.0}; +const float ant_band_r1_6[] = {275.0, 275.0}; + const float d4 = 90.0; const float ds = 1.0; +const float sf = 500.0; +const float radius_inner_0 = RADIUS_INNER_0; +const float radius_inner_1 = RADIUS_INNER_1; +const float alpha = 0.5; +const vec2 pc0 = vec2(280, 280); /* Центр сетки антенн */ +const int ant_band_count = 2; -void sector(inout vec4 c, vec2 uv, vec2 center, float a, float da, float r0, float r1, vec4 color) +float sector(float ac, float r0, float r1, vec4 ldt) { - float l = distance(center, uv); - vec2 d = uv - center; - float sf = 500.0; - float theta = atan(d.x, d.y) * sf; - da /= 2.0; - float a0 = radians(a - da); - float a1 = radians(a + da); - float va = smooth_px(a0 * sf, theta, ds) - smooth_px(a1 * sf, theta, ds); - float vr = smooth_px(r0, l, ds) - smooth_px(r1, l, ds); - float rgb = sqrt(va * vr); - c.rgb += color.rgb * rgb * color.a; - c.a += rgb * color.a; + float a0 = radians(ac - 45.0); + float a1 = radians(ac + 45.0); + float va = smooth_px(a0 * sf, ldt.w, ds) - smooth_px(a1 * sf, ldt.w, ds); + float vr = smooth_px(r0, ldt.x, ds) - smooth_px(r1, ldt.x, ds); + return sqrt(va * vr); } -void antenas(inout vec4 c, vec2 uv, vec2 p0, int cnt, float r0, float r1, inout int index) +void antenas(inout vec4 c, vec2 uv, float r0, float r1, int index, vec4 ldt) { - float da = 180.0 / float(cnt); vec4 col; int j; vec2 uvr; - for (int i = -cnt; i <= cnt; i ++) + for (int i = -ant_band_count; i <= ant_band_count; i ++) { j = index; if (i == 2) @@ -86,18 +67,18 @@ void antenas(inout vec4 c, vec2 uv, vec2 p0, int cnt, float r0, float r1, inout index--; j = index - 3; } - col.rgb = ant_band_c[j].rgb; index++; - col.a = alpha + (random_timed(uv) - 0.5f) * ant_band_c[j].a; - if (ant_band_m[j] == ANT_BAND_FAILED) + vec4 abc = ant_band_c[j]; + uint abm = ant_band_m[j]; + col.rgb = abc.rgb; + col.a = alpha + (random_timed(uv) - 0.5f) * abc.a; + if (abm == ANT_BAND_FAILED) { uvr = uv; - rotate_vec2(uvr, radians(afr), pc0); - col.a *= (1.0 - ffr) + tanh(10.0 * sin(TIME * sfr + 2.0 * PI * uvr.x / pfr)) * ffr; + rotate_vec2(uvr, radians(fxp.z), pc0); + col.a *= (1.0 - fxp.x) + tanh(10.0 * sin(TIME * fxp.y + 2.0 * PI * uvr.x / fxp.w)) * fxp.x; } - float v = float(i & 1); - vec4 color = v * col + (1.0f - v) * col; - sector(c, uv, p0, float(i) * da, da, r0, r1, color); + c += col * sector(float(i) * 90.0, r0, r1, ldt); } } @@ -113,32 +94,27 @@ void fragment() ivec2 isz = textureSize(TEXTURE, 0); vec2 uv = UV * vec2(float(isz.x), float(isz.y)); // координаты текущей точки в пикселях COLOR = vec4(0, 0, 0, 0); - int index = 0; - // Сетка антенн - antenas(COLOR, uv, pc0, ant_band_count_0, ant_band_r0_0[mode], ant_band_r1_0[mode], index); - antenas(COLOR, uv, pc0, ant_band_count_1, ant_band_r0_1[mode], ant_band_r1_1[mode], index); - antenas(COLOR, uv, pc0, ant_band_count_2, ant_band_r0_2[mode], ant_band_r1_2[mode], index); - antenas(COLOR, uv, pc0, ant_band_count_3, ant_band_r0_3[mode], ant_band_r1_3[mode], index); - antenas(COLOR, uv, pc0, ant_band_count_4, ant_band_r0_4[mode], ant_band_r1_4[mode], index); - antenas(COLOR, uv, pc0, ant_band_count_5, ant_band_r0_5[mode], ant_band_r1_5[mode], index); - antenas(COLOR, uv, pc0, ant_band_count_6, ant_band_r0_6[mode], ant_band_r1_6[mode], index); + vec2 d = uv - pc0; + float theta = atan(d.x, d.y) * sf; + vec4 ldt = vec4(distance(pc0, uv), d, theta); + antenas(COLOR, uv, ant_band_r0_0[mode], ant_band_r1_0[mode], 0, ldt); + antenas(COLOR, uv, ant_band_r0_1[mode], ant_band_r1_1[mode], 4, ldt); + antenas(COLOR, uv, ant_band_r0_2[mode], ant_band_r1_2[mode], 8, ldt); + antenas(COLOR, uv, ant_band_r0_3[mode], ant_band_r1_3[mode], 12, ldt); + antenas(COLOR, uv, ant_band_r0_4[mode], ant_band_r1_4[mode], 16, ldt); + antenas(COLOR, uv, ant_band_r0_5[mode], ant_band_r1_5[mode], 20, ldt); + antenas(COLOR, uv, ant_band_r0_6[mode], ant_band_r1_6[mode], 24, ldt); + if (COLOR.a == 0.0) discard; } " +[sub_resource type="ImageTexture" id="ImageTexture_ij61e"] + [resource] shader = SubResource("1") -shader_parameter/pc0 = Vector2(560, 560) -shader_parameter/rotation = 0.0 -shader_parameter/color0 = Color(0.380392, 0.470588, 0.509804, 0.537255) -shader_parameter/color1 = Color(0.3315, 0.45645, 0.51, 0.537255) -shader_parameter/radius_inner_0 = 200.0 -shader_parameter/radius_inner_1 = 480.0 -shader_parameter/radius_outter = 550.0 -shader_parameter/alpha = 0.5 -shader_parameter/mode = 0 -shader_parameter/ffr = 0.2 -shader_parameter/sfr = 0.0 -shader_parameter/afr = 0.0 -shader_parameter/pfr = 10.0 +shader_parameter/fxp = Vector4(0.13, 0, 0, 5) shader_parameter/ant_band_c = PackedVector4Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0) -shader_parameter/ant_band_m = PackedInt32Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1) +shader_parameter/ant_band_m = PackedInt32Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0) +shader_parameter/rotation = 0.0 +shader_parameter/mode = 0 +shader_parameter/band_colors = SubResource("ImageTexture_ij61e") diff --git a/shaders/tools.gdshaderinc b/shaders/tools.gdshaderinc index c65ee634..6c4bca0b 100644 --- a/shaders/tools.gdshaderinc +++ b/shaders/tools.gdshaderinc @@ -8,7 +8,7 @@ float random_timed(vec2 uv) float smooth_px(float r, float R, float ds) { - return 1.0 - smoothstep(R - ds, R + ds, r); + return smoothstep(R + ds, R - ds, r); }