Skip to content

Commit

Permalink
Initial commit
Browse files Browse the repository at this point in the history
  • Loading branch information
bruce965 committed Jan 3, 2021
0 parents commit 929c178
Show file tree
Hide file tree
Showing 14 changed files with 647 additions and 0 deletions.
11 changes: 11 additions & 0 deletions .gitignore
Original file line number Diff line number Diff line change
@@ -0,0 +1,11 @@
# Godot-specific ignores
.import/
export.cfg
export_presets.cfg

# Imported translations (automatically generated from CSV files)
*.translation

# Mono-specific ignores
.mono/
data_*/
101 changes: 101 additions & 0 deletions CellularAutomata.tscn
Original file line number Diff line number Diff line change
@@ -0,0 +1,101 @@
[gd_scene load_steps=7 format=2]

[ext_resource path="res://render.shader" type="Shader" id=1]
[ext_resource path="res://cellular_automata.gd" type="Script" id=2]
[ext_resource path="res://world.png" type="Texture" id=3]
[ext_resource path="res://simulation.shader" type="Shader" id=4]

[sub_resource type="ShaderMaterial" id=1]
shader = ExtResource( 4 )

[sub_resource type="ShaderMaterial" id=2]
shader = ExtResource( 1 )

[node name="CellularAutomata" type="Node"]
script = ExtResource( 2 )

[node name="CanvasLayer" type="CanvasLayer" parent="."]

[node name="GUI" type="MarginContainer" parent="CanvasLayer"]
anchor_right = 1.0
anchor_bottom = 1.0
custom_constants/margin_right = 20
custom_constants/margin_top = 20
custom_constants/margin_left = 20
custom_constants/margin_bottom = 20
__meta__ = {
"_edit_use_anchors_": false
}

[node name="Selection" type="PanelContainer" parent="CanvasLayer/GUI"]
margin_left = 478.0
margin_top = 20.0
margin_right = 546.0
margin_bottom = 50.0
size_flags_horizontal = 4
size_flags_vertical = 0

[node name="Material" type="HBoxContainer" parent="CanvasLayer/GUI/Selection"]
margin_left = 7.0
margin_top = 7.0
margin_right = 61.0
margin_bottom = 23.0
alignment = 1
__meta__ = {
"_edit_use_anchors_": false
}

[node name="Color" type="ColorRect" parent="CanvasLayer/GUI/Selection/Material"]
margin_right = 16.0
margin_bottom = 16.0
rect_min_size = Vector2( 16, 16 )
__meta__ = {
"_edit_use_anchors_": false
}

[node name="Label" type="Label" parent="CanvasLayer/GUI/Selection/Material"]
margin_left = 20.0
margin_top = 1.0
margin_right = 54.0
margin_bottom = 15.0
text = "Label"
__meta__ = {
"_edit_use_anchors_": false
}

[node name="Simulation" type="ViewportContainer" parent="."]
modulate = Color( 0, 0, 0, 0 )
anchor_right = 1.0
anchor_bottom = 1.0
__meta__ = {
"_edit_use_anchors_": false
}

[node name="Viewport" type="Viewport" parent="Simulation"]
size = Vector2( 1024, 600 )
transparent_bg = true
handle_input_locally = false
disable_3d = true
keep_3d_linear = true
usage = 0
render_target_v_flip = true
render_target_clear_mode = 1
render_target_update_mode = 3
gui_disable_input = true

[node name="World" type="Sprite" parent="Simulation/Viewport"]
material = SubResource( 1 )
texture = ExtResource( 3 )
centered = false

[node name="Brush" type="Polygon2D" parent="Simulation/Viewport"]
visible = false
polygon = PoolVector2Array( -5, -5, 5, -5, 5, 5, -5, 5 )

[node name="Render" type="Node2D" parent="."]
material = SubResource( 2 )

[node name="World" type="Sprite" parent="Render"]
use_parent_material = true
z_index = 1
centered = false
21 changes: 21 additions & 0 deletions LICENSE
Original file line number Diff line number Diff line change
@@ -0,0 +1,21 @@
MIT License

Copyright (c) 2021 Fabio Iotti

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
35 changes: 35 additions & 0 deletions README.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,35 @@
GPU Cellular Automata Template
==============================

GPU-accelerated cellular automata template in Godot.

Uses GLSL3, but it should be possible to run it on GLSL2 with minor tweaks.

![](screen/screen1.jpg)

## Controls

Scroll wheel = select material

Click = place material

Enter = pause/play

Space = step once

## How it works

The current state of the simulation is stored in a texture, rendered in a special
viewport named `Simulation/Viewport`.

A [simulation.shader](simulation.shader) reads the viewport to compute the next
frame and writes the result back to the same viewport.

Finally, the result is shaded through the [render.shader](render.shader) and
presented on the screen.

Setup and input are handled from [cellular_automata.gd](cellular_automata.gd).

## License

Copyright (c) 2021 Fabio Iotti. Released under the [MIT License](LICENSE).
75 changes: 75 additions & 0 deletions cellular_automata.gd
Original file line number Diff line number Diff line change
@@ -0,0 +1,75 @@
extends Node

const materials = [
{ "color": Color8( 0, 0, 0, 255), "name": "Wall" },
{ "color": Color8(156, 68, 0, 255), "name": "Dirt" },
{ "color": Color8(134, 134, 134, 255), "name": "Stone" },
{ "color": Color8( 32, 125, 253, 255), "name": "Water" },
{ "color": Color8(207, 156, 110, 255), "name": "Sand" },
{ "color": Color8( 95, 20, 0, 255), "name": "Wood" },
{ "color": Color8( 0, 95, 0, 255), "name": "Grass" },
{ "color": Color8(255, 78, 0, 255), "name": "Lava" },
{ "color": Color8(255, 0, 0, 255), "name": "Fire" },
{ "color": Color8(136, 164, 201, 255), "name": "Steam" },
];

var _first_frame_rendered = false
var _material_opacity = 0

func _ready():
# The simulation computes the cellular automata, but doesn't draw anything
# on the screen. The "Render" sprite renders a copy of the simulation.
$Render/World.texture = $Simulation/Viewport.get_texture()

# Initially hide material selection label.
$CanvasLayer/GUI/Selection.modulate.a8 = 0

func _process(delta):
if !_first_frame_rendered:
_first_frame_rendered = true
else:
# After the first frame is rendered, assign viewport back to itself,
# so that next frame can be computed from the previous.
$Simulation/Viewport/World.texture = $Simulation/Viewport.get_texture()

# Fade out material selection panel.
if _material_opacity > 0:
_material_opacity = _material_opacity - 3
$CanvasLayer/GUI/Selection.modulate.a8 = clamp(_material_opacity, 0, 255)

func _input(event):
# Brush follows mouse movements.
if event is InputEventMouseMotion:
$Simulation/Viewport/Brush.position = get_viewport().get_mouse_position()

elif event is InputEventKey:
if event.pressed:
if event.scancode == KEY_SPACE:
$Simulation/Viewport.render_target_update_mode = Viewport.UPDATE_ONCE
elif event.scancode == KEY_ENTER:
var is_paused = $Simulation/Viewport.render_target_update_mode != Viewport.UPDATE_ALWAYS
var new_mode = Viewport.UPDATE_ALWAYS if is_paused else Viewport.UPDATE_DISABLED
$Simulation/Viewport.render_target_update_mode = new_mode

elif event is InputEventMouseButton:
# Mouse wheel to change material.
if event.button_index == BUTTON_WHEEL_UP || event.button_index == BUTTON_WHEEL_DOWN:
if event.pressed:
var current_material = 0
for i in range(materials.size()):
if materials[i].color == $Simulation/Viewport/Brush.color:
current_material = i
break

var offset = -1 if event.button_index == BUTTON_WHEEL_UP else +1
var set_material = (current_material + offset) % materials.size()

$Simulation/Viewport/Brush.color = materials[set_material].color
$CanvasLayer/GUI/Selection/Material/Color.color = materials[set_material].color
$CanvasLayer/GUI/Selection/Material/Label.text = materials[set_material].name

_material_opacity = 400

# Click to paint.
elif event.button_index == BUTTON_LEFT:
$Simulation/Viewport/Brush.visible = event.pressed
Binary file added icon.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
34 changes: 34 additions & 0 deletions icon.png.import
Original file line number Diff line number Diff line change
@@ -0,0 +1,34 @@
[remap]

importer="texture"
type="StreamTexture"
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
metadata={
"vram_texture": false
}

[deps]

source_file="res://icon.png"
dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]

[params]

compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0
31 changes: 31 additions & 0 deletions project.godot
Original file line number Diff line number Diff line change
@@ -0,0 +1,31 @@
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters

config_version=4

_global_script_classes=[ ]
_global_script_class_icons={

}

[application]

config/name="GPU Cellular Automata"
run/main_scene="res://CellularAutomata.tscn"
config/icon="res://icon.png"

[display]

window/stretch/mode="2d"
window/stretch/aspect="keep"

[rendering]

vram_compression/import_etc=true
vram_compression/import_etc2=false
environment/default_clear_color=Color( 0.709804, 0.94902, 1, 1 )
31 changes: 31 additions & 0 deletions render.shader
Original file line number Diff line number Diff line change
@@ -0,0 +1,31 @@
shader_type canvas_item;

const vec4 black = vec4(0, 0, 0, 1);
const vec4 white = vec4(1, 1, 1, 1);

// Random number generator.
float rand(vec2 coords) {
return fract(sin(dot(coords, vec2(12.9898,78.233))) * 43758.5453);
}

void fragment() {
// Get the color of this pixel and its neighbours.
vec4 here = texture(TEXTURE, UV);
vec4 up = texture(TEXTURE, UV + vec2(0, -1) * TEXTURE_PIXEL_SIZE);
vec4 down = texture(TEXTURE, UV + vec2(0, +1) * TEXTURE_PIXEL_SIZE);

// Use the color of this pixel.
COLOR = here;

// Randomize the color a bit, to make it more interesting.
vec2 coords = UV - mod(UV, TEXTURE_PIXEL_SIZE);
COLOR = mix(COLOR, black, rand(coords) * 0.1);

// If the materia below is different, make it a little darker.
if (here != down)
COLOR = mix(COLOR, black, 0.2);

// Or else, if the material above is different, make it a litte lighter.
else if (here != up)
COLOR = mix(COLOR, white, 0.2);
}
Empty file added screen/.gdignore
Empty file.
Binary file added screen/screen1.jpg
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading

0 comments on commit 929c178

Please sign in to comment.