add testing module; integrate holographic effects into vial_fill shader with noise texture, sum-of-sines water surface, top-down lighting, foam line, and font outlines for readability

This commit is contained in:
Eric Smith 2026-05-20 15:41:26 -04:00
parent 308cf26a77
commit 7cfbf72ca5
10 changed files with 250 additions and 28 deletions

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@ -18,6 +18,15 @@ V Panel is a Godot Engine project that builds a fancy real-time status monitor.
- Signals: past tense verb (e.g., `value_changed`, `panel_resized`). - Signals: past tense verb (e.g., `value_changed`, `panel_resized`).
- Scene files: PascalCase matching their main script (e.g., `CpuPanel.tscn`). - Scene files: PascalCase matching their main script (e.g., `CpuPanel.tscn`).
### Shaders
- `vial_fill.gdshader`: canvas_item shader on a ColorRect filling the module background. Uses rounded-rect SDF (`rr_sdf`), sum-of-sines water surface with edge damping, and layered effects (wave distortion, ripple rings, swirl, HSV shift, top-down lighting, sparkle, foam line).
- Noise texture: a static 100×100 PNG (`assets/textures/noise_100.png`) loaded at runtime and passed as `noise_tex` sampler2D uniform. Used for organic distortion modulation.
- Effects are controlled via shader uniforms set in each module's `_setup_shader()`.
### Labels / Readability
- All percentage labels get a 3px black outline (`outline_size` / `font_outline_color`) for legibility against the liquid shader background.
- Title labels get a 2px outline.
### Project Structure ### Project Structure
``` ```
res:// res://
@ -31,7 +40,8 @@ res://
│ ├── cpu/ │ ├── cpu/
│ ├── memory/ │ ├── memory/
│ ├── network/ │ ├── network/
│ └── disk/ │ ├── disk/
│ └── testing/
├── scenes/ # Root scenes (dashboard, etc.) ├── scenes/ # Root scenes (dashboard, etc.)
├── scripts/ # Shared utility scripts ├── scripts/ # Shared utility scripts
├── themes/ # Theme definitions and style resources ├── themes/ # Theme definitions and style resources

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@ -6,16 +6,24 @@ A fancy status monitor built with the Godot Engine. V stands for the Roman numer
V Panel is a visually rich, real-time status monitoring dashboard built entirely in Godot. Designed to be both functional and aesthetically polished, it serves as a showcase for Godot's UI capabilities outside of gaming — custom shaders, smooth animations, reactive layouts, and system integration. V Panel is a visually rich, real-time status monitoring dashboard built entirely in Godot. Designed to be both functional and aesthetically polished, it serves as a showcase for Godot's UI capabilities outside of gaming — custom shaders, smooth animations, reactive layouts, and system integration.
## Goals ## Features
- **Beautiful UI** — Smooth animations, custom shaders, stylish typography, and a cohesive dark theme. - **Responsive grid dashboard** — Modules auto-arrange in a dynamic grid that adapts to window size. Drag-and-drop to rearrange.
- **Real-time data** — Display live system metrics (CPU, memory, disk, network, processes). - **Shader-based vial fill** — Each module uses a custom `vial_fill.gdshader` instead of progress bars. Features sum-of-sines water surface animation, edge-damped meniscus, wave distortion, ripple rings, swirl, HSV colour shifting, top-down lighting, sparkle effects, and a foam surface line.
- **Modular panels** — Each metric or subsystem gets its own panel widget. Easy to add, remove, or rearrange. - **Live system monitoring** — Reads CPU usage from `/proc/stat` and memory usage from `/proc/meminfo` on Linux. Extensible module system for adding new collectors.
- **Godot showcase** — Demonstrate what Godot can do for non-game applications. - **Smooth animations** — All fill level transitions use tweens with cubic easing.
## Modules
| Module | Data Source | Description |
|--------|-------------|-------------|
| CPU | `/proc/stat` | Real-time CPU usage percentage |
| Memory | `/proc/meminfo` | Real-time memory usage percentage |
| Testing | N/A (cycles 0100%) | Shader visual testing with stepped fill levels |
## Project Status ## Project Status
Early development. The framework and initial modules are being designed now. Active development. Core framework, drag-and-drop, CPU/memory collectors, and shader-based vial fill are implemented. More system modules (disk, network) are planned.
## License ## License

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@ -46,6 +46,7 @@ func _setup_shader() -> void:
mat.shader = preload("res://shaders/vial_fill.gdshader") mat.shader = preload("res://shaders/vial_fill.gdshader")
mat.set_shader_parameter("liquid_color", Color(0.2, 0.5, 0.8, 1.0)) mat.set_shader_parameter("liquid_color", Color(0.2, 0.5, 0.8, 1.0))
mat.set_shader_parameter("fill", 0.0) mat.set_shader_parameter("fill", 0.0)
mat.set_shader_parameter("noise_tex", load("res://assets/textures/noise_100.png"))
vial_fill.material = mat vial_fill.material = mat
@ -61,5 +62,9 @@ func _style() -> void:
add_theme_stylebox_override("panel_focused", panel) add_theme_stylebox_override("panel_focused", panel)
title_label.add_theme_color_override("font_color", Color(0.7, 0.7, 0.8, 1.0)) title_label.add_theme_color_override("font_color", Color(0.7, 0.7, 0.8, 1.0))
title_label.add_theme_constant_override("outline_size", 2)
title_label.add_theme_color_override("font_outline_color", Color(0.0, 0.0, 0.0, 0.5))
label.add_theme_color_override("font_color", Color(0.9, 0.9, 1.0, 1.0)) label.add_theme_color_override("font_color", Color(0.9, 0.9, 1.0, 1.0))
label.add_theme_font_size_override("font_size", 48) label.add_theme_font_size_override("font_size", 48)
label.add_theme_constant_override("outline_size", 3)
label.add_theme_color_override("font_outline_color", Color(0.0, 0.0, 0.0, 0.7))

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@ -46,6 +46,7 @@ func _setup_shader() -> void:
mat.shader = preload("res://shaders/vial_fill.gdshader") mat.shader = preload("res://shaders/vial_fill.gdshader")
mat.set_shader_parameter("liquid_color", Color(0.2, 0.7, 0.4, 1.0)) mat.set_shader_parameter("liquid_color", Color(0.2, 0.7, 0.4, 1.0))
mat.set_shader_parameter("fill", 0.0) mat.set_shader_parameter("fill", 0.0)
mat.set_shader_parameter("noise_tex", load("res://assets/textures/noise_100.png"))
vial_fill.material = mat vial_fill.material = mat
@ -61,5 +62,9 @@ func _style() -> void:
add_theme_stylebox_override("panel_focused", panel) add_theme_stylebox_override("panel_focused", panel)
title_label.add_theme_color_override("font_color", Color(0.7, 0.7, 0.8, 1.0)) title_label.add_theme_color_override("font_color", Color(0.7, 0.7, 0.8, 1.0))
title_label.add_theme_constant_override("outline_size", 2)
title_label.add_theme_color_override("font_outline_color", Color(0.0, 0.0, 0.0, 0.5))
label.add_theme_color_override("font_color", Color(0.9, 0.9, 1.0, 1.0)) label.add_theme_color_override("font_color", Color(0.9, 0.9, 1.0, 1.0))
label.add_theme_font_size_override("font_size", 48) label.add_theme_font_size_override("font_size", 48)
label.add_theme_constant_override("outline_size", 3)
label.add_theme_color_override("font_outline_color", Color(0.0, 0.0, 0.0, 0.7))

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@ -0,0 +1,65 @@
extends ModuleBase
class_name TestingModule
@onready var title_label: Label = %Title
@onready var label: Label = %Label
@onready var vial_fill: ColorRect = %VialFill
var _displayed_fill: float = 0.0
var _fill_tween: Tween
var _cycle: int = 0
var _levels: Array[float] = [0.0, 0.25, 0.50, 0.75, 1.0]
func initialize() -> void:
module_title = "Testing"
_setup_shader()
_style()
func refresh(data: Dictionary) -> void:
_cycle = (_cycle + 1) % _levels.size()
var target: float = _levels[_cycle]
label.text = "%d%%" % roundi(target * 100.0)
if _fill_tween and _fill_tween.is_valid():
_fill_tween.kill()
_fill_tween = create_tween()
_fill_tween.tween_method(_set_fill, _displayed_fill, target, 0.6).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_CUBIC)
func _set_fill(value: float) -> void:
_displayed_fill = value
var mat := vial_fill.material as ShaderMaterial
if mat:
mat.set_shader_parameter("fill", value)
func _setup_shader() -> void:
var mat := ShaderMaterial.new()
mat.shader = preload("res://shaders/vial_fill.gdshader")
mat.set_shader_parameter("liquid_color", Color(0.6, 0.3, 0.8, 1.0))
mat.set_shader_parameter("fill", 0.0)
mat.set_shader_parameter("noise_tex", load("res://assets/textures/noise_100.png"))
vial_fill.material = mat
func _style() -> void:
var panel := StyleBoxFlat.new()
panel.bg_color = Color.TRANSPARENT
panel.corner_radius_top_left = 12
panel.corner_radius_top_right = 12
panel.corner_radius_bottom_right = 12
panel.corner_radius_bottom_left = 12
add_theme_stylebox_override("panel", panel)
add_theme_stylebox_override("panel_focused", panel)
title_label.add_theme_color_override("font_color", Color(0.7, 0.7, 0.8, 1.0))
title_label.add_theme_constant_override("outline_size", 2)
title_label.add_theme_color_override("font_outline_color", Color(0.0, 0.0, 0.0, 0.5))
label.add_theme_color_override("font_color", Color(0.9, 0.9, 1.0, 1.0))
label.add_theme_font_size_override("font_size", 48)
label.add_theme_constant_override("outline_size", 3)
label.add_theme_color_override("font_outline_color", Color(0.0, 0.0, 0.0, 0.7))

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@ -0,0 +1,41 @@
[gd_scene format=3]
[ext_resource type="Script" path="res://panels/testing/testing_module.gd" id="1"]
[ext_resource type="Shader" path="res://shaders/vial_fill.gdshader" id="2"]
[node name="TestingModule" type="PanelContainer"]
anchors_preset = 0
script = ExtResource("1")
[node name="VialFill" type="ColorRect" parent="."]
unique_name_in_owner = true
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
mouse_filter = 2
[node name="MarginContainer" type="MarginContainer" parent="."]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
theme_constant_overrides/margin_left = 12
theme_constant_overrides/margin_top = 12
theme_constant_overrides/margin_right = 12
theme_constant_overrides/margin_bottom = 12
[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
[node name="Title" type="Label" parent="MarginContainer/VBoxContainer"]
unique_name_in_owner = true
text = "Testing"
[node name="Spacer" type="Control" parent="MarginContainer/VBoxContainer"]
size_flags_vertical = 3
[node name="Label" type="Label" parent="MarginContainer/VBoxContainer"]
unique_name_in_owner = true
horizontal_alignment = 1
size_flags_horizontal = 4

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@ -31,6 +31,10 @@ func _add_modules() -> void:
grid.place_module(mem, 1, 0) grid.place_module(mem, 1, 0)
_modules.append(mem) _modules.append(mem)
var test := preload("res://panels/testing/testing_module.tscn").instantiate()
grid.place_module(test, 2, 0)
_modules.append(test)
var timer := Timer.new() var timer := Timer.new()
timer.timeout.connect(_refresh_modules) timer.timeout.connect(_refresh_modules)
timer.autostart = true timer.autostart = true

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@ -1,17 +1,57 @@
shader_type canvas_item; shader_type canvas_item;
// --- Fill control ---
uniform float fill : hint_range(0.0, 1.0) = 0.0; uniform float fill : hint_range(0.0, 1.0) = 0.0;
uniform vec4 liquid_color : source_color = vec4(0.2, 0.5, 0.8, 1.0);
uniform vec4 bg_color : source_color = vec4(0.08, 0.08, 0.12, 1.0); uniform vec4 bg_color : source_color = vec4(0.08, 0.08, 0.12, 1.0);
uniform vec4 border_color : source_color = vec4(0.2, 0.2, 0.28, 1.0); uniform vec4 border_color : source_color = vec4(0.2, 0.2, 0.28, 1.0);
uniform float corner_radius : hint_range(0.0, 0.5) = 0.05;
uniform float corner_radius : hint_range(0.0, 0.5) = 0.06;
uniform float border_width : hint_range(0.0, 0.1) = 0.008; uniform float border_width : hint_range(0.0, 0.1) = 0.008;
uniform float wave_amp : hint_range(0.0, 0.05) = 0.012; uniform float wave_amp : hint_range(0.0, 0.05) = 0.012;
uniform float wave_freq : hint_range(0.0, 15.0) = 4.0; uniform float wave_freq : hint_range(0.0, 15.0) = 4.0;
// --- Liquid base color (modulated by effects below) ---
uniform vec4 liquid_color : source_color = vec4(0.2, 0.5, 0.8, 1.0);
// --- Animation controls ---
uniform float time_factor : hint_range(0.0, 5.0) = 1.0;
uniform float wave_strength : hint_range(0.0, 0.5) = 0.05;
uniform float ripple_speed : hint_range(0.0, 5.0) = 1.0;
// --- Glow / edge ---
uniform vec4 edge_color : source_color = vec4(0.3, 0.6, 1.0, 1.0);
uniform float glow_intensity : hint_range(0.0, 5.0) = 1.5;
uniform float edge_pulse : hint_range(0.0, 2.0) = 1.0;
// --- Distortion ---
uniform sampler2D noise_tex : repeat_enable;
uniform float noise_scale : hint_range(0.0, 5.0) = 1.0;
uniform float swirl_strength : hint_range(-2.0, 2.0) = 0.5;
uniform float hue_shift_speed : hint_range(0.0, 5.0) = 0.0;
// ---------- helpers ----------
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1e-10;
return vec3(abs((q.w - q.y) / (6.0 * d + e) + q.z), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec3 p = abs(fract(c.xxx + vec3(0.0, 1.0 / 3.0, 2.0 / 3.0)) * 6.0 - 3.0);
return c.z * mix(vec3(1.0), clamp(p - 1.0, 0.0, 1.0), c.y);
}
vec2 get_swirl_uv(vec2 uv, float strength) {
vec2 center = vec2(0.5);
vec2 diff = uv - center;
float dist = length(diff);
float angle = atan(diff.y, diff.x) + strength * (0.5 - dist) * sin(TIME * 0.5);
return center + vec2(cos(angle), sin(angle)) * dist;
}
float rr_sdf(vec2 p, vec2 half_size, float r) { float rr_sdf(vec2 p, vec2 half_size, float r) {
vec2 d = abs(p) - half_size + r; vec2 d = abs(p) - half_size + r;
@ -19,42 +59,86 @@ float rr_sdf(vec2 p, vec2 half_size, float r) {
} }
// ---------- main ----------
void fragment() { void fragment() {
vec2 half_size = vec2(0.5, 0.5); vec2 half_size = vec2(0.5, 0.5);
vec2 uv_centered = UV - half_size; vec2 uv_centered = UV - half_size;
float t = TIME * time_factor;
// --- rounded-rect mask ---
float max_r = min(corner_radius, half_size.x); float max_r = min(corner_radius, half_size.x);
// Outer rounded rect
float outer_d = rr_sdf(uv_centered, half_size, max_r); float outer_d = rr_sdf(uv_centered, half_size, max_r);
float outer = 1.0 - smoothstep(0.0, max(0.001, fwidth(outer_d)), max(outer_d, 0.0)); float outer = 1.0 - smoothstep(0.0, max(0.001, fwidth(outer_d)), max(outer_d, 0.0));
// Inner (inset by border_width)
float inner_r = max(0.0, max_r - border_width); float inner_r = max(0.0, max_r - border_width);
float inner_hw = max(0.0, half_size.x - border_width); float inner_hw = max(0.0, half_size.x - border_width);
float inner_hh = max(0.0, half_size.y - border_width); float inner_hh = max(0.0, half_size.y - border_width);
float inner_d = rr_sdf(uv_centered, vec2(inner_hw, inner_hh), inner_r); float inner_d = rr_sdf(uv_centered, vec2(inner_hw, inner_hh), inner_r);
float inner = 1.0 - smoothstep(0.0, max(0.001, fwidth(inner_d)), max(inner_d, 0.0)); float inner = 1.0 - smoothstep(0.0, max(0.001, fwidth(inner_d)), max(inner_d, 0.0));
// Liquid fill with a gentle animated wave at the surface. // --- liquid fill line (sum-of-sines + edge damping) ---
// UV.y = 0 is top, UV.y = 1 is bottom. fill = 0 → empty, fill = 1 → full. float wf = wave_freq * 6.283;
float wave = sin(UV.x * wave_freq * 6.283 + TIME * 1.5) * wave_amp; float w1 = sin(UV.x * wf + TIME * 5.0);
float fill_line = 1.0 - fill + wave; float w2 = sin(UV.x * wf * 1.7 + TIME * 7.0 + 1.3) * 0.5;
float w3 = sin(UV.x * wf * 0.6 + TIME * 2.5 + 2.9) * 0.3;
float wave_sum = (w1 + w2 + w3) / 1.8;
// damp wave near left/right walls for meniscus effect
float edge_damp = smoothstep(0.0, 0.08, UV.x) * smoothstep(0.0, 0.08, 1.0 - UV.x);
wave_sum *= edge_damp;
float fill_line = 1.0 - fill + wave_sum * wave_amp;
float liquid = smoothstep(fill_line - 0.001, fill_line + 0.001, UV.y); float liquid = smoothstep(fill_line - 0.001, fill_line + 0.001, UV.y);
liquid *= inner; liquid *= inner;
// Base background // --- build effect colour for the liquid region ---
vec2 uv = UV;
float noise_val = texture(noise_tex, uv * noise_scale + t * 0.05).r;
// wave distortion
uv.y += sin(uv.x * 10.0 + t) * wave_strength * noise_val;
uv.x += cos(uv.y * 10.0 + t * 0.5) * wave_strength * noise_val;
// ripple rings
float dist_center = distance(uv, vec2(0.5));
uv += sin(dist_center * 20.0 - t * ripple_speed) * (wave_strength * 0.5 * noise_val);
// swirl
uv = get_swirl_uv(uv, swirl_strength);
// sample the ColorRect texture (water image if assigned, else 1x1 white)
vec4 tex = texture(TEXTURE, uv);
// hue-shift the base liquid colour, modulated by the texture
vec3 base_rgb = tex.rgb * liquid_color.rgb;
vec3 hsv = rgb2hsv(base_rgb);
hsv.x = fract(hsv.x + t * 0.1 * hue_shift_speed);
hsv.y = clamp(hsv.y + 0.2 * noise_val, 0.0, 1.0);
vec3 effect_rgb = hsv2rgb(hsv);
// top-down lighting — subtle brightening at the very top
float top_light = smoothstep(0.0, 0.3, 1.0 - UV.y);
effect_rgb *= 1.0 + top_light * 0.2;
// overall pulse
float pulse = 0.8 + 0.2 * sin(t);
effect_rgb *= (glow_intensity * pulse);
// tiny sparkle
effect_rgb += 0.03 * vec3(sin(t * 3.0), cos(t * 2.0), noise_val * 0.1);
// --- composite ---
vec3 col = bg_color.rgb; vec3 col = bg_color.rgb;
col = mix(col, effect_rgb, liquid);
// Liquid with subtle depth gradient // surface foam line (wider glow + bright core)
vec3 liq = mix(liquid_color.rgb, liquid_color.rgb * 1.35, 1.0 - UV.y); float foam_glow = smoothstep(fill_line - 0.02, fill_line, UV.y) - smoothstep(fill_line, fill_line + 0.004, UV.y);
col = mix(col, liq, liquid); col += foam_glow * vec3(0.5, 0.65, 0.9) * 0.6 * liquid;
float foam_core = smoothstep(fill_line - 0.006, fill_line, UV.y) - smoothstep(fill_line, fill_line + 0.001, UV.y);
col += foam_core * vec3(0.7, 0.85, 1.0) * liquid;
// Surface highlight line at the top of the liquid column // border
float surface = smoothstep(fill_line - 0.008, fill_line, UV.y) - smoothstep(fill_line, fill_line + 0.002, UV.y);
col += surface * vec3(0.3, 0.4, 0.5) * liquid;
// Border
col = mix(col, border_color.rgb, outer - inner); col = mix(col, border_color.rgb, outer - inner);
COLOR = vec4(col, outer); COLOR = vec4(col, outer);