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add bar healthbars. #5399

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29 changes: 29 additions & 0 deletions LuaUI/Widgets/Shaders/HealthbarsGL4.frag.glsl
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#version 420
#extension GL_ARB_uniform_buffer_object : require
#extension GL_ARB_shading_language_420pack: require

// This shader is (c) Beherith ([email protected])
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This may be a killer is using the shaders.

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Beherith said he would release his shaders as MIT and there's beyond-all-reason/Beyond-All-Reason#3568 but it was somewhat ignored.

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Ok. So it's a question if we want MIT shaders. I think just add the MIT headers to the files and asking Beherith to approve the PR, which would give us his consent to use it under MIT. Since the file doesn't currently have these licenses, it could be argued that they are not released under the license.

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@GoogleFrog GoogleFrog Dec 16, 2024

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This is the license at this moment in time:

// This file is going to be licensed under some sort of GPL-compatible license, but authors are dragging
// their feet. Avoid copying for now (unless this header rots for years on end), and check back later.
// See https://github.com/ZeroK-RTS/Zero-K/issues/5328

I don't want to put anything that looks more like an actual license here until the BAR issue is resolved with an actual license.

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From Beherith "I choose MIT. Thank you for your input."
IMO the best option is to simply ask Beherith. @sprunk since your working with him with licencing for BAR, can you ask him?

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I'll raise the topic at the next bar contributor meeting.
which should be on the second of January 2025
if not it will be the next thursday.


//__ENGINEUNIFORMBUFFERDEFS__
//__DEFINES__

#line 30000
in DataGS {
vec4 g_color;
vec4 g_uv;
};

uniform sampler2D healthbartexture;
out vec4 fragColor;

void main(void)
{
vec4 texcolor = vec4(1.0);
texcolor = texture(healthbartexture, g_uv.xy);
texcolor.a *= g_color.a;
fragColor.rgba = mix(g_color, texcolor, g_uv.z);
//fragColor.rgba += vec4(0.25);
//fragColor.a += 0.5;
//fragColor.a = 1.0;
if (fragColor.a < 0.05) discard;
}
274 changes: 274 additions & 0 deletions LuaUI/Widgets/Shaders/HealthbarsGL4.geom.glsl
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#version 330
#extension GL_ARB_uniform_buffer_object : require
#extension GL_ARB_shading_language_420pack: require

// This shader is (c) Beherith ([email protected])

//__ENGINEUNIFORMBUFFERDEFS__
//__DEFINES__
layout(points) in;
layout(triangle_strip, max_vertices = MAXVERTICES) out;
#line 20000

uniform float iconDistance;
uniform float skipGlyphsNumbers; // <0.5 means none, <1.5 means percent only, >1.5 means nothing, just bars

in DataVS { // I recall the sane limit for cache coherence is like 48 floats per vertex? try to stay under that!
uint v_numvertices;
vec4 v_mincolor;
vec4 v_maxcolor;
vec4 v_centerpos;
vec4 v_uvoffsets;
vec4 v_parameters;
vec2 v_sizemodifiers;
uvec4 v_bartype_index_ssboloc;
} dataIn[];

out DataGS {
vec4 g_color; // pure rgba
vec4 g_uv; // xy is trivially uv coords, z is texture blend factor, w means nothing yet
};

mat3 rotY;
vec4 centerpos;
vec4 uvoffsets;
float zoffset;
float depthbuffermod;
float sizemultiplier = dataIn[0].v_sizemodifiers.x;
#define HALFPIXEL 0.0019765625

#define BARTYPE dataIn[0].v_bartype_index_ssboloc.x
#define BARALPHA dataIn[0].v_parameters.y
#define GLYPHALPHA dataIn[0].v_parameters.z
#define UVOFFSET dataIn[0].v_parameters.w
#define UNIFORMLOC dataIn[0].v_bartype_index_ssboloc.z

#define BITUSEOVERLAY 1u
#define BITSHOWGLYPH 2u
#define BITPERCENTAGE 4u
#define BITTIMELEFT 8u
#define BITINTEGERNUMBER 16u
#define BITGETPROGRESS 32u
#define BITFLASHBAR 64u
#define BITCOLORCORRECT 128u

void emitVertexBG(in vec2 pos){
g_uv.xy = vec2(0.0,0.0);
vec3 primitiveCoords = vec3(pos.x,0.0,pos.y - zoffset) * BARSCALE *sizemultiplier;
gl_Position = cameraViewProj * vec4(centerpos.xyz + rotY * ( primitiveCoords ), 1.0);
gl_Position.z += depthbuffermod;
g_uv.z = 0.0; // this tells us to use color
float extracolor = 0.0;
if (((BARTYPE & BITFLASHBAR) > 0u) && (mod(timeInfo.x, 10.0) > 4.0)){
extracolor = 0.5;
}
g_color = mix(BGBOTTOMCOLOR + extracolor, BGTOPCOLOR + extracolor, pos.y);
g_color.a *= dataIn[0].v_parameters.y; // blend with bar fade alpha
EmitVertex();
}

void emitVertexBarBG(in vec2 pos, in vec4 botcolor, in float bartextureoffset){
g_uv.x = pos.x * 1.0/ (2.0 * (BARWIDTH - BARCORNER)); // map U to [-1, 1] x [0,1]
g_uv.x = g_uv.x + 0.5; // map UVS to [0,1]x[0,1]
g_uv.y = (pos.y - BARCORNER) / (BARHEIGHT - 2 * BARCORNER);
vec2 uv01 = g_uv.xy*3.0;
g_uv.xy = g_uv.xy * vec2(ATLASSTEP * 9, ATLASSTEP) + vec2(3 * ATLASSTEP, bartextureoffset); // map uvs to the bar texture
g_uv.y = -1.0 * g_uv.y;
//vec3 primitiveCoords = vec3( (pos.x - sign(pos.x) * BARCORNER),0.0, (pos.y - sign(pos.y - 0.5) * BARCORNER - zoffset)) * BARSCALE;
vec3 primitiveCoords = vec3( pos.x,0.0, pos.y - zoffset) * BARSCALE *sizemultiplier;
gl_Position = cameraViewProj * vec4(centerpos.xyz + rotY * ( primitiveCoords ), 1.0);
gl_Position.z += depthbuffermod;
g_uv.z = clamp(10000 * bartextureoffset, 0, 1); // this tells us to use color if we are using bartextureoffset
g_color = botcolor;
//g_color = vec4(g_uv.x, g_uv.y, 0.0, 1.0);
g_color.a *= dataIn[0].v_parameters.y; // blend with bar fade alpha
//g_color.a = 1.0;
// g_uv.y -= ATLASSTEP * 8;
EmitVertex();
}
void emitVertexGlyph(in vec2 pos, in vec2 uv){
g_uv.xy = vec2(uv.x, 1.0 - uv.y);
vec3 primitiveCoords = vec3(pos.x,0.0,pos.y - zoffset) * BARSCALE *sizemultiplier;
gl_Position = cameraViewProj * vec4(centerpos.xyz + rotY * ( primitiveCoords ), 1.0);
g_uv.z = 1.0; // this tells us to use texture
g_color = vec4(1.0);
g_color.a *= dataIn[0].v_parameters.z; // blend with text/icon fade alpha
EmitVertex();
}

void emitGlyph(vec2 bottomleft, vec2 uvbottomleft, vec2 uvsizes){
#define GROWSIZE 0.2
emitVertexGlyph(vec2(bottomleft.x, bottomleft.y), vec2(uvbottomleft.x + HALFPIXEL, uvbottomleft.y + HALFPIXEL));
emitVertexGlyph(vec2(bottomleft.x, bottomleft.y + BARHEIGHT), vec2(uvbottomleft.x + HALFPIXEL, uvbottomleft.y + uvsizes.y - HALFPIXEL));
emitVertexGlyph(vec2(bottomleft.x + BARHEIGHT, bottomleft.y), vec2(uvbottomleft.x + uvsizes.x - HALFPIXEL, uvbottomleft.y + HALFPIXEL));
emitVertexGlyph(vec2(bottomleft.x + BARHEIGHT, bottomleft.y + BARHEIGHT), vec2(uvbottomleft.x + uvsizes.x -HALFPIXEL, uvbottomleft.y + uvsizes.y-HALFPIXEL));
EndPrimitive();
}


#line 22000
void main(){
// bail super early like scum if simple bar with >0.99 value
//if (v_bartype_index_ssboloc.y < 32u){ // for paralyze and emp bars, which should always go above regular health bar
zoffset = 1.15 * BARHEIGHT * float(dataIn[0].v_bartype_index_ssboloc.y);
//}else{
// zoffset = 1.15 * BARHEIGHT * -1.0;
//}

centerpos = dataIn[0].v_centerpos;

rotY = mat3(cameraViewInv[0].xyz,cameraViewInv[2].xyz, cameraViewInv[1].xyz); // swizzle cause we use xz,

g_color = vec4(1.0, 0.0, 1.0, 1.0); // a very noticeable default color

uvoffsets = dataIn[0].v_uvoffsets; // if an atlas is used, then use this, otherwise dont

float health = dataIn[0].v_parameters.x;
if (BARALPHA < MINALPHA) return; // Dont draw below 50% transparency

// All the early bail conditions to not draw full/empty bars
#ifndef DEBUGSHOW
if (health < 0.00001) return;
if ((BARTYPE & BITPERCENTAGE) > 0u) { // for percentage bars
if (health > 0.999) return;
}else{
if ((BARTYPE & BITGETPROGRESS) > 0u) { // reload bar?
if (health > 0.999) return;
}
if ((BARTYPE & BITUSEOVERLAY) > 0u){ // for textured percentage bars bars
// if (health > 0.995) return;
// if (health < 0.005) return;
}
}
#endif
if (dataIn[0].v_numvertices == 0u) return; // for hiding the build bar when full health


// STOCKPILE BAR: 128*numStockpileQued + numStockpiled + stockpileBuild
uint numStockpiled = 0u;
uint numStockpileQueued = 0u;
if ((BARTYPE & BITINTEGERNUMBER) > 0u){
float oldhealth = health;
health = fract(oldhealth);
oldhealth = floor(oldhealth);
numStockpiled = uint(floor( mod (oldhealth, 128)));
numStockpileQueued = uint(floor(oldhealth/128));
}

//EMIT BAR BACKGROUND!
// /-4----------6-\
// 2 | | 8
// | |
// 1 | | 7
// \-3----------5-/
//start in bottom leftmost of this shit.

depthbuffermod = 0.001;
emitVertexBG(vec2(-BARWIDTH , BARCORNER )); //1
emitVertexBG(vec2(-BARWIDTH , BARHEIGHT - BARCORNER)); //2
emitVertexBG(vec2(-BARWIDTH + BARCORNER, 0 )); //3
emitVertexBG(vec2(-BARWIDTH + BARCORNER, BARHEIGHT )); //4
emitVertexBG(vec2( BARWIDTH - BARCORNER, 0 )); //5
emitVertexBG(vec2( BARWIDTH - BARCORNER, BARHEIGHT )); //6
emitVertexBG(vec2( BARWIDTH , BARCORNER )); //7
emitVertexBG(vec2( BARWIDTH , BARHEIGHT - BARCORNER)); //8
EndPrimitive();

// EMIT THE COLORED BACKGROUND
// for this to work, we need the true color of the bar?

vec4 topcolor = BGTOPCOLOR;
vec4 botcolor = BGBOTTOMCOLOR;
vec4 truecolor = mix(dataIn[0].v_mincolor, dataIn[0].v_maxcolor, health);

truecolor.a = 0.2;
topcolor = truecolor;

topcolor.rgb *= BOTTOMDARKENFACTOR;
depthbuffermod = 0.000;
emitVertexBarBG(vec2(-BARWIDTH + BARCORNER, SMALLERCORNER + BARCORNER), truecolor, 0.0); //1
emitVertexBarBG(vec2(-BARWIDTH + BARCORNER, BARHEIGHT - SMALLERCORNER - BARCORNER), topcolor, 0.0); //2
emitVertexBarBG(vec2(-BARWIDTH + SMALLERCORNER + BARCORNER, BARCORNER ), truecolor, 0.0); //3
emitVertexBarBG(vec2(-BARWIDTH + SMALLERCORNER + BARCORNER, BARHEIGHT -BARCORNER ), topcolor, 0.0); //4
emitVertexBarBG(vec2( BARWIDTH - SMALLERCORNER - BARCORNER, BARCORNER ), truecolor, 0.0); //5
emitVertexBarBG(vec2( BARWIDTH - SMALLERCORNER - BARCORNER, BARHEIGHT - BARCORNER), topcolor, 0.0); //6
emitVertexBarBG(vec2( BARWIDTH - BARCORNER, SMALLERCORNER + BARCORNER ), truecolor, 0.0); //7
emitVertexBarBG(vec2( BARWIDTH - BARCORNER, BARHEIGHT - SMALLERCORNER - BARCORNER), topcolor, 0.0); //8
EndPrimitive();


// EMIT BAR FOREGROUND, ok this is harder than i thought

float healthbasedpos = (2*(BARWIDTH - BARCORNER) - 2 * SMALLERCORNER) * health ;
if ((BARTYPE & BITTIMELEFT) > 0u) healthbasedpos = (2*(BARWIDTH - BARCORNER) - 2 * SMALLERCORNER); // full bar for timer based shit
if ((BARTYPE & BITCOLORCORRECT) > 0u) { truecolor.rgb = truecolor.rgb/max(truecolor.r, truecolor.g); } // color correction for health
truecolor.a = 1.0;
botcolor = truecolor;
botcolor.rgb *= BOTTOMDARKENFACTOR;
float bartextureoffset = 0;
if ((BARTYPE & BITUSEOVERLAY) > 0u) bartextureoffset = UVOFFSET; // if the bar type is a textured bar, we have a lot of work to do

depthbuffermod = -0.001;
emitVertexBarBG(vec2(-BARWIDTH + BARCORNER, SMALLERCORNER + BARCORNER ), botcolor, bartextureoffset); //1
emitVertexBarBG(vec2(-BARWIDTH + BARCORNER, BARHEIGHT - BARCORNER - SMALLERCORNER), truecolor, bartextureoffset); //2
emitVertexBarBG(vec2(-BARWIDTH + BARCORNER + SMALLERCORNER, BARCORNER ), botcolor, bartextureoffset); //3
emitVertexBarBG(vec2(-BARWIDTH + BARCORNER + SMALLERCORNER, BARHEIGHT - BARCORNER ), truecolor, bartextureoffset); //4


emitVertexBarBG(vec2(-BARWIDTH + BARCORNER + SMALLERCORNER + healthbasedpos, BARCORNER ), botcolor, bartextureoffset); //5
emitVertexBarBG(vec2(-BARWIDTH + BARCORNER + SMALLERCORNER + healthbasedpos, BARHEIGHT - BARCORNER ), truecolor, bartextureoffset); //6
emitVertexBarBG(vec2(-BARWIDTH + BARCORNER + 2 *SMALLERCORNER + healthbasedpos, BARCORNER + SMALLERCORNER ), botcolor, bartextureoffset); //7
emitVertexBarBG(vec2(-BARWIDTH + BARCORNER + 2 *SMALLERCORNER + healthbasedpos, BARHEIGHT - BARCORNER - SMALLERCORNER), truecolor, bartextureoffset); //8
EndPrimitive();

// try to emit text?

if (GLYPHALPHA < MINALPHA) return; // dont display glyphs below 50% transparency

if (skipGlyphsNumbers > 1.5) return;

float currentglyphpos = 1.0;

if (skipGlyphsNumbers < 0.5 ){
if ((BARTYPE & BITSHOWGLYPH) > 0u){
emitGlyph(vec2(- BARWIDTH - currentglyphpos * BARHEIGHT , 0), vec2(ATLASSTEP, UVOFFSET), vec2(ATLASSTEP, ATLASSTEP)); //glyph icon
}
}else{
currentglyphpos = 0.0;
}

if ((BARTYPE & BITINTEGERNUMBER) > 0u){ // STOCKPILE FONTS THEN EH? xx/yy
vec4 numbers = vec4(numStockpiled, numStockpiled, numStockpileQueued, numStockpileQueued);
numbers = numbers * vec4(1.0, 0.1, 1.0, 0.1);
numbers = floor(mod(numbers, 10.0)) * ATLASSTEP;
float glyphpctsecatlas = 11 * ATLASSTEP; // TODO: slash sign in texture
// go right to left

emitGlyph(vec2(-BARWIDTH - (currentglyphpos + 1.0) * BARHEIGHT , 0), vec2(0, numbers.x ), vec2(ATLASSTEP, ATLASSTEP)); // lsb of numqueued
if (numbers.y > 0 ){
emitGlyph(vec2(-BARWIDTH - (currentglyphpos + 2.0) * BARHEIGHT + BARHEIGHT * 0.4 , 0), vec2(0, numbers.y ), vec2(ATLASSTEP, ATLASSTEP)); // msb of numqueued
}
}


if ((BARTYPE & (BITTIMELEFT | BITPERCENTAGE)) > 0u){
float lsb ;
float msb ;
float glyphpctsecatlas;
if ((BARTYPE & BITTIMELEFT) > 0u){ //display time
health = (health - 1.0) / (1.0/40.0);
lsb = abs(floor(mod(health, 10.0)));
msb = abs( floor(mod(health*0.1, 10.0)));
glyphpctsecatlas = 14.0; // seconds
}else{
lsb = floor(mod(health*100.0, 10.0));
msb = floor(mod(health*10.0, 10.0));
glyphpctsecatlas = 11.0; // percent
}
emitGlyph(vec2(-BARWIDTH - (currentglyphpos + 1.0) * BARHEIGHT , 0), vec2(0, glyphpctsecatlas * ATLASSTEP), vec2(ATLASSTEP, ATLASSTEP)); // %
emitGlyph(vec2(-BARWIDTH - (currentglyphpos + 2.0) * BARHEIGHT + BARHEIGHT * 0.2 , 0), vec2(0, lsb * ATLASSTEP ), vec2(ATLASSTEP, ATLASSTEP)); // lsb
if (msb > 0){
emitGlyph(vec2(-BARWIDTH - (currentglyphpos + 3.0) * BARHEIGHT + BARHEIGHT * 0.5 , 0), vec2(0, msb * ATLASSTEP), vec2(ATLASSTEP, ATLASSTEP)); //msb
}
}
}
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