Lua Masking

  • #1, by ke4Saturday, 28. October 2017, 12:21 7 years ago
    Hi,

    anyone has an idea how to use the Lua masking? Thanks

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  • #2, by caligarimarteTuesday, 31. October 2017, 10:35 7 years ago
    I suppose you mean the new but super-undocumented and thusly quasi unknowable Masking-Feature in Visionaire 5? I have no Idea, but maybe whatever you want to get can instead be done just as well with a GLSL-Shader -- in which Case: What exactly is it you'd like to achieve?

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  • #3, by afrlmeTuesday, 31. October 2017, 10:52 7 years ago
    Aye that's the one he means. I asked Simon for an example, but he hasn't given me one yet, unless it's not a fully implemented feature yet, which maybe why he hasn't added an example to the Luadocs page...

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  • #4, by ke4Tuesday, 31. October 2017, 11:07 7 years ago
    Yes this secret feature. I'm doing a progress/health bar, works great with drawBox function or animation and looping one frame. Would like to have that animated though. Masking an animation would do the trick. But i'm interested in general. This could be very handy.

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  • #5, by caligarimarteTuesday, 31. October 2017, 11:31 7 years ago
    Oh, actually, a similar Question has been posed on Discord, and several Answers were given. In the End, I offered a little Shader with which the Healthbar-Image would get shortened and also change its Color from Green to Red, with a nice yellow Color at Midpoint (a Feature you don't necessarily need). I will copy the Message I originally wrote to Adventure4Life into this Message, with some Adjustments --maybe you'll find it useful.

    (EDIT #1: Only works if you have the current Shader-Toolkit for V5 already in your Project: https://www.dropbox.com/s/jfu9zac31lbyfjo/shadertoolkit5.txt... )

    (EDIT #2: I am sure sharing Part of a private Conversation is legally and morally fine, since I am only sharing my own Message, which is but a mere Instruction and includes nothing personal.)

    ~~~

    You surely already have a Health-Value somewhere in your Game. I have named the Value in my Testfile "PlayerHealth" and set it to 100 initially, as full Health.
    The next Step is adding an Interface-Object (technically it is categorized as a "Button", but you don't have to make it clickable, then it just is Interface-Decoration) and name it "PlayerHealthbar". My Test-Bar was a Texture with a Size of 512*24px, but any Size will automaticaly work.
    Then you only have to add this as a Definition-Script:
    eff = "PlayerHealth_Shader"
    
    shader_effects[eff] = { shader = Shaders[eff].Compiled }
    
    shaderAddEffect(eff)
    
    shaderRemoveEffect(eff)
    
    Buttons["PlayerHealthbar"].ShaderSet = shader_effects[eff].num.num
    
    bind(eff, "Health", field("Values.PlayerHealth.Int * 0.01")) 

    (The last Line in the Lua-Script, where it says "Values.PlayerHealth.Int * 0.01", that is where you can insert your Value-Name instead of "PlayerHealth" if you want.)
    And eventually add a new Shader under the "Shader"-Tab (I am assuming you are using Visionaire 5, you mentioned having started to try it out) named "PlayerHealth_Shader", and paste this Code into it:
    #ifdef GL_ES
    
    precision lowp float;
    
    precision lowp int;
    
    #endif
    
    uniform sampler2D texel;
    
    varying vec2 uvVarying;
    
    uniform float Health;
    
    void main ()
    
    {
    
      vec4 color = vec4(0.0);
    
      if (uvVarying.x < Health) {
    
        //color = vec4( mix( vec3(1.0,0.0,0.0), vec3(0.0,1.0,0.0), Health), 1.0);
    
        color = vec4( (
    
          vec3(pow(1.0-Health,0.33),0.0,0.0) + 
    
          vec3(0.0,pow(Health,0.67),0.0)
    
        ), 1.0);
    
      }
    
      gl_FragColor = (texture2D (texel, uvVarying) * color);
    
    } 

    There is one Line (#12) I have commented out -- that Line basically mixes the Colors with a dark Ocre in the Middle. I don't suggest you use that, because frankly, it is just an ugly Color, but I inserted it anyway (albeit outcommented) for you to freely choose.
    Instead, Lines #14 and #15 (could be one Line, but I thought I'd split it into several so you can look at it more easily) use a slightly more complex Way of Mixing where I initially used Powers of Values between 0.25 to 0.5 to give the red and green Values more rounded Falloffs and thusly have a brighter Yellow in the Middle; however, I noticed that, other than with a fully visible and fully green Healthbar, the deep red Color of low Health would never be visible because by that Point the Bar is effectively gone -- so instead, I used Powers of one and two Thirds (0.33 and 0.67) to have an intentionally uneven Color-Falloff: Now, the low Healthbar will still have quite a nice Red-Value, but the Mid-Color is more of an Orange. You can change that if you want, but I think that is the best Way to go.

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  • #6, by ke4Tuesday, 31. October 2017, 11:43 7 years ago
    Thanks mate though i mean something else. I don't want to change the color i mean animation like this:

    Ah sorry don't know why this gif is not moving. Well the bar itself is animated i just need to be updating the status.

    EDIT: What you posted seems complicated grin
    I was also doing health bar but i used animation with 100 frames representing 100%.
    Frame 1 = full bar (green color)
    Frame 99 = almost nothing (red color)
    And FirstFrame/LastFrame did the trick for the rest.

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  • #7, by caligarimarteTuesday, 31. October 2017, 11:52 7 years ago
    But that is what my Shader is doing. As I said, the Color-Changing is nothing you necessarily need, implying that you can remove that in that Case. In which Case the Code in the Shader would look like this:

      vec4 color = vec4(0.0);
    
      if (uvVarying.x < Health) {
    
        color = vec4(1.0); 
      }
    
      gl_FragColor = (texture2D (texel, uvVarying) * color);

    (Strangely, the "<" is sometimes depicted as "<;" here on the Forum. That is wrong.)

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  • #8, by afrlmeTuesday, 31. October 2017, 11:55 7 years ago
    Yeah, the code boxes are bugged. If you edit the post then save it again it usually displays it as you intended.

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  • #9, by SimonSTuesday, 31. October 2017, 12:05 7 years ago
    Well it's actually a script that isn't yet finished. I will finish it for the final like the textfx script. The final will get released on the weekend.

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  • #10, by ke4Tuesday, 31. October 2017, 12:12 7 years ago
    Oh nice Simon. Really looking forward to the text effects.

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  • #11, by Philipp StumppTuesday, 31. October 2017, 12:37 7 years ago
     The final will get released on the weekend.

    NIIIIICEEE!!!! Simon the king!

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