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anyreso 2026-02-17 23:36:57 -05:00
commit 6e724f67fe
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[gd_scene load_steps=5 format=3 uid="uid://chy8tm6hvummq"]
[ext_resource type="Shader" uid="uid://n2dcb4l0qun2" path="res://scenes/interfaces/progress_bar/resources/visual_shader.res" id="1_07e5d"]
[ext_resource type="Script" uid="uid://byosh6q0ei28k" path="res://scenes/interfaces/progress_bar/progress_bar_3d.gd" id="1_kpyfi"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_4quui"]
render_priority = 0
shader = ExtResource("1_07e5d")
[sub_resource type="QuadMesh" id="QuadMesh_fwm7g"]
resource_local_to_scene = true
material = SubResource("ShaderMaterial_4quui")
size = Vector2(1, 0.1)
[node name="ProgressBar3D" type="MeshInstance3D"]
cast_shadow = 0
instance_shader_parameters/background = Color(0, 0, 0, 0.5)
instance_shader_parameters/billboard = 2
instance_shader_parameters/border = 0.2
instance_shader_parameters/fill = Color(0, 1, 0, 1)
instance_shader_parameters/progress = 1.0
instance_shader_parameters/size = Vector2(1, 0.1)
mesh = SubResource("QuadMesh_fwm7g")
script = ExtResource("1_kpyfi")
progress_bar_shader = ExtResource("1_07e5d")

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# This file is part of sunder.
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
@tool
## An efficient progress bar in 3D using a quad mesh and a shader.
class_name ProgressBar3D extends MeshInstance3D
## Emitted when value has been changed.
signal value_changed(new_value : float)
## The minimum [member value].
@export var min_value : float = 0.:
set(new_value):
min_value = new_value
value = value
## The maximum [member value].
@export var max_value : float = 255.:
set(new_value):
max_value = new_value
value = value
## The current value.
@export var value : float = 255.:
set = set_value
func set_value(new_value : float) -> void:
value = clampf(new_value, min_value, max_value)
_update_shader_params()
value_changed.emit(value)
## The size of the border.
@export_range(0., 1.) var border : float = .2:
set(new_border):
border = new_border
_update_shader_params()
## The billboard mode, see [member BaseMaterial3D.BillboardMode] for more details.
@export_enum("Disabled", "Enabled", "Y-Billboard") var billboard : int = 2:
set(new_billboard):
billboard = new_billboard
_update_shader_params()
## The fill color.
@export var fill : Color = Color.GREEN:
set(value):
fill = value
_update_shader_params()
## The background color.
@export var background : Color = Color(0, 0, 0, 0.5):
set(value):
background = value
_update_shader_params()
@export var progress_bar_shader : VisualShader
## Setup the [QuadMesh], [ShaderMaterial] and [VisualShader]
## when entering the node tree
func _enter_tree() -> void:
# set default mesh
if not mesh:
mesh = QuadMesh.new()
mesh.size = Vector2(1, .1)
# set default material
if not mesh.material or not mesh.material is ShaderMaterial:
# @NOTE: Per-instance uniforms allow for better shader reuse and are
# therefore faster, so they should be preferred over duplicating the
# ShaderMaterial when possible.
mesh.material = ShaderMaterial.new()
# set default shader
mesh.material.shader = progress_bar_shader
if not mesh.changed.is_connected(_update_shader_params):
mesh.changed.connect(_update_shader_params)
# update shader params once
mesh.emit_changed()
## This method updates instance shader params
func _update_shader_params() -> void:
set_instance_shader_parameter("background", background)
set_instance_shader_parameter("billboard", billboard)
set_instance_shader_parameter("border", border)
set_instance_shader_parameter("fill", fill)
set_instance_shader_parameter("progress", value / max_value)
set_instance_shader_parameter("size", mesh.size)

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uid://byosh6q0ei28k