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if addon.InGetInfo then
return {
name = "SpringLogo",
desc = "",
author = "jK",
date = "2012",
license = "GPL2",
layer = 1,
depend = {"LoadProgress"},
enabled = not true,
}
end
------------------------------------------
local a = 0
local b = 0
local function DrawQuad(x, y, size)
gl.Vertex(x - size, y - size, 0)
gl.Vertex(x - size, y + size, 0)
gl.Vertex(x + size, y + size, 0)
gl.Vertex(x + size, y - size, 0)
end
local shader = gl.CreateShader({
uniform = {
},
vertex = [[
varying vec3 normal;
varying vec4 color;
varying vec3 color2;
varying vec4 spos;
varying vec4 mpos;
varying float mirror;
void main()
{
mirror = gl_FogCoord;
color = gl_Color;
color2 = gl_SecondaryColor.rgb;
normal = gl_NormalMatrix * gl_Normal;
spos = gl_ModelViewMatrix * gl_Vertex;
mpos = gl_ModelViewMatrix * (gl_Vertex * vec4(1.0,1.0,mirror,1.0) - vec4(0.0,0.0,-2.0 * step(0.5, -mirror),0.0));
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
]],
fragment = [[
varying vec3 normal;
varying vec4 color;
varying vec3 color2;
varying vec4 spos;
varying vec4 mpos;
varying float mirror;
float sqlength(vec3 v)
{
return dot(v,v);
}
void main()
{
vec3 light = normalize(spos - gl_LightSource[0].position.xyz);
vec3 n = normalize(normal);
float ambient = 0.45;
float diffuse = max(0.0, dot(n,light));
vec3 light2 = normalize(spos - gl_LightSource[1].position.xyz);
float diffuse2 = sqlength(spos - gl_LightSource[1].position.xyz) * 2.5;
diffuse2 = 1.0 - min(1.0, diffuse2);
//diffuse2 *= max(0.0, dot(n,light2));
vec3 light2Pos = gl_LightSource[2].position.xyz;
vec3 light2Dir = normalize(light2Pos - spos);
vec3 r = reflect(-light2Dir, n);
vec3 v = -normalize(spos);
float specular1 = 0.75 * pow(max(0.0, dot(r, v)), 1.3);
float specular2 = 0.80 * pow(max(0.0, dot(r, v)), 4.0);
float specular3 = 0.40 * pow(max(0.0, dot(r, v)), 7.0);
gl_FragColor.a = 1.0;
gl_FragColor.rgb = color.rgb * (ambient + diffuse);
gl_FragColor.rgb += color.rrr * vec3(1.2, 0.0, 0.0) * diffuse2;
gl_FragColor.rgb += color.rrr * 0.65 * vec3(0.0, 0.9, 0.9) * pow(diffuse2, 1.5);
gl_FragColor.rgb += color.bbb * 0.1 * vec3(0.5, 0.5, 1.5) * diffuse2;
gl_FragColor.rgb += color.bbb * 0.5 * vec3(0.5, 0.5, 1.0) * pow(diffuse2, 1.5);
gl_FragColor.rgb += color.rgb * vec3(1.0, 1.0, 0.5) * 1.5 * specular1;
gl_FragColor.rgb += vec3(1.0, 1.0, 0.7) * (specular2 + specular3);
gl_FragColor.rgb += color2; //shiness
// sun coloring
float cubeCenterDist = length(mpos.xyz - gl_LightSource[3].position.xyz);
gl_FragColor.rgb += step(0.1,color.rrr) * vec3(1.0, 1.0, 0.0) * smoothstep(1.2, 0.1, cubeCenterDist * 2.4);
gl_FragColor.rgb -= step(0.1,color2.rrr) * vec3(0.0, 0.0, 0.5) * smoothstep(0.7, 1.6, cubeCenterDist * 2.6);
if (mirror < 0.0) {
//FIXME
float depth = dot(spos, gl_LightSource[4].position.xyz);
float a = clamp(depth * 3.0, 0.0, 1.0);
gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(1.0), a);
}
// gamma
//gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(1.0 / 0.9));
}
]],
})
Spring.Echo(gl.GetShaderLog())
function SIGN(x)
return ((x >= 0) and 1) or -1
end
function EvalSuperEllipse(t1,t2,p1,p2)
local ct1 = math.cos(t1);
local ct2 = math.cos(t2);
local st1 = math.sin(t1);
local st2 = math.sin(t2);
local tmp = SIGN(ct1) * math.pow(math.abs(ct1),p1);
local x = tmp * SIGN(ct2) * math.pow(math.abs(ct2),p2);
local y = SIGN(st1) * math.pow(math.abs(st1),p1);
local z = tmp * SIGN(st2) * math.pow(math.abs(st2),p2);
return x,y,z
end
function CalcNormal(px,py,pz, p1x,p1y,p1z, p2x,p2y,p2z)
local pax = p1x - px;
local pay = p1y - py;
local paz = p1z - pz;
local pbx = p2x - px;
local pby = p2y - py;
local pbz = p2z - pz;
local nx = pay * pbz - paz * pby;
local ny = paz * pbx - pax * pbz;
local nz = pax * pby - pay * pbx;
local l = math.sqrt(nx*nx + ny*ny + nz*nz);
if (l == 0) then
return 0, 1, 0;
end
return nx/l, ny/l, nz/l;
end
function CreateSuperEllipse(power1,power2,n)
--http://paulbourke.net/geometry/superellipse/
local PID2 = math.pi / 2
local TWOPI = 2 * math.pi
local delta = 0.01 * TWOPI / n;
local j = 0
while (j < n/2) do
local theta1 = (j * TWOPI / n) - PID2;
local theta2 = ((j + 1) * TWOPI / n) - PID2;
gl.BeginEnd(GL.TRIANGLE_STRIP, function()
local i = 0
while (i <= n) do
local theta3 = i * TWOPI / n;
if (j == n/2 - 1) then
local px,py,pz = EvalSuperEllipse(theta2 , 0 , power1, power2);
local p1x,p1y,p1z = EvalSuperEllipse(theta2 , 0 + delta, power1, power2);
local p2x,p2y,p2z = EvalSuperEllipse(theta2 + delta, 0 + delta, power1, power2);
local nx,ny,nz = CalcNormal(p1x,p1y,p1z, px,py,pz, p2x,p2y,p2z);
gl.Normal(nx,ny,nz);
gl.TexCoord(i/n,2*(j+1)/n);
gl.Vertex(px,py,pz);
else
local px,py,pz = EvalSuperEllipse(theta2 , theta3 , power1, power2);
local p1x,p1y,p1z = EvalSuperEllipse(theta2 + delta, theta3 , power1, power2);
local p2x,p2y,p2z = EvalSuperEllipse(theta2 , theta3 + delta, power1, power2);
local nx,ny,nz = CalcNormal(p1x,p1y,p1z, px,py,pz, p2x,p2y,p2z);
gl.Normal(nx,ny,nz);
gl.TexCoord(i/n,2*(j+1)/n);
gl.Vertex(px,py,pz);
end
if (j == 0) then
local px,py,pz = EvalSuperEllipse(theta1 , 0 , power1, power2);
local p1x,p1y,p1z = EvalSuperEllipse(theta1 , 0 + delta, power1, power2);
local p2x,p2y,p2z = EvalSuperEllipse(theta1 + delta, 0 + delta, power1, power2);
local nx,ny,nz = CalcNormal(p1x,p1y,p1z, px,py,pz, p2x,p2y,p2z);
gl.Normal(nx,ny,nz);
gl.TexCoord(i/n,2*j/n);
gl.Vertex(px,py,pz);
else
local px,py,pz = EvalSuperEllipse(theta1 , theta3 , power1, power2);
local p1x,p1y,p1z = EvalSuperEllipse(theta1 + delta, theta3 , power1, power2);
local p2x,p2y,p2z = EvalSuperEllipse(theta1 , theta3 + delta, power1, power2);
local nx,ny,nz = CalcNormal(p1x,p1y,p1z, px,py,pz, p2x,p2y,p2z);
gl.Normal(nx,ny,nz);
gl.TexCoord(i/n,2*j/n);
gl.Vertex(px,py,pz);
end
i = i + 1
end
end)
j = j + 1
end
end
function blend(x1,x2,a)
return a * x2 + (1 - a) * x1
end
function GetSunVertex(r,theta)
local a = math.pi / 10
local theta1 = math.floor(theta / a) * a
local theta2 = theta1 + a
local s = (theta - theta1) / (theta2 - theta1)
--local s = (theta % a) / a
s = math.min(1, math.max(0, s))
local u = math.floor(theta / a) % 2
local r1 = (u >= 1.0) and 1 or 0
local r2 = (u <= 0.5) and 1 or 0
local t1x = r * (r1 * 0.4 + 0.6) * math.cos(theta1)
local t1y = r * (r1 * 0.4 + 0.6) * math.sin(theta1)
local t2x = r * (r2 * 0.4 + 0.6) * math.cos(theta2)
local t2y = r * (r2 * 0.4 + 0.6) * math.sin(theta2)
return blend(t1x, t2x, s), -blend(t1y, t2y, s)
end
function DrawSun()
local n = 150
local TWOPI = 2 * math.pi
gl.BeginEnd(GL.TRIANGLE_STRIP, function()
gl.Normal(0, -1, 0);
local i = 0
while (i <= n) do
local theta = i * TWOPI / n;
local r = 0.8
if (theta == TWOPI) then
gl.Normal(0, 0, -1);
gl.Vertex(r * 0.5 * math.cos(math.pi - (theta - math.pi)), 1.15, -r * 0.5 * math.sin(math.pi - (theta - math.pi)));
gl.Vertex(r * 0.5 * math.cos(math.pi - (theta - math.pi)), 0.80, -r * 0.5 * math.sin(math.pi - (theta - math.pi)));
end
if (theta <= math.pi)or(theta == TWOPI) then
local vx, vy = GetSunVertex(r, theta)
--gl.Color(s, 0, 0, 1);
if (theta == TWOPI)or(theta == math.pi) then
gl.Normal(0, 0, -1);
else
local vxp1, vyp1 = GetSunVertex(r, theta + 0.0001 * math.pi)
local vxm1, vym1 = GetSunVertex(r, theta - 0.0001 * math.pi)
local nxp1,nyp1,nzp1 = CalcNormal(vxp1,0,vyp1, vx,0,vy, vx,1,vy);
local nxm1,nym1,nzm1 = CalcNormal(vxm1,0,vym1, vx,1,vy, vx,0,vy);
local nx,ny,nz = nxp1 + nxm1, nyp1 + nym1, nzp1 + nzm1
gl.Normal(nx,ny,nz);
end
gl.Vertex(vx, 1.15, vy);
gl.Vertex(vx, 0.80, vy);
end
if (theta >= math.pi)and(theta ~= TWOPI) then
if (theta == math.pi) then
gl.Normal(0, 0, -1);
else
gl.Normal(math.cos(theta), 0, math.sin(theta));
end
gl.Vertex(r * 0.5 * math.cos(math.pi - (theta - math.pi)), 1.15, -r * 0.5 * math.sin(math.pi - (theta - math.pi)));
gl.Vertex(r * 0.5 * math.cos(math.pi - (theta - math.pi)), 0.80, -r * 0.5 * math.sin(math.pi - (theta - math.pi)));
end
i = i + 1
end
end)
gl.BeginEnd(GL.TRIANGLE_STRIP, function()
gl.Normal(0, -1, 0);
local i = 0
while (i <= n/2) do
local theta = i * TWOPI / n;
local r = 0.8
if (theta <= math.pi) then
local vx, vy = GetSunVertex(r, theta)
gl.Vertex(vx, 1.15, vy);
end
gl.Vertex(r * 0.5 * math.cos(theta), 1.15, -r * 0.5 * math.sin(theta));
i = i + 1
end
end)
end
local cube_dl
function DrawLogo()
if (cube_dl) then
gl.CallList(cube_dl)
return
end
cube_dl = gl.CreateList(function()
gl.PushMatrix()
gl.SecondaryColor(0, 0, 0) --// shiness
local b = 1.0
gl.Color(b*18/255, b*30/255, b*80/255, 1)
CreateSuperEllipse(0.16, 0.16, 50)
gl.Translate(0, 0.17, 0)
gl.Scale(0.85,0.85,0.85)
gl.Color(112/255, 32/255, 24/255, 1)
CreateSuperEllipse(0.09, 0.09, 50)
gl.Culling(false)
--gl.Translate(0, -0.14, 0.22)
gl.Translate(0, -0.097, 0.22)
local t = 0.3
gl.Color(1*t, 1*t, 0.7*t, 1)
t = 1.00
gl.SecondaryColor(1*t, 1*t, 0.45*t)
DrawSun()
gl.SecondaryColor(1, 1, 1)
gl.PopMatrix()
end)
end
function addon.DrawLoadScreen()
local loadProgress = SG.GetLoadProgress()
--b = math.min(b + 0.0005, 1.0)
a = (a + 0.001)
b = math.sin(a) * 20.0
--b = math.sin(a) * 180.0
local vsx, vsy = gl.GetViewSizes()
gl.MatrixMode(GL.PROJECTION)
gl.PushMatrix()
gl.LoadIdentity()
local fH = math.tan( 45 / 360 * math.pi ) * 1;
local fW = fH * (vsx/vsy);
gl.Frustum(-fW, fW, -fH, fH, 1, 5)
gl.MatrixMode(GL.MODELVIEW)
gl.PushMatrix()
gl.LoadIdentity()
gl.Translate(0,0,-2)
gl.Scale(1/3,1/3,1/3)
--gl.MatrixMode(GL.TEXTURE)
--gl.LoadIdentity()
gl.Rotate((b*0.1)+10, 1,0,0)
gl.Rotate(b+5, 0,1,0)
gl.Rotate(90, 1,0,0)
--Note, lightPos is automatically multiplied with _current_ ModelViewMatrix!!!
gl.Light(0, GL.POSITION, -4, 4, -4, 1)
gl.Light(1, GL.POSITION, -0.25, 2, -0.6, 1)
gl.Light(2, GL.POSITION, -20, 1, -15, 1)
gl.Light(3, GL.POSITION, 0, 0, 0, 1)
gl.Light(4, GL.POSITION, 0, 0, 1, 0)
gl.UseShader(shader)
gl.Culling(GL.FRONT)
gl.DepthTest(true)
gl.DepthMask(true)
gl.FogCoord(1)
DrawLogo()
gl.FogCoord(-1)
gl.Translate(0,0,2)
gl.Culling(GL.BACK)
gl.Scale(1,1,-1)
DrawLogo()
gl.DepthTest(false)
gl.UseShader(0)
gl.MatrixMode(GL.PROJECTION)
gl.PopMatrix()
gl.MatrixMode(GL.MODELVIEW)
gl.PopMatrix()
end
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