1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222
|
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--
-- file: gui_xray_shader.lua
-- brief: xray shader
-- author: Dave Rodgers
--
-- Copyright (C) 2007.
-- Licensed under the terms of the GNU GPL, v2 or later.
--
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function widget:GetInfo()
return {
name = "XrayShader",
desc = "XrayShader",
author = "trepan",
date = "Jul 15, 2007",
license = "GNU GPL, v2 or later",
layer = 0,
enabled = true -- loaded by default?
}
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- Automatically generated local definitions
local GL_ONE = GL.ONE
local GL_ONE_MINUS_SRC_ALPHA = GL.ONE_MINUS_SRC_ALPHA
local GL_SRC_ALPHA = GL.SRC_ALPHA
local glBlending = gl.Blending
local glColor = gl.Color
local glCreateShader = gl.CreateShader
local glDeleteShader = gl.DeleteShader
local glDepthTest = gl.DepthTest
local glFeature = gl.Feature
local glGetShaderLog = gl.GetShaderLog
local glPolygonOffset = gl.PolygonOffset
local glSmoothing = gl.Smoothing
local glUnit = gl.Unit
local glUseShader = gl.UseShader
local spEcho = Spring.Echo
local spGetAllFeatures = Spring.GetAllFeatures
local spGetTeamColor = Spring.GetTeamColor
local spGetTeamList = Spring.GetTeamList
local spGetTeamUnits = Spring.GetTeamUnits
local spIsUnitVisible = Spring.IsUnitVisible
local spIsUnitIconic = Spring.IsUnitIconic
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
if (not glCreateShader) then
spEcho("Hardware is incompatible with Xray shader requirements")
return false
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--
-- simple configuration parameters
--
local edgeExponent = 2.5
local doFeatures = false
local featureColor = { 1, 0, 1 }
-- looks a lot nicer, esp. without FSAA (but eats into the FPS too much)
local smoothPolys = glSmoothing and true
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
local shader
function widget:Shutdown()
glDeleteShader(shader)
end
function widget:Initialize()
shader = glCreateShader({
uniform = {
edgeExponent = edgeExponent,
},
vertex = [[
// Application to vertex shader
varying vec3 normal;
varying vec3 eyeVec;
varying vec3 color;
uniform mat4 camera;
uniform mat4 caminv;
void main()
{
vec4 P = gl_ModelViewMatrix * gl_Vertex;
eyeVec = P.xyz;
normal = gl_NormalMatrix * gl_Normal;
color = gl_Color.rgb;
gl_Position = gl_ProjectionMatrix * P;
}
]],
fragment = [[
varying vec3 normal;
varying vec3 eyeVec;
varying vec3 color;
uniform float edgeExponent;
void main()
{
float opac = dot(normalize(normal), normalize(eyeVec));
opac = 1.0 - abs(opac);
opac = pow(opac, edgeExponent);
gl_FragColor.rgb = color;
gl_FragColor.a = opac;
}
]],
})
if (shader == nil) then
spEcho(glGetShaderLog())
spEcho("Xray shader compilation failed.")
widgetHandler:RemoveWidget()
end
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--
-- utility routine
--
local teamColors = {}
local function SetTeamColor(teamID)
local color = teamColors[teamID]
if (color) then
glColor(color)
return
end
local r,g,b = spGetTeamColor(teamID)
if (r and g and b) then
color = { r, g, b }
teamColors[teamID] = color
glColor(color)
return
end
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function widget:DrawWorld()
if (smoothPolys) then
glSmoothing(nil, nil, true)
end
glColor(1, 1, 1, 1)
glUseShader(shader)
glDepthTest(true)
glBlending(GL_SRC_ALPHA, GL_ONE)
glPolygonOffset(-2, -2)
for _, teamID in ipairs(spGetTeamList()) do
SetTeamColor(teamID)
for _, unitID in ipairs(spGetTeamUnits(teamID)) do
if (spIsUnitVisible(unitID, nil, true)) then
glUnit(unitID, true)
end
end
end
if (doFeatures) then
glColor(featureColor)
for _, featureID in ipairs(spGetAllFeatures()) do
glFeature(featureID, true)
end
end
glPolygonOffset(false)
glBlending(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glDepthTest(false)
glUseShader(0)
glColor(1, 1, 1, 1)
if (smoothPolys) then
glSmoothing(nil, nil, false)
end
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
|