Lua GLSL Api: Difference between revisions

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Flozi (talk | contribs)
101.0 ! reading from gl_TextureEnvColor[0] in custom shaders to set team color will no longer work, declare a uniform vec4 named "teamColor" instead (the engine will fill this in for you)
Flozi (talk | contribs)
104.0 - bump gl.UniformArray length restriction from 32 to 1024
Line 62: Line 62:
'''gl.UniformArray''' {{new|95.0}}
'''gl.UniformArray''' {{new|95.0}}
   ( number locationID, number type, table uniforms ) -> nil
   ( number locationID, number type, table uniforms ) -> nil
<span class="note">type can be one of {0 = int, 1 = float}</span>
<span class="note">type can be one of {0 = int, 1 = float}. In 104.0 the maximum length of the uniforms table increased from 32 entries to 1024.</span>


'''gl.UniformMatrix'''
'''gl.UniformMatrix'''

Revision as of 10:58, 22 December 2017

Development < Lua Scripting < Lua GLSL Api

These functions are ONLY available if the graphic board supports GLSL.

Please test in your scripts if one of them exists before you use them!


gl.CreateShader

 ({ [ vertex   = "glsl code" ,]
   [ geometry = "glsl code" ,]
   [ fragment = "glsl code" ,]
   [ uniform       = { uniformName = number value, ...} ,]
   [ uniformInt    = { uniformName = number value, ...} ,]
   [ uniformArray  = { uniformName = number value, ...} ,] table with > 4 and <= 32 elements
   [ uniformMatrix = { uniformName = number value, ...} ,]
   [ geoInputType = number inType,]
   [ geoOutputType = number outType,]
   [ geoOutputVerts = number maxVerts,]
   [ definitions = "string of shader #defines", ]
 }) -> number shaderID
  • The "Vertex" or vertex-shader is your GLSL-Code as string, its written in a C-Dialect. This shader is busy deforming the geometry of a unit but it can not create new polygons. Use it for waves, wobbling surfaces etc.
  • The "Geometry" or Geometry-shader can create new vertices and vertice-stripes from points.
  • The "Fragment" or Fragment-shader (sometimes called pixel-Shader) is post processing the allready rendered picture (for example drawing stars on the sky)- remember textures are not always 2 dimensional pictures. They can contain information about the depth, or the third value marks areas and the strength at which these are processed.
  • The Uniforms are the values, you send along with the shader-program. To use them in the shader-program declare them like this:

<syntaxhighlight lang="c">uniform float frame;</syntaxhighlight>

  • From 101.0 onwards, the engine will automatically fill in an appropriately named uniform for team colour if it is declared;

<syntaxhighlight lang="c">uniform vec4 teamColor;</syntaxhighlight>

gl.DeleteShader

 ( number shaderID ) -> nil

gl.ActiveShader can be used in none drawing events (to update uniforms etc.)!

 ( number shaderID, function [, arg1 [, arg2, ..]] ) -> nil

gl.UseShader

 ( number shaderID ) -> boolean linked

gl.GetShaderLog

 ( ) -> string "infoLog"

gl.SetShaderParameter needed by geometry shader programs (check the opengl shader4 extension for glProgramParameteri)

 ( number shaderID, number param, number value ) -> nil

gl.GetActiveUniforms

 ( number shaderID ) -> { 
     [1] = { name = "name", type = "type", length = number length, size = number size },
     ...
   }

gl.GetUniformLocation

 ( number shaderID, name uniformName ) -> number locationID

gl.Uniform

 ( number locationID, number f1 [,number f2 [,number f3 [,number f4]]] ) -> nil

gl.UniformInt

 ( number locationID, number int1 [,number int2 [,number int3 [,number int4]]] ) -> nil

gl.UniformArray New in version 95.0

 ( number locationID, number type, table uniforms ) -> nil

type can be one of {0 = int, 1 = float}. In 104.0 the maximum length of the uniforms table increased from 32 entries to 1024.

gl.UniformMatrix

 ( number locationID, 
   "shadow" |
   "camera" |
   "caminv" |
   "camprj" |
   number m1, number m2, number m3, number m4 |
   number m1, ... , number m9 |
   number m1, ... , number m16
 ) -> nil