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gui_attackrange_gl4.lua
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gui_attackrange_gl4.lua
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include("keysym.h.lua")
local versionNumber = "1.1"
function widget:GetInfo()
return {
name = "Attack Range GL4",
desc =
"[v" .. string.format("%s", versionNumber ) .. "] Displays attack ranges of selected units. Custom keybind actions: attackrange_cursor_toggle, attackrange_nextweaponconfig, attackrange_prevweaponconfig",
author = "Errrrrrr, Beherith",
date = "July 20, 2023",
license = "GPLv2",
layer = -99,
enabled = true,
handler = true,
}
end
---------------------------------------------------------------------------------------------------------------------------
-- Bindable action:
-- -- Toggle cursor unit range on and off: attackrange_cursor_toggle
-- -- Unit weapon range dislay cycle forward: attackrange_nextweaponconfig
-- -- Unit weapon range dislay cycle backward: attackrange_prevweaponconfig
-- The widget's individual unit type's display setup is saved in LuaUI/config/AttackRangeConfig2.lua
---------------------------------------------------------------------------------------------------------------------------
local shift_only = false -- only show ranges when shift is held down
local cursor_unit_range = true -- displays the range of the unit at the mouse cursor (if there is one)
---------------------------------------------------------------------------------------------------------------------------
------------------ CONFIGURABLES --------------
local buttonConfig = {
ally = { ground = true, AA = true, nano = true },
enemy = { ground = true, AA = true, nano = true }
}
local colorConfig = {
drawStencil = true, -- wether to draw the outer, merged rings (quite expensive!)
cannon_separate_stencil = false, -- set to true to have cannon and ground be on different stencil mask
drawInnerRings = true, -- wether to draw inner, per attack rings (very cheap)
externalalpha = 0.80, -- alpha of outer rings
internalalpha = 0.20, -- alpha of inner rings
fill_alpha = 0.10, -- this is the solid color in the middle of the stencil
outer_fade_height_difference = 2500, -- this is the height difference at which the outer ring starts to fade out compared to inner rings
--distanceScaleStart = 1500, -- Linewidth is 100% up to this camera height
--distanceScaleEnd = 5000, -- Linewidth becomes 50% above this camera height
ground = {
color = { 1.0, 0.22, 0.05, 0.60 },
fadeparams = { 1500, 2200, 1.0, 0.0 }, -- FadeStart, FadeEnd, StartAlpha, EndAlpha
groupselectionfadescale = 0.75,
externallinethickness = 3.0,
internallinethickness = 2.0,
},
nano = {
color = { 0.24, 1.0, 0.2, 0.40 },
fadeparams = { 2000, 4000, 1.0, 0.0 }, -- FadeStart, FadeEnd, StartAlpha, EndAlpha
groupselectionfadescale = 0.05,
externallinethickness = 3.0,
internallinethickness = 2.0,
},
AA = {
color = { 0.8, 0.44, 2.0, 0.40 },
fadeparams = { 1500, 2200, 1.0, 0.0 }, -- FadeStart, FadeEnd, StartAlpha, EndAlpha
groupselectionfadescale = 0.75,
externallinethickness = 2.5,
internallinethickness = 2.0,
},
cannon = {
color = { 1.0, 0.22, 0.05, 0.60 },
fadeparams = { 1500, 2200, 1.0, 0.0 }, -- FadeStart, FadeEnd, StartAlpha, EndAlpha
groupselectionfadescale = 0.75,
externallinethickness = 3.0,
internallinethickness = 2.0,
},
}
----------------------------------
local show_selected_weapon_ranges = true
local buttonconfigmap = { 'ground', 'nano', 'AA', 'cannon' }
local DEBUG = false --generates debug message
local weaponTypeMap = { 'ground', 'nano', 'AA', 'cannon' }
local unitDefRings = {} --each entry should be a unitdefIDkey to very specific table:
-- a list of tables, ideally ranged from 0 where
local mobileAntiUnitDefs = {
[UnitDefNames.armscab.id] = true,
[UnitDefNames.armcarry.id] = true,
[UnitDefNames.cormabm.id] = true,
[UnitDefNames.corcarry.id] = true,
}
local vtoldamagetag = Game.armorTypes['vtol']
local defaultdamagetag = Game.armorTypes['default']
-- globals
local selUnitCount = 0
local selBuilderCount = 0 -- we need builder count separately
local shifted = false
local isBuilding = false
local builders = {} -- { unitID = unitDef, ...}
local unitToggles = {}
local unitTogglesChunked = {}
local chunk, err = loadfile("LuaUI/config/AttackRangeConfig2.lua")
if chunk then
local tmp = {}
setfenv(chunk, tmp)
unitTogglesChunked = chunk()
end
--helpers
local function tableToString(t)
local result = ""
if type(t) ~= "table" then
result = tostring(t)
elseif t == nil then
result = "nil"
else
for k, v in pairs(t) do
result = result .. "[" .. tostring(k) .. "] = "
if type(v) == "table" then
result = result .. "{"
for k2, v2 in pairs(v) do
result = result .. "[" .. tostring(k2) .. "] = "
if type(v2) == "table" then
result = result .. "{"
for k3, v3 in pairs(v2) do
result = result .. "[" .. tostring(k3) .. "] = " .. tostring(v3) .. ", "
end
result = result .. "}, "
else
result = result .. tostring(v2) .. ", "
end
end
result = result .. "}, "
else
result = result .. tostring(v) .. ", "
end
result = result .. " "
end
end
return "{" .. result:sub(1, -3) .. "}"
end
local function dumpToFile(obj, prefix, filename)
local file = assert(io.open(filename, "w"))
if type(obj) == "table" then
for k, v in pairs(obj) do
local key = prefix and (prefix .. "." .. tostring(k)) or tostring(k)
if type(v) == "function" then
local info = debug.getinfo(v, "S")
file:write(key .. " (function) defined in " .. info.source .. " at line " .. info.linedefined .. "\n")
elseif type(v) == "table" then
file:write(key .. " (table):\n")
dumpToFile(v, key, filename)
else
file:write(key .. " = " .. tostring(v) .. "\n")
end
end
end
if type(obj) == "string" then
file:write(obj)
end
file:close()
end
local function convertToBitmap(statusTable)
if type(statusTable) ~= "table" then
return 0
end
local bitmap = 0
for i, status in ipairs(statusTable) do
if status then
bitmap = bitmap + 2 ^ (i - 1)
end
end
return bitmap
end
local function convertToStatusTable(bitmap, numWeapons)
local statusTable = {}
for i = 1, numWeapons do
local status = bitmap % 2 == 1
table.insert(statusTable, status)
bitmap = (bitmap - (bitmap % 2)) / 2
end
return statusTable
end
local function getNextWeaponCombination(currentCombination, direction)
local numWeapons = #currentCombination
local bitmap = convertToBitmap(currentCombination)
bitmap = (bitmap + direction) % (2 ^ numWeapons)
return convertToStatusTable(bitmap, numWeapons)
end
-- this returns if unitDef is a builder and not a factory
local function isBuilder(unitDef)
if not unitDef then return false end
if unitDef.isFactory and #unitDef.buildOptions > 0 then
return false
end
return unitDef.isBuilder and (unitDef.canAssist or unitDef.canReclaim)
end
local function initializeUnitDefRing(unitDefID)
local weapons = UnitDefs[unitDefID].weapons
unitDefRings[unitDefID]['rings'] = {}
local weaponCount = #weapons or 0
for weaponNum = 1, #weapons do
local weaponDefID = weapons[weaponNum].weaponDef
local weaponDef = WeaponDefs[weaponDefID]
local range = weaponDef.range
local dps = 0
local weaponType = unitDefRings[unitDefID]['weapons'][weaponNum]
--Spring.Echo(weaponType)
if weaponType ~= nil and weaponType > 0 then
local damage = 0
if weaponType == 3 then --AA
damage = weaponDef.damages[vtoldamagetag]
else
damage = weaponDef.damages[defaultdamagetag]
end
dps = damage * (weaponDef.salvoSize or 1) / (weaponDef.reload or 1)
local color = colorConfig[weaponTypeMap[weaponType]].color
local fadeparams = colorConfig[weaponTypeMap[weaponType]].fadeparams
local isCylinder = weaponDef.cylinderTargeting and 1 or 0
local isDgun = (weaponDef.type == "DGun") and 1 or 0
if isDgun == 1 then
--Spring.Echo("dgun found, range in weaponDef is: "..weaponDef.range)
end
local customParams = weaponDef.customParams
local wName = weaponDef.name
if (weaponDef.type == "AircraftBomb") or (wName:find("bogus")) then
--Spring.Echo("bogus weapon found: "..tostring(wName))
range = 0
end
--Spring.Echo("weaponNum: ".. weaponNum ..", name: " .. tableToString(weaponDef.name))
local groupselectionfadescale = colorConfig[weaponTypeMap[weaponType]].groupselectionfadescale
local ringParams = { range, color[1], color[2], color[3], color[4],
fadeparams[1], fadeparams[2], fadeparams[3], fadeparams[4],
weaponDef.projectilespeed or 1,
isCylinder,
weaponDef.heightBoostFactor or 0,
weaponDef.heightMod or 0,
groupselectionfadescale,
weaponType,
isDgun
}
unitDefRings[unitDefID]['rings'][weaponNum] = ringParams
--Spring.Echo("Added ringParams: "..tableToString(ringParams))
end
end
-- for builders, we need to add a special nano ring def
local unitDef = UnitDefs[unitDefID]
if isBuilder(unitDef) then
local range = unitDef.buildDistance
local color = colorConfig['nano'].color
local fadeparams = colorConfig['nano'].fadeparams
local groupselectionfadescale = colorConfig['nano'].groupselectionfadescale
local ringParams = { range, color[1], color[2], color[3], color[4],
fadeparams[1], fadeparams[2], fadeparams[3], fadeparams[4],
1,
false,
0,
0,
groupselectionfadescale,
2,
0
}
unitDefRings[unitDefID]['rings'][weaponCount + 1] = ringParams -- weaponCount + 1 is nano
--Spring.Echo("added builder! "..tableToString(unitDefRings[unitDef.id]))
end
end
local function initUnitList()
unitDefRings = {}
for unitDefID, _ in pairs(unitDefRings) do
initializeUnitDefRing(unitDefID)
end
-- Initialize Colors too
--[[ local scavlist = {}
for k,_ in pairs(unitDefRings) do
scavlist[k] = true
end
-- add scavs
for k,_ in pairs(scavlist) do
--Spring.Echo(k, UnitDefs[k].name)
if UnitDefNames[UnitDefs[k].name .. '_scav'] then
unitDefRings[UnitDefNames[UnitDefs[k].name .. '_scav'].id] = unitDefRings[k]
end
end
local scavlist = {}
for k,_ in pairs(mobileAntiUnitDefs) do
scavlist[k] = true
end
for k,v in pairs(scavlist) do
mobileAntiUnitDefs[UnitDefNames[UnitDefs[k].name .. '_scav'].id] = mobileAntiUnitDefs[k]
end
-- Initialize featureDefIDtoUnitDefID
local wreckheaps = {"_dead","_heap"}
for unitDefID,_ in pairs(unitDefRings) do
local unitDefName = UnitDefs[unitDefID].name
for i, suffix in pairs(wreckheaps) do
if FeatureDefNames[unitDefName..suffix] then
featureDefIDtoUnitDefID[FeatureDefNames[unitDefName..suffix].id] = unitDefID
--Spring.Echo(FeatureDefNames[unitDefName..suffix].id, unitDefID)
end
end
end ]]
end
--Button display configuration
--position only relevant if no saved config data found
local myAllyTeam = Spring.GetMyAllyTeamID()
--------------------------------------------------------------------------------
local glDepthTest = gl.DepthTest
local glLineWidth = gl.LineWidth
local glTexture = gl.Texture
local glClear = gl.Clear
local glColorMask = gl.ColorMask
local glStencilTest = gl.StencilTest
local glStencilMask = gl.StencilMask
local glStencilFunc = gl.StencilFunc
local glStencilOp = gl.StencilOp
local GL_STENCIL_BUFFER_BIT = GL.STENCIL_BUFFER_BIT
local GL_TRIANGLE_FAN = GL.TRIANGLE_FAN
local GL_LEQUAL = GL.LEQUAL
local GL_LINE_LOOP = GL.LINE_LOOP
local GL_NOTEQUAL = GL.NOTEQUAL
local GL_KEEP = 0x1E00 --GL.KEEP
local GL_REPLACE = GL.REPLACE --GL.KEEP
local spGetPositionLosState = Spring.GetPositionLosState
local spGetUnitDefID = Spring.GetUnitDefID
local spGetUnitPosition = Spring.GetUnitPosition
local spGetUnitAllyTeam = Spring.GetUnitAllyTeam
local spFindUnitCmdDesc = Spring.FindUnitCmdDesc
local spGetMouseState = Spring.GetMouseState
local spTraceScreenRay = Spring.TraceScreenRay
local GetModKeyState = Spring.GetModKeyState
local GetInvertQueueKey = Spring.GetInvertQueueKey
local GetActiveCommand = Spring.GetActiveCommand
local GetSelectedUnits = Spring.GetSelectedUnits
local chobbyInterface
function widget:TextCommand(command)
local mycommand = false --buttonConfig["enemy"][tag]
if string.find(command, "defrange", nil, true) then
mycommand = true
local ally = 'ally'
local rangetype = 'ground'
local enabled = false
if string.find(command, "enemy", nil, true) then
ally = 'enemy'
end
if string.find(command, "nano", nil, true) then
rangetype = 'nano'
elseif string.find(command, "AA", nil, true) then
rangetype = 'AA'
end
if string.find(command, "+", nil, true) then
enabled = true
end
buttonConfig[ally][rangetype] = enabled
Spring.Echo("Range visibility of " .. ally .. " " .. rangetype .. " attacks set to", enabled)
return true
end
return false
end
------ GL4 THINGS -----
-- AA and cannons:
local largeCircleVBO = nil
local largeCircleSegments = 512
-- others:
local smallCircleVBO = nil
local smallCircleSegments = 128
local weaponTypeToString = { "ground", "nano", "AA", "cannon", }
local allyenemypairs = { "ally", "enemy" }
local attackRangeClasses = { 'enemyground', 'enemyAA', 'enemynano', 'allyground', 'allyAA', 'enemycannon', 'allycannon',
'allynano' }
local attackRangeVAOs = {}
local circleInstanceVBOLayout = {
{ id = 1, name = 'posscale', size = 4 }, -- a vec4 for pos + scale
{ id = 2, name = 'color1', size = 4 }, -- vec4 the color of this new
{ id = 3, name = 'visibility', size = 4 }, --- vec4 heightdrawstart, heightdrawend, fadefactorin, fadefactorout
{ id = 4, name = 'projectileParams', size = 4 }, --- heightboost gradient
{ id = 5, name = 'additionalParams', size = 4 }, --- groupselectionfadescale, +3 additional reserved
{ id = 6, name = 'instData', size = 4, type = GL.UNSIGNED_INT },
}
local luaShaderDir = "LuaUI/Widgets/Include/"
local LuaShader = VFS.Include(luaShaderDir .. "LuaShader.lua")
VFS.Include(luaShaderDir .. "instancevbotable.lua")
local attackRangeShader = nil
local function goodbye(reason)
Spring.Echo("AttackRange GL4 widget exiting with reason: " .. reason)
widgetHandler:RemoveWidget()
end
local function makeCircleVBO(circleSegments)
circleSegments = circleSegments - 1 -- for po2 buffers
local circleVBO = gl.GetVBO(GL.ARRAY_BUFFER, true)
if circleVBO == nil then goodbye("Failed to create circleVBO") end
local VBOLayout = {
{ id = 0, name = "position", size = 4 },
}
local VBOData = {}
for i = 0, circleSegments do -- this is +1
VBOData[#VBOData + 1] = math.sin(math.pi * 2 * i / circleSegments) -- X
VBOData[#VBOData + 1] = math.cos(math.pi * 2 * i / circleSegments) -- Y
VBOData[#VBOData + 1] = i / circleSegments -- circumference [0-1]
VBOData[#VBOData + 1] = 0
end
circleVBO:Define(
circleSegments + 1,
VBOLayout
)
circleVBO:Upload(VBOData)
return circleVBO
end
local vsSrc = [[
#version 420
#extension GL_ARB_uniform_buffer_object : require
#extension GL_ARB_shader_storage_buffer_object : require
#extension GL_ARB_shading_language_420pack: require
#line 10000
//__DEFINES__
layout (location = 0) in vec4 circlepointposition;
layout (location = 1) in vec4 posscale;
layout (location = 2) in vec4 color1;
layout (location = 3) in vec4 visibility; // FadeStart, FadeEnd, StartAlpha, EndAlpha
layout (location = 4) in vec4 projectileParams; // projectileSpeed, iscylinder!!!! , heightBoostFactor , heightMod
layout (location = 5) in vec4 additionalParams; // groupselectionfadescale, weaponType, +2 reserved
layout (location = 6) in uvec4 instData;
uniform float lineAlphaUniform = 1.0;
uniform float cannonmode = 0.0;
uniform float fadeDistOffset = 0.0;
uniform sampler2D heightmapTex;
uniform sampler2D losTex; // hmm maybe?
out DataVS {
flat vec4 blendedcolor;
vec4 circleprogress;
float groupselectionfadescale;
float weaponType;
};
//__ENGINEUNIFORMBUFFERDEFS__
struct SUniformsBuffer {
uint composite; // u8 drawFlag; u8 unused1; u16 id;
uint unused2;
uint unused3;
uint unused4;
float maxHealth;
float health;
float unused5;
float unused6;
vec4 drawPos;
vec4 speed;
vec4[4] userDefined; //can't use float[16] because float in arrays occupies 4 * float space
};
layout(std140, binding=1) readonly buffer UniformsBuffer {
SUniformsBuffer uni[];
};
#define UNITID (uni[instData.y].composite >> 16)
#line 11000
float heightAtWorldPos(vec2 w){
vec2 uvhm = heighmapUVatWorldPos(w);
return textureLod(heightmapTex, uvhm, 0.0).x;
}
float GetRangeFactor(float projectileSpeed) { // returns >0 if weapon can shoot here, <0 if it cannot, 0 if just right
// on first run, with yDiff = 0, what do we get?
float speed2d = projectileSpeed * 0.707106;
float gravity = 120.0 * (0.001111111);
return ((speed2d * speed2d) * 2.0 ) / (gravity);
}
float GetRange2DCannon(float yDiff,float projectileSpeed,float rangeFactor,float heightBoostFactor) { // returns >0 if weapon can shoot here, <0 if it cannot, 0 if just right
// on first run, with yDiff = 0, what do we get?
//float factor = 0.707106;
float smoothHeight = 100.0;
float speed2d = projectileSpeed*0.707106;
float speed2dSq = speed2d * speed2d;
float gravity = -1.0* (120.0 /900);
if (heightBoostFactor < 0){
heightBoostFactor = (2.0 - rangeFactor) / sqrt(rangeFactor);
}
if (yDiff < -100.0){
yDiff = yDiff * heightBoostFactor;
}else {
if (yDiff < 0.0) {
yDiff = yDiff * (1.0 + (heightBoostFactor - 1.0 ) * (-1.0 * yDiff) * 0.01);
}
}
float root1 = speed2dSq + 2 * gravity *yDiff;
if (root1 < 0.0 ){
return 0.0;
}else{
return rangeFactor * ( speed2dSq + speed2d * sqrt( root1 ) ) / (-1.0 * gravity);
}
}
//float heightMod default: 0.2 (0.8 for #Cannon, 1.0 for #BeamLaser and #LightningCannon)
//Changes the spherical weapon range into an ellipsoid. Values above 1.0 mean the weapon cannot target as high as it can far, values below 1.0 mean it can target higher than it can far. For example 0.5 would allow the weapon to target twice as high as far.
//float heightBoostFactor default: -1.0
//Controls the boost given to range by high terrain. Values > 1.0 result in increased range, 0.0 means the cannon has fixed range regardless of height difference to target. Any value < 0.0 (i.e. the default value) result in an automatically calculated value based on range and theoretical maximum range.
#define RANGE posscale.w
#define PROJECTILESPEED projectileParams.x
#define ISCYLINDER projectileParams.y
#define HEIGHTBOOSTFACTOR projectileParams.z
#define HEIGHTMOD projectileParams.w
#define YGROUND posscale.y
#define OUTOFBOUNDSALPHA alphaControl.y
#define FADEALPHA alphaControl.z
#define MOUSEALPHA alphaControl.w
#define ISDGUN additionalParams.z
void main() {
// Get the center pos of the unit
vec3 modelWorldPos = uni[instData.y].drawPos.xyz;
circleprogress.xy = circlepointposition.xy;
circleprogress.w = circlepointposition.z;
blendedcolor = color1;
groupselectionfadescale = additionalParams.x;
weaponType = additionalParams.y;
// translate to world pos:
vec4 circleWorldPos = vec4(1.0);
float range2 = RANGE;
if (ISDGUN > 0.5) {
circleWorldPos.xz = circlepointposition.xy * RANGE * 1.05 + modelWorldPos.xz;
} else {
circleWorldPos.xz = circlepointposition.xy * RANGE + modelWorldPos.xz;
}
vec4 alphaControl = vec4(1.0);
// get heightmap
circleWorldPos.y = heightAtWorldPos(circleWorldPos.xz);
if (cannonmode > 0.5){
// BAR only has 3 distinct ballistic projectiles, heightBoostFactor is only a handful from -1 to 2.8 and 6 and 8
// gravity we can assume to be linear
float heightDiff = (circleWorldPos.y - YGROUND) * 0.5;
float rangeFactor = RANGE / GetRangeFactor(PROJECTILESPEED); //correct
if (rangeFactor > 1.0 ) rangeFactor = 1.0;
if (rangeFactor <= 0.0 ) rangeFactor = 1.0;
float radius = RANGE;// - heightDiff;
float adjRadius = GetRange2DCannon(heightDiff * HEIGHTMOD, PROJECTILESPEED, rangeFactor, HEIGHTBOOSTFACTOR);
float adjustment = radius * 0.5;
float yDiff = 0;
float adds = 0;
//for (int i = 0; i < mod(timeInfo.x/8,16); i ++){ //i am a debugging god
for (int i = 0; i < 16; i ++){
if (adjRadius > radius){
radius = radius + adjustment;
adds = adds + 1;
}else{
radius = radius - adjustment;
adds = adds - 1;
}
adjustment = adjustment * 0.5;
circleWorldPos.xz = circlepointposition.xy * radius + modelWorldPos.xz;
float newY = heightAtWorldPos(circleWorldPos.xz );
yDiff = abs(circleWorldPos.y - newY);
circleWorldPos.y = max(0, newY);
heightDiff = circleWorldPos.y - modelWorldPos.y;
adjRadius = GetRange2DCannon(heightDiff * HEIGHTMOD, PROJECTILESPEED, rangeFactor, HEIGHTBOOSTFACTOR);
}
}else{
if (ISCYLINDER < 0.5){ // isCylinder
//simple implementation, 4 samples per point
//for (int i = 0; i<mod(timeInfo.x/4,30); i++){
for (int i = 0; i<8; i++){
// draw vector from centerpoint to new height point and normalize it to range length
vec3 tonew = circleWorldPos.xyz - modelWorldPos.xyz;
tonew.y *= HEIGHTMOD;
tonew = normalize(tonew) * RANGE;
circleWorldPos.xz = modelWorldPos.xz + tonew.xz;
circleWorldPos.y = heightAtWorldPos(circleWorldPos.xz);
}
}
}
circleWorldPos.y += 6; // lift it from the ground
// -- MAP OUT OF BOUNDS
vec2 mymin = min(circleWorldPos.xz,mapSize.xy - circleWorldPos.xz);
float inboundsness = min(mymin.x, mymin.y);
OUTOFBOUNDSALPHA = 1.0 - clamp(inboundsness*(-0.02),0.0,1.0);
//--- DISTANCE FADE ---
vec4 camPos = cameraViewInv[3];
float distToCam = length(modelWorldPos.xyz - camPos.xyz); //dist from cam
// FadeStart, FadeEnd, StartAlpha, EndAlpha
float fadeDist = visibility.y - visibility.x;
if (ISDGUN > 0.5) {
FADEALPHA = clamp((visibility.y + fadeDistOffset + 1000 - distToCam)/(fadeDist),visibility.w,visibility.z);
} else {
FADEALPHA = clamp((visibility.y + fadeDistOffset - distToCam)/(fadeDist),visibility.w,visibility.z);
}
//FADEALPHA = clamp((visibility.y + fadeDistOffset - distToCam)/(fadeDist),visibility.w,visibility.z);
//--- Optimize by anything faded out getting transformed back to origin with 0 range?
//seems pretty ok!
if (FADEALPHA < 0.001) {
circleWorldPos.xyz = modelWorldPos.xyz;
}
if (cannonmode > 0.5){
// cannons should fade distance based on their range
//float cvmin = max(visibility.x+fadeDistOffset, 2* RANGE);
//float cvmax = max(visibility.y+fadeDistOffset, 4* RANGE);
//FADEALPHA = clamp((cvmin - distToCam)/(cvmax - cvmin + 1.0),visibility.z,visibility.w);
}
blendedcolor = color1;
// -- DARKEN OUT OF LOS
//vec4 losTexSample = texture(losTex, vec2(circleWorldPos.x / mapSize.z, circleWorldPos.z / mapSize.w)); // lostex is PO2
//float inlos = dot(losTexSample.rgb,vec3(0.33));
//inlos = clamp(inlos*5 -1.4 , 0.5,1.0); // fuck if i know why, but change this if LOSCOLORS are changed!
//blendedcolor.rgb *= inlos;
// --- YES FOG
float fogDist = length((cameraView * vec4(circleWorldPos.xyz,1.0)).xyz);
float fogFactor = clamp((fogParams.y - fogDist) * fogParams.w, 0, 1);
blendedcolor.rgb = mix(fogColor.rgb, vec3(blendedcolor), fogFactor);
// -- IN-SHADER MOUSE-POS BASED HIGHLIGHTING
float disttomousefromunit = 1.0 - smoothstep(48, 64, length(modelWorldPos.xz - mouseWorldPos.xz));
// this will be positive if in mouse, negative else
float highlightme = clamp( (disttomousefromunit ) + 0.0, 0.0, 1.0);
MOUSEALPHA = 0.1* highlightme;
// ------------ dump the stuff for FS --------------------
//worldPos = circleWorldPos;
//worldPos.a = RANGE;
alphaControl.x = circlepointposition.z; // save circle progress here
gl_Position = cameraViewProj * vec4(circleWorldPos.xyz, 1.0);
//lets blend the alpha here, and save work in FS:
float outalpha = OUTOFBOUNDSALPHA * (MOUSEALPHA + FADEALPHA * lineAlphaUniform);
blendedcolor.a *= outalpha ;
if (ISDGUN > 0.5) {
blendedcolor.a = clamp(blendedcolor.a * 3, 0.1, 1.0);
}
//blendedcolor.rgb = vec3(fract(distToCam/100));
}
]]
local fsSrc = [[
#version 330
#extension GL_ARB_uniform_buffer_object : require
#extension GL_ARB_shading_language_420pack: require
//_DEFINES__
#line 20000
uniform float selUnitCount = 1.0;
uniform float selBuilderCount = 1.0;
uniform float drawAlpha = 1.0;
uniform float drawMode = 0.0;
//_ENGINEUNIFORMBUFFERDEFS__
in DataVS {
flat vec4 blendedcolor;
vec4 circleprogress;
float groupselectionfadescale;
float weaponType;
};
out vec4 fragColor;
void main() {
// -- we need to mod alpha based on groupselectionfadescale and weaponType
// -- innerRingDim = group_selection_fade_scale * 0.1 * numUnitsSelected
float numUnitsSelected = selUnitCount;
// -- nano is 2
if(weaponType == 2.0) {
numUnitsSelected = selBuilderCount;
}
numUnitsSelected = clamp(numUnitsSelected, 1, 25);
float innerRingDim = groupselectionfadescale * 0.1 * numUnitsSelected;
float finalAlpha = drawAlpha;
if(drawMode == 2.0) {
finalAlpha = drawAlpha / pow(innerRingDim, 2);
}
finalAlpha = clamp(finalAlpha, 0.0, 1.0);
fragColor = vec4(blendedcolor.x, blendedcolor.y, blendedcolor.z, blendedcolor.w * finalAlpha);
}
]]
local cacheTable = {}
for i = 1, 24 do cacheTable[i] = 0 end
-- code for selected units start here
local selectedUnits = {}
local selUnits = {}
local updateSelection = false
local selections = {} -- contains params for added vaos
local mouseUnit
local mouseovers = {} -- mirroring selections, but for mouseovers
local unitsOnOff = {} -- unit weapon toggle states, tracked from CommandNotify (also building on off status)
local myTeam = Spring.GetMyTeamID()
local function GetUnitDef(unitID)
local unitDefID = spGetUnitDefID(unitID)
if unitDefID then
local unitDef = UnitDefs[unitDefID]
return unitDef
end
return nil
end
-- mirrors functionality of UnitDetected
local function AddSelectedUnit(unitID, mouseover)
--if not show_selected_weapon_ranges then return end
local collections = selections
if mouseover then
collections = mouseovers
end
local unitDef = GetUnitDef(unitID)
if not unitDef then return end
if collections[unitID] ~= nil then return end
--- if unittype is toggled off we don't proceed at all
local unitName = unitDef.name
local alliedUnit = (spGetUnitAllyTeam(unitID) == myAllyTeam)
local allystring = alliedUnit and "ally" or "enemy"
--local alliedUnit = (spGetUnitAllyTeam(unitID) == myAllyTeam)
--local x, y, z, mpx, mpy, mpz, apx, apy, apz = spGetUnitPosition(unitID, true, true)
local weapons = unitDef.weapons
if (not weapons or #weapons == 0) and not isBuilder(unitDef) then return end -- no weapons and not builder, nothing to add
-- we want to add to unitDefRings here if it doesn't exist
if not unitDefRings[unitDef.id] then
-- read weapons and add them to weapons table, then add to entry
local entry = { weapons = {} }
for weaponNum = 1, #weapons do
local weaponDefID = weapons[weaponNum].weaponDef
local weaponDef = WeaponDefs[weaponDefID]
local range = weaponDef.range
local weapon = weapons[weaponNum]
-- debug shit
--[[ local weaponTable = {}
for name,param in pairs(weapon.onlyTargets) do--:pairs() do
weaponTable[name]=param
end ]]
--Spring.Echo("----------weaponDef: "..tableToString(weaponTable))
if true then --range > 0 then -- trying something different
--if weaponDef.description:find("g2a") and not weaponDef.description:find("g2g") then
if weapon.onlyTargets and weapon.onlyTargets.vtol then
--Spring.Echo("AA? " .. weaponDef.name..": "..tostring(weaponDef.description))
entry.weapons[weaponNum] = 3 -- weaponTypeMap[3] is "AA"
--Spring.Echo("added AA weapon: ".. weaponDef.name)
elseif weaponDef.type == "Cannon" then
entry.weapons[weaponNum] = 4 -- weaponTypeMap[4] is "cannon"
else
entry.weapons[weaponNum] = 1 -- weaponTypeMap[1] is "ground"
end
end
end
-- builder can have no weapon but still need to be added
if isBuilder(unitDef) then
local wt = entry.weapons
wt[#wt + 1] = 2 -- 2 is nano
end
unitDefRings[unitDef.id] = entry -- we insert the entry so we can reuse existing code
--Spring.Echo("unitDefRings entry added: "..tableToString(entry))
-- we need to initialize the other params
initializeUnitDefRing(unitDef.id)
end
local x, y, z, mpx, mpy, mpz, apx, apy, apz = spGetUnitPosition(unitID, true, true)
--for weaponNum = 1, #weapons do
local addedRings = 0
local weapons = unitDefRings[unitDef.id]['weapons']
for j, weaponType in pairs(weapons) do
local drawIt = true
-- we need to check if the unit has on/off weapon states, and only add the one active
local weaponOnOff, onOffName
local unitIsOnOff = unitDef.onOffable --spFindUnitCmdDesc(unitID, 85) ~= nil -- if this unit can toggle weapons
local customParams = unitDef.customParams
if customParams then
onOffName = customParams.onoffname
--Spring.Echo("onOffName: ".. tostring(onOffName))
end
-- on off can be set on a building, we need to check that
if unitIsOnOff and not onOffName then -- if it's a building with actual on/off, we display range if it's on
weaponOnOff = unitsOnOff[unitID] or 1
drawIt = (weaponOnOff == 1)
elseif unitIsOnOff and onOffName then -- this is a unit or building with 2 weapons
weaponOnOff = unitsOnOff[unitID] or 0
drawIt = ((weaponOnOff + 1) == j) or
#weapons == 1 -- remember weaponOnOff is 0 or 1, weapon number starts from 1
end
-- we add checks here for the display toggle status from config
if unitToggles[unitName] then -- only if there's a config, else default is to draw it
local wToggleStatuses = unitToggles[unitName][allystring]
if type(wToggleStatuses) == 'table' then
drawIt = wToggleStatuses[j] and drawIt
else
-- fixing the unitToggles table since something was corrupted
local entry = {}
for i=1, #weapons do
entry[i] = true
end
unitToggles[unitName][allystring] = entry
end
end
local ringParams = unitDefRings[unitDef.id]['rings'][j]
if drawIt and ringParams[1] > 0 then
--local weaponType = unitDefRings[unitDefID]['weapons'][weaponNum]
cacheTable[1] = mpx
cacheTable[2] = mpy
cacheTable[3] = mpz
local vaokey = allystring .. weaponTypeToString[weaponType]
for i = 1, 16 do
cacheTable[i + 3] = ringParams[i]
end
if false then
local s = ' '
for i = 1, 20 do
s = s .. "; " .. tostring(cacheTable[i])
end
if true then
Spring.Echo("Adding rings for", unitID, x, z)
Spring.Echo("added", vaokey, s)
end
end
local instanceID = 10000000 * (mouseover and 1 or 0) + 1000000 * weaponType + unitID +
100000 *
j -- weapon index needs to be included here for uniqueness
--Spring.Echo("instanceID created: "..tostring(instanceID))
pushElementInstance(attackRangeVAOs[vaokey], cacheTable, instanceID, true, false, unitID)
addedRings = addedRings + 1
if collections[unitID] == nil then
--lazy creation
collections[unitID] = {
posx = mpx,
posy = mpy,
posz = mpz,
vaokeys = {},
allied = alliedUnit,
unitDefID = unitDef.id
}
end
collections[unitID].vaokeys[instanceID] = vaokey
end
end
--Spring.Echo("Rings added: " ..tostring(addedRings))
-- we cheat here and update builder count
if isBuilder(unitDef) and addedRings > 0 then
selBuilderCount = selBuilderCount + 1
end
end
local function RemoveSelectedUnit(unitID, mouseover)
--if not show_selected_weapon_ranges then return end
local collections = selections
if mouseover then collections = mouseovers end
local removedRings = 0
if collections[unitID] then
local collection = collections[unitID]
if not collection then return end
for instanceKey, vaoKey in pairs(collection.vaokeys) do
--Spring.Echo(vaoKey,instanceKey)
popElementInstance(attackRangeVAOs[vaoKey], instanceKey)
removedRings = removedRings + 1
end
--Spring.Echo("Rings removed: "..tostring(removedRings))
-- before we get rid of the definition we cheat again
local unitDef = UnitDefs[collections[unitID].unitDefID]
if isBuilder(unitDef) then
selBuilderCount = selBuilderCount - 1
end
collections[unitID] = nil
--Spring.Echo("removed rings from unitID: "..tostring(unitID))
end
end
function widget:SelectionChanged(sel)
updateSelection = true
--Spring.Echo("selection changed!")
end
local function InitializeBuilders()
builders = {}
for _, unitID in ipairs(Spring.GetTeamUnits(Spring.GetMyTeamID())) do
if isBuilder(UnitDefs[spGetUnitDefID(unitID)]) then
builders[unitID] = UnitDefs[spGetUnitDefID(unitID)]
end
end
end
local function makeShaders()
local engineUniformBufferDefs = LuaShader.GetEngineUniformBufferDefs()
vsSrc = vsSrc:gsub("//__ENGINEUNIFORMBUFFERDEFS__", engineUniformBufferDefs)
fsSrc = fsSrc:gsub("//__ENGINEUNIFORMBUFFERDEFS__", engineUniformBufferDefs)
attackRangeShader = LuaShader(
{
vertex = vsSrc:gsub("//__DEFINES__", "#define MYGRAVITY " .. tostring(Game.gravity + 0.1)),
fragment = fsSrc,
--geometry = gsSrc, no geom shader for now
uniformInt = {