mirror of
https://github.com/OpenMW/openmw.git
synced 2025-01-22 12:53:52 +00:00
137 lines
4.1 KiB
ReStructuredText
137 lines
4.1 KiB
ReStructuredText
|
####################
|
||
|
Connecting With Lua
|
||
|
####################
|
||
|
|
||
|
Overview
|
||
|
########
|
||
|
|
||
|
Every shader can be controlled through the Lua scripting system. While shaders can be disabled and enabled,
|
||
|
shader uniforms can also be controlled. For details reference the API documentation, found :doc:`here<../lua-scripting/openmw_postprocessing>`.
|
||
|
|
||
|
Toggling Shaders With a Keybind
|
||
|
###############################
|
||
|
|
||
|
In this example, we use the desaturation shader created in the previous section and bind the ``x`` key to toggle it on and off.
|
||
|
It is assumed the shader has the filename ``desaturate.omwfx`` in this example.
|
||
|
|
||
|
.. code-block:: none
|
||
|
|
||
|
uniform_float uDesaturationFactor {
|
||
|
default = 0.5;
|
||
|
min = 0.0;
|
||
|
max = 1.0;
|
||
|
step = 0.05;
|
||
|
description = "Desaturation factor. A value of 1.0 is full grayscale.";
|
||
|
}
|
||
|
|
||
|
fragment desaturate {
|
||
|
omw_In vec2 omw_TexCoord;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
// fetch scene texture from last shader
|
||
|
vec4 scene = omw_GetLastShader(omw_TexCoord);
|
||
|
|
||
|
// desaturate RGB component
|
||
|
const vec3 luminance = vec3(0.299, 0.587, 0.144);
|
||
|
float gray = dot(luminance, scene.rgb);
|
||
|
|
||
|
omw_FragColor = vec4(mix(scene.rgb, vec3(gray), uDesaturationFactor), scene.a);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
technique {
|
||
|
description = "Desaturates scene";
|
||
|
passes = desaturate;
|
||
|
version = "1.0";
|
||
|
author = "Fargoth";
|
||
|
passes = desaturate;
|
||
|
}
|
||
|
|
||
|
|
||
|
Next, a script that is attached to the player is needed. The shader is loaded first, then toggled on and off in response to key presses.
|
||
|
Below is a working example to illustrate this.
|
||
|
|
||
|
.. code-block:: Lua
|
||
|
|
||
|
local input = require('openmw.input')
|
||
|
local postprocessing = require('openmw.postprocessing')
|
||
|
|
||
|
local shader = postprocessing.load('desaturate')
|
||
|
|
||
|
return {
|
||
|
engineHandlers = {
|
||
|
onKeyPress = function(key)
|
||
|
if key.code == input.KEY.X then
|
||
|
if shader:isEnabled() then
|
||
|
shader:disable()
|
||
|
else
|
||
|
shader:enable()
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Hiding Shader From the HUD
|
||
|
##########################
|
||
|
|
||
|
If the HUD is opened (default with ``F2``) you will notice it lists all available shaders. If you want your shader to be completely
|
||
|
hidden in this HUD, this can done by adding the ``hidden`` flag to the main technique block.
|
||
|
|
||
|
.. code-block:: none
|
||
|
|
||
|
technique {
|
||
|
description = "Desaturates scene";
|
||
|
passes = desaturate;
|
||
|
version = "1.0";
|
||
|
author = "Fargoth";
|
||
|
passes = desaturate;
|
||
|
flags = hidden;
|
||
|
}
|
||
|
|
||
|
This flag is usually used when the shader is associated with something special, like special weather, spell, or alcohol effects.
|
||
|
|
||
|
Controlling Uniforms
|
||
|
####################
|
||
|
|
||
|
By default, any uniform you defined will not be exposed to Lua, you must set the ``static`` flag to ``false`` in every uniform block for which you want exposed.
|
||
|
For example, to set the ``uDesaturationFactor`` uniform from a Lua script, we must define it as follows.
|
||
|
|
||
|
.. code-block:: none
|
||
|
|
||
|
uniform_float uDesaturationFactor {
|
||
|
default = 0.5;
|
||
|
min = 0.0;
|
||
|
max = 1.0;
|
||
|
step = 0.05;
|
||
|
description = "Desaturation factor. A value of 1.0 is full grayscale.";
|
||
|
static = false;
|
||
|
}
|
||
|
|
||
|
In some player Lua script, this uniform can then be freely set. When a uniform is set to ``static`` it will no longer show up in the HUD.
|
||
|
Here, instead of disabling and enabling the shader we set the factor to ``0`` or ``1``, respectively.
|
||
|
|
||
|
.. code-block:: Lua
|
||
|
|
||
|
local input = require('openmw.input')
|
||
|
local postprocessing = require('openmw.postprocessing')
|
||
|
|
||
|
local shader = postprocessing.load('desaturate')
|
||
|
local factor = 0
|
||
|
|
||
|
return {
|
||
|
engineHandlers = {
|
||
|
onKeyPress = function(key)
|
||
|
if key.code == input.KEY.X then
|
||
|
if factor == 0 then
|
||
|
factor = 1
|
||
|
else
|
||
|
factor = 0
|
||
|
end
|
||
|
|
||
|
shader:setFloat('uDesaturationFactor', factor)
|
||
|
end
|
||
|
end
|
||
|
}
|
||
|
}
|