Oh, now I see why this topic's making everybody hot and bothered again.  Sorry, I had no idea this thread had been necro'd.
Here's the latest version of this, with fixes that work on ATi, so far as I know.  The last time I tested Spring's current build, it was working again, but ymmv and I would urge people to test with SVN builds and MT, since it's compiling again apparently, to see what problems are in store.
Code: Select all
function gadget:GetInfo()
   return {
	name	= "unit_normalmap_shader_tst.lua",
	desc	= "adds normal-mapping to S3O models",
	author    = "Kloot,fmodified by Argh",
	date	= "4-1-2010",
	license   = "GPL v2",
	layer     =  0,
	enabled   = true
   }
end
if (gadgetHandler:IsSyncedCode()) then
function gadget:UnitGiven(unitID)
	SendToUnsynced("MyUnitCrea", unitID)
	return true
end
function gadget:UnitDecloaked(unitID)
	SendToUnsynced("MyUnitCrea", unitID)
	return true
end
function gadget:UnitFinished(unitID)
	SendToUnsynced("MyUnitCrea", unitID)
	return true
end
function gadget:UnitDestroyed(unitID)
	SendToUnsynced("MyUnitDest", unitID)
	return true
end
--------------------------------------------------------------END SYNC
else
--------------------------------------------------------------UNSYNCED
local runShader = 0 -- SAFETY CODE
local glLoadIdentity	 = gl.LoadIdentity
local glPushMatrix	= gl.PushMatrix
local glPopMatrix	 = gl.PopMatrix
local glTranslate	 = gl.Translate
local glBeginEnd	  = gl.BeginEnd
local glNormal	 = gl.Normal
local glVertex	 = gl.Vertex
local glColor	  = gl.Color
local glLight	  = gl.Light
local glLighting	  = gl.Lighting
local glBlending	  = gl.Blending
local glPushAttrib	= gl.PushAttrib
local glPopAttrib	 = gl.PopAttrib
local glCulling	= gl.Culling
local glDepthMask	 = gl.DepthMask
local glDepthTest	 = gl.DepthTest
local glAlphaTest    = gl.AlphaTest
local glCreateList	= gl.CreateList
local glDeleteList	= gl.DeleteList
local glUnit	= gl.Unit
local glUnitRaw	= gl.UnitRaw
local glTexture	= gl.Texture
local glTexCoord	  = gl.TexCoord
local glMultiTexCoord	= gl.MultiTexCoord
local glUnitMultMatrix     = gl.UnitMultMatrix
local glGetSun	 = gl.GetSun
local glGetShadowMapParams = gl.GetShadowMapParams
local glGetMatrixData	= gl.GetMatrixData
local glGetShaderLog	 = gl.GetShaderLog
local glCreateShader	 = gl.CreateShader
local glDeleteShader	 = gl.DeleteShader
local glUseShader	 = gl.UseShader
local glUniformMatrix	= gl.UniformMatrix
local glUniformInt	= gl.UniformInt
local glUniform	= gl.Uniform
local glGetUniformLocation = gl.GetUniformLocation
local glGetActiveUniforms  = gl.GetActiveUniforms
	local GL_GREATER = GL.GREATER
	local GL_SRC_ALPHA = GL.SRC_ALPHA
	local GL_ONE_MINUS_SRC_ALPHA = GL.ONE_MINUS_SRC_ALPHA
	local GL_LEQUAL = GL.LEQUAL
	local GL_BACK = GL.BACK 
	local GL_POSITION = GL.POSITION
local normalMapNames	= {}
local textureNames	  = {}
local preDisplayLists     = {}
local pstDisplayLists     = {}
local luaShader	  = nil
local luaShaderLocs = {
	treeMove = -1,
	shaderTime = -1,
	cameraMatrixLoc     = -1,
	cameraInvMatrixLoc  = -1,
	shadowMatrixLoc     = -1,
	shadowParamsLoc     = -1,
	shadowDensityLoc    = -1,
	unitAmbientLightLoc = -1,
	unitDiffuseLightLoc = -1,
	shadowMapLoc	  = -1,
	textureS3O1Loc	= -1,
	textureS3O2Loc	= -1,
	--specularMapLoc	= -1,
	reflectMapLoc	 = -1,
	normalMapLoc	  = -1,
   }
local treeMoveList = {}
local treeMove = {}
local sprGetGameFrame	  = Spring.GetGameFrame
local sprGetUnitDefID	  = Spring.GetUnitDefID
local sprGetAllUnits	= Spring.GetAllUnits
local sprGetVisibleUnits	  = Spring.GetVisibleUnits
local sprIsUnitVisible	 = Spring.IsUnitVisible
local sprGetUnitTeam	= Spring.GetUnitTeam
local sprGetCameraPosition	= Spring.GetCameraPosition
local sprGetTeamColor	  = Spring.GetTeamColor
local sprSetUnitNoDraw	 = Spring.SetUnitNoDraw
local sprHaveShadows	= Spring.HaveShadows
local sprGetUnitTransformMatrix = Spring.GetUnitTransformMatrix
local SUR		  = Spring.UnitRendering
local function GetPreDisplayList(unitID)
	local unitTeam = sprGetUnitTeam(unitID)
	local unitDefID = sprGetUnitDefID(unitID)
	if (preDisplayLists[unitDefID] == nil) then
	preDisplayLists[unitDefID] = {}
	end
	if (preDisplayLists[unitDefID][unitTeam] == nil) then
	local tcr, tcg, tcb, tca = sprGetTeamColor(unitTeam)
	preDisplayLists[unitDefID][unitTeam] = glCreateList(
	function()
	local sdx, sdy, sdz = glGetSun("pos")
	glPushAttrib(GL_ALL_ATTRIB_BITS)
	glAlphaTest(GL_GREATER,0.01)
	glBlending(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
	glDepthTest(GL_LEQUAL)
	glDepthMask(true)
	glCulling(GL_BACK)
	glLighting(true)
	glLight(0, true)
	glLight(1, false)
	glLight(0, GL_POSITION, sdx, sdy, sdz, 0)
	glColor(tcr, tcg, tcb, tca)
	glTexture(4, normalMapNames[unitDefID][1])
	glPushMatrix()
	end)
	end
	return preDisplayLists[unitDefID][unitTeam]
end
local function GetPostDisplayList(unitID)
	local unitTeam = sprGetUnitTeam(unitID)
	local unitDefID = sprGetUnitDefID(unitID)
	if (pstDisplayLists[unitDefID] == nil) then
	pstDisplayLists[unitDefID] = {}
	end
	if (pstDisplayLists[unitDefID][unitTeam] == nil) then
	pstDisplayLists[unitDefID][unitTeam] = glCreateList(
	function()
	glTexture(4, false)
	glColor(1.0, 1.0, 1.0, 1.0)
	glPopMatrix()
	glLight(0, false)
	glLighting(false)
	--glAlphaTest(GL.LESS,0.5)
	glCulling(GL_BACK)
	glDepthTest(false)
	glDepthMask(false)
	glBlending(true)
	glPopAttrib()
	end)
	end
	return pstDisplayLists[unitDefID][unitTeam]
end
local function GetUnitDefMaterial(unitDefID, preDL, pstDL)
	local matTbl = {
	texunits = {
	[0] = {tex = textureNames[unitDefID][1],   enable = true},
	[1] = {tex = textureNames[unitDefID][2],   enable = true},
	[2] = {tex = "$reflection",	 enable = true},
	[3] = {tex = normalMapNames[unitDefID][1], enable = true},
	[4] = {tex = "$shadow",	  enable = true}
	},
	culling	= GL_BACK,
	shader	 = luaShader,
	cameraloc	 = luaShaderLocs.cameraMatrixLoc,
	--   camerainvloc    = luaShaderLocs.cameraInvMatrixLoc, -- Spring 0.79
	shadowloc	 = luaShaderLocs.shadowMatrixLoc,
	shadowparamsloc = luaShaderLocs.shadowParamsLoc,
	prelist = preDL,
	postlist = pstDL
	}
	return matTbl
end
local function MyUnitCrea(unitID)
	local unitDefID = sprGetUnitDefID(unitID)
	if (normalMapNames[unitDefID] ~= nil) then
		if (textureNames[unitDefID] == nil) then
			textureNames[unitDefID] = {
			[1] = '%' .. unitDefID .. ":0",
			[2] = '%' .. unitDefID .. ":1"
			}
		end
		local preDL = GetPreDisplayList(unitID)
		local pstDL = GetPostDisplayList(unitID)
		SUR.SetLODCount(unitID, 1)
		SUR.SetMaterial(unitID, 1, "opaque", GetUnitDefMaterial(unitDefID, preDL, pstDL))
		SUR.SetUnitLuaDraw(unitID, true)
		for pieceID, pieceName in pairs(Spring.GetUnitPieceList(unitID) or {}) do
			if (pieceID ~= "n") then
				SUR.SetPieceList(unitID, 1, pieceID)
			end
		end
	end
	if treeMoveList[unitDefID] ~= nil then
		treeMove[unitID] = (tonumber(UnitDefs[unitDefID].customParams.tree_mult) + (math.random(1,50)/100)) or 40.0
	end
end
local function MyUnitDest(unitID)
	local unitDefID = sprGetUnitDefID(unitID)
	if (normalMapNames[unitDefID] ~= nil) then
	--SUR.SetUnitLuaDraw(unitID, false)
	--SUR.SetLODCount(unitID, 0)
	end
	if treeMoveList[unitDefID] ~= nil then
		treeMove[unitID] = nil
	end
end
local function SetShaderUniformLocations(s)
	luaShaderLocs.cameraMatrixLoc     = glGetUniformLocation(s, "cameraMatrix")
	luaShaderLocs.cameraInvMatrixLoc  = glGetUniformLocation(s, "cameraInvMatrix")
	luaShaderLocs.shadowMatrixLoc     = glGetUniformLocation(s, "shadowMatrix")
	luaShaderLocs.haveShadowsLoc	= glGetUniformLocation(luaShader, "haveShadows")
	luaShaderLocs.shadowParamsLoc     = glGetUniformLocation(luaShader, "shadowParams")
	luaShaderLocs.shadowDensityLoc    = glGetUniformLocation(luaShader, "shadowDensity")
	luaShaderLocs.treeMoveLoc = glGetUniformLocation(luaShader, "treeMove")
	luaShaderLocs.shaderTime = glGetUniformLocation(luaShader, "shaderTime")
end
local function CreateShader1()
	local s = glCreateShader({
	vertex = [[
	varying vec3 lvES;
	varying vec3 hvES;
	varying vec3 nvES;
	varying mat3 tbnInvMatrix;
	varying vec3 cdES;
	//varying vec3 cdTS;
	uniform float treeMove;
	uniform float shaderTime;
	uniform int haveShadows;
	uniform mat4 shadowMatrix;
	uniform vec4 shadowParams;
	uniform mat4 cameraMatrix;
	uniform mat4 cameraInvMatrix;
	void main(void) {
	
	vec4 vertexDis = gl_Vertex;
	if (treeMove > 0.1)
	{
		float sinTime = (treeMove - floor(treeMove)) + 1.0;
		float treeMult = vertexDis.y / treeMove;
		vertexDis.x += sin(shaderTime*sinTime) * treeMult;
		vertexDis.y += cos(shaderTime*sinTime) * treeMult * 0.02 * (abs(gl_Vertex.x) + abs(gl_Vertex.x));
		vertexDis.z += cos(shaderTime*sinTime) * treeMult * 0.5;
	}
	mat4 modelMatrix = cameraInvMatrix * gl_ModelViewMatrix;
	mat4 modelInvMatrix = gl_ModelViewMatrixInverse * cameraMatrix;
	vec3 vpES = (gl_ModelViewMatrix * vertexDis).xyz;
	vec3 cpES = vec3(0.0, 0.0, 1.0);
	vec3 svOS = gl_MultiTexCoord5.xyz;
	vec3 tvOS = gl_MultiTexCoord6.xyz;
	
	//Manual transform of the matrix, for GLSL 1.X compatibility
	mat3 tbnMatrix = mat3(svOS, tvOS, gl_Normal);
	tbnInvMatrix[0].x = tbnMatrix[0].x;
	tbnInvMatrix[0].y = tbnMatrix[1].x;
	tbnInvMatrix[0].z = tbnMatrix[2].x;
	tbnInvMatrix[1].x = tbnMatrix[0].y;
	tbnInvMatrix[1].y = tbnMatrix[1].y;
	tbnInvMatrix[1].z = tbnMatrix[2].y;
	tbnInvMatrix[2].x = tbnMatrix[0].z;
	tbnInvMatrix[2].y = tbnMatrix[1].z;
	tbnInvMatrix[2].z = tbnMatrix[2].z;
	
	cdES = (vpES - cpES);
	//cdTS = (tbnInvMatrix * (gl_ModelViewMatrixInverse * vec4(cdES, vertexDis.w)).xyz);
	nvES = normalize(gl_NormalMatrix * gl_Normal);
	lvES = normalize(gl_LightSource[0].position.xyz);
	hvES = normalize(gl_LightSource[0].halfVector.xyz);
	gl_FrontColor = gl_Color;
	gl_TexCoord[0].st  = gl_MultiTexCoord0.st;
	gl_Position = gl_ProjectionMatrix * cameraMatrix * modelMatrix * vertexDis;
	if (haveShadows != 0) {
	vec4 vpWS = modelMatrix * gl_Vertex;
	gl_TexCoord[3] = vec4(shadowMatrix * vpWS);
	
	gl_TexCoord[3].xy *= vec2(1 / sqrt(abs(gl_TexCoord[3].st) + shadowParams.z) + shadowParams.w);
	gl_TexCoord[3].xy += shadowParams.xy;
	}
	}
	]],
	fragment = [[
	varying vec3 lvES;
	varying vec3 hvES;
	varying vec3 nvES;
	varying vec3 cdES;
	//varying vec3 cdTS;
	uniform sampler2D textureS3O1;
	uniform sampler2D textureS3O2;
	uniform samplerCube reflectMap;
	uniform sampler2D normalMap;
	uniform sampler2D shadowMap;
	uniform int haveShadows;
	uniform vec3 unitAmbientLight;
	uniform vec3 unitDiffuseLight;
	varying mat3 tbnInvMatrix;
	void main(void) {
	vec2 tc = vec2(gl_TexCoord[0].s, gl_TexCoord[0].t);
	vec4 basicColor = texture2D(textureS3O1, tc);
	vec4 extraColor = texture2D(textureS3O2, tc);
	/*if (extraColor.a < 0.05)
	{
		discard;
		return;
	}*/
	//Manual transform of the matrix, for GLSL 1.X compatibility
	mat3 tbnMatrix;
	tbnMatrix[0].x = tbnInvMatrix[0].x;
	tbnMatrix[0].y = tbnInvMatrix[1].x;
	tbnMatrix[0].z = tbnInvMatrix[2].x;
	tbnMatrix[1].x = tbnInvMatrix[0].y;
	tbnMatrix[1].y = tbnInvMatrix[1].y;
	tbnMatrix[1].z = tbnInvMatrix[2].y;
	tbnMatrix[2].x = tbnInvMatrix[0].z;
	tbnMatrix[2].y = tbnInvMatrix[1].z;
	tbnMatrix[2].z = tbnInvMatrix[2].z;
	vec3 nvTS = vec3((texture2D(normalMap, tc) * 2.0) - 1.0);
	float nvDOTlv = 0.0;
	float nvDOThv = 0.0;
	vec3 reDirES;
	vec3 nv_OS = normalize(tbnMatrix * nvTS);
	vec3 nv_ES = normalize(gl_NormalMatrix * nv_OS);
	nvDOTlv = max(nvDOTlv, dot(nv_ES, lvES));
	nvDOThv = max(nvDOThv, dot(nv_ES, hvES));
	reDirES = reflect(normalize(cdES), nv_ES);
	float shininess = extraColor.g * 4.0;
	float specPow =
	(nvDOTlv > 0.0 && nvDOThv > 0.0)?
	max(0.0, pow(nvDOThv, shininess)):
	0.0;
	if (extraColor.b > 0.0)
	{
		specPow = specPow * extraColor.b;//reduce specularity with blue channel
	}
	vec3 specColor = textureCube(reflectMap, reDirES).rgb * specPow * extraColor.g;
	vec3 reflColor = textureCube(reflectMap, reDirES).rgb;
	vec3 diffColor = (unitDiffuseLight * nvDOTlv) + unitAmbientLight * 1.25;  //boost light values
	reflColor = mix(diffColor, reflColor, extraColor.g);
	reflColor += extraColor.r;
	gl_FragColor = basicColor;
	gl_FragColor.rgb = vec3(mix(gl_FragColor.rgb, gl_Color.rgb, gl_FragColor.a));
	gl_FragColor.rgb = gl_FragColor.rgb * reflColor + specColor;
	if(haveShadows != 0)
	{
	vec2 tc = vec2(gl_TexCoord[3].s, gl_TexCoord[3].t);
	float depth =  texture2D(shadowMap, tc).z;
	if (depth <  0.05)
	{
		gl_FragColor.rgb = gl_FragColor.rgb * vec3(extraColor.r + unitAmbientLight.r + extraColor.g, extraColor.r + unitAmbientLight.g + extraColor.g, extraColor.r + unitAmbientLight.b + extraColor.g);
		if (basicColor.a > 0.0)
		{
			gl_FragColor.rgb = vec3(mix(gl_FragColor.rgb, gl_Color.rgb, basicColor.a));
		}
	}	
	}
	gl_FragColor.a   = extraColor.a;
	}
	]],
	uniformInt = {
	textureS3O1 = 0,
	textureS3O2 = 1,
	reflectMap  = 2,
	normalMap   = 3,
	shadowMap   = 4,
	},
	uniform = {
	treeMove = 0,
	shaderTime = 0,
	unitAmbientLight = {glGetSun("ambient", "unit")},
	unitDiffuseLight = {glGetSun("diffuse", "unit")},
	},
	uniformMatrix = {
	shadowMatrix = {glGetMatrixData("shadow")},
	}
	})
	return s
end
function gadget:Initialize()
	if (glCreateShader == nil) then
		Spring.Echo("[unit_normalmap_shader:Initialize] no shader support")
		--gadgetHandler:RemoveGadget()
		runShader = 0
		return
	end
	luaShader = CreateShader1()
	if (luaShader == nil) then
		Spring.Echo("[unit_normalmap_shader:Initialize] shader1 compilation failed")
		Spring.Echo(glGetShaderLog())
		runShader = 0
		--gadgetHandler:RemoveGadget()
		return
	else
		Spring.Echo("[unit_normalmap_shader:Initialize] shader1 compilation successful")
		runShader = 1
		Spring.Echo(glGetShaderLog())
	end
	if runShader == 1 then
	SetShaderUniformLocations(luaShader)
	for unitDefID, unitDef in pairs(UnitDefs) do
		if (unitDef.customParams.normalmaps == "yes") then
			normalMapNames[unitDefID] = {"unittextures/" .. unitDef.customParams.normalmap_name, true, true}
		end
		if (unitDef.customParams.tree_move == "yes") then
			treeMoveList[unitDefID] = 1
		end
	end
	local unitNumber = Spring.GetAllUnits()
	if #unitNumber ~= nil then
		for i,k in ipairs(unitNumber) do
			local unitDef = Spring.GetUnitDefID(k)
			if normalMapNames[unitDef] or treeMoveList[unitDef] then
				MyUnitCrea(k)
			end
		end
	end
	end
end
function gadget:Shutdown()
	for unitDefID, _ in pairs(UnitDefs) do
		if (preDisplayLists[unitDefID] ~= nil) then
			for i = 0, 1024 do
				if (preDisplayLists[unitDefID][i] ~= nil) then glDeleteList(preDisplayLists[unitDefID][i]) end
				if (pstDisplayLists[unitDefID][i] ~= nil) then glDeleteList(pstDisplayLists[unitDefID][i]) end
			end
		end
	end
end
function gadget:RecvFromSynced(fun, unitID)
	if runShader == 1 then
		if (fun == "MyUnitCrea") then MyUnitCrea(unitID) return true end
		if (fun == "MyUnitDest") then MyUnitDest(unitID) return true end
	end
	return false
end
local loaded,dt,diffTime,oldTime = 0,0,0,0
function gadget:DrawWorld()
	loaded = 0
	dt = Spring.GetLastUpdateSeconds()
	diffTime = oldTime + dt
	oldTime = diffTime
end
------------------------------------------------------------DRAW THE UNIT
function gadget:DrawUnit(unitID, gameDrawMode)	
	if gameDrawMode == 1 and runShader == 1 then
	--if runShader == 1 then
	if loaded == 0 then
		loaded = 1
		glUniformMatrix(luaShaderLocs.cameraInvMatrixLoc, glGetMatrixData("caminv")) -- Spring 0.78.2.*
		glUniformInt(luaShaderLocs.haveShadowsLoc, ((sprHaveShadows() and 1) or 0))
		glUniform(luaShaderLocs.shaderTime,diffTime)
		if (sprHaveShadows()) then
			glUniform(luaShaderLocs.shadowParamsLoc, glGetShadowMapParams())
			glUniform(luaShaderLocs.shadowDensityLoc, glGetSun("shadowDensity", "unit"))
		end
	end
	if treeMove[unitID] then
		glUniform(luaShaderLocs.treeMoveLoc, treeMove[unitID])
	else
		glUniform(luaShaderLocs.treeMoveLoc, 0.0)
	end
	glUnitRaw(unitID, true)
	return true
	else
		return false
	end
end
------------------------------------------------------------END
end