updated to latest mobile-common

This commit is contained in:
fysx
2014-01-23 09:17:23 +01:00
parent f475455477
commit c8c7bc5853
18 changed files with 458 additions and 82 deletions
@@ -165,6 +165,7 @@ StringMap<Graphics::Support, Graphics::SUPPORT_MAX_ENUM>::Entry Graphics::suppor
{ "mipmap", Graphics::SUPPORT_MIPMAP },
{ "dxt", Graphics::SUPPORT_DXT },
{ "bc5", Graphics::SUPPORT_BC5 },
{ "instancing", Graphics::SUPPORT_INSTANCING },
};
StringMap<Graphics::Support, Graphics::SUPPORT_MAX_ENUM> Graphics::support(Graphics::supportEntries, sizeof(Graphics::supportEntries));
+1
View File
@@ -94,6 +94,7 @@ public:
SUPPORT_MIPMAP,
SUPPORT_DXT,
SUPPORT_BC5,
SUPPORT_INSTANCING,
SUPPORT_MAX_ENUM
};
@@ -154,7 +154,7 @@ void Font::createTexture()
{
// Clean up before throwing.
gl.deleteTexture(t);
gl.bindTexture(0);
gl.bindTexture(gl.getDefaultTexture());
textures.pop_back();
throw love::Exception("Could not create font texture!");
@@ -508,6 +508,11 @@ Mesh *Graphics::newMesh(const std::vector<Vertex> &vertices, Mesh::DrawMode mode
return new Mesh(vertices, mode);
}
Mesh *Graphics::newMesh(int vertexcount, Mesh::DrawMode mode)
{
return new Mesh(vertexcount, mode);
}
void Graphics::setColor(const Color &c)
{
gl.setColor(c);
@@ -856,7 +861,7 @@ void Graphics::point(float x, float y)
{
gl.prepareDraw();
gl.bindTexture(0);
gl.bindTexture(gl.getDefaultTexture());
GLfloat coord[] = {x, y};
@@ -957,7 +962,7 @@ void Graphics::arc(DrawMode mode, float x, float y, float radius, float angle1,
{
gl.prepareDraw();
gl.bindTexture(0);
gl.bindTexture(gl.getDefaultTexture());
gl.enableVertexAttribArray(OpenGL::ATTRIB_POS);
gl.setVertexAttribArray(OpenGL::ATTRIB_POS, 2, GL_FLOAT, 0, (GLvoid *) coords);
@@ -985,7 +990,7 @@ void Graphics::polygon(DrawMode mode, const float *coords, size_t count)
{
gl.prepareDraw();
gl.bindTexture(0);
gl.bindTexture(gl.getDefaultTexture());
gl.enableVertexAttribArray(OpenGL::ATTRIB_POS);
gl.setVertexAttribArray(OpenGL::ATTRIB_POS, 2, GL_FLOAT, 0, (GLvoid *) coords);
@@ -213,6 +213,7 @@ public:
Shader *newShader(const Shader::ShaderSources &sources);
Mesh *newMesh(const std::vector<Vertex> &vertices, Mesh::DrawMode mode = Mesh::DRAW_MODE_FAN);
Mesh *newMesh(int vertexcount, Mesh::DrawMode mode = Mesh::DRAW_MODE_FAN);
/**
* Sets the foreground color.
+97 -7
View File
@@ -23,6 +23,9 @@
#include "common/Matrix.h"
#include "common/Exception.h"
// C++
#include <algorithm>
namespace love
{
namespace graphics
@@ -35,7 +38,10 @@ Mesh::Mesh(const std::vector<Vertex> &verts, Mesh::DrawMode mode)
, vertex_count(0)
, ibo(nullptr)
, element_count(0)
, instance_count(1)
, draw_mode(mode)
, range_min(-1)
, range_max(-1)
, texture(nullptr)
, colors_enabled(false)
, wireframe(false)
@@ -43,6 +49,35 @@ Mesh::Mesh(const std::vector<Vertex> &verts, Mesh::DrawMode mode)
setVertices(verts);
}
Mesh::Mesh(int vertexcount, Mesh::DrawMode mode)
: vbo(nullptr)
, vertex_count(0)
, ibo(nullptr)
, element_count(0)
, draw_mode(mode)
, range_min(-1)
, range_max(-1)
, texture(nullptr)
, colors_enabled(false)
, wireframe(false)
{
if (vertexcount < 1)
throw love::Exception("Invalid number of vertices.");
std::vector<Vertex> verts(vertexcount);
// Default-initialized vertices should have a white opaque color.
for (size_t i = 0; i < verts.size(); i++)
{
verts[i].r = 255;
verts[i].g = 255;
verts[i].b = 255;
verts[i].a = 255;
}
setVertices(verts);
}
Mesh::~Mesh()
{
delete vbo;
@@ -51,8 +86,8 @@ Mesh::~Mesh()
void Mesh::setVertices(const std::vector<Vertex> &verts)
{
if (verts.size() < 3)
throw love::Exception("At least 3 vertices are required.");
if (verts.size() == 0)
throw love::Exception("At least one vertex is required.");
size_t size = sizeof(Vertex) * verts.size();
@@ -162,7 +197,7 @@ const uint32 *Mesh::getVertexMap() const
return (uint32 *) ibo->map();
}
return 0;
return nullptr;
}
size_t Mesh::getVertexMapCount() const
@@ -170,6 +205,16 @@ size_t Mesh::getVertexMapCount() const
return element_count;
}
void Mesh::setInstanceCount(int count)
{
instance_count = std::max(count, 1);
}
int Mesh::getInstanceCount() const
{
return instance_count;
}
void Mesh::setTexture(Texture *tex)
{
tex->retain();
@@ -203,6 +248,26 @@ Mesh::DrawMode Mesh::getDrawMode() const
return draw_mode;
}
void Mesh::setDrawRange(int min, int max)
{
if (min < 0 || max < 0 || min > max)
throw love::Exception("Invalid draw range.");
range_min = min;
range_max = max;
}
void Mesh::setDrawRange()
{
range_min = range_max = -1;
}
void Mesh::getDrawRange(int &min, int &max) const
{
min = range_min;
max = range_max;
}
void Mesh::setVertexColors(bool enable)
{
colors_enabled = enable;
@@ -235,7 +300,7 @@ void Mesh::draw(float x, float y, float angle, float sx, float sy, float ox, flo
if (texture)
texture->predraw();
else
gl.bindTexture(0);
gl.bindTexture(gl.getDefaultTexture());
Matrix m;
m.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
@@ -270,18 +335,43 @@ void Mesh::draw(float x, float y, float angle, float sx, float sy, float ox, flo
if (ibo && element_count > 0)
{
// Use the custom vertex map (index buffer) to draw the vertices.
VertexBuffer::Bind ibo_bind(*ibo);
// Make sure the index buffer isn't mapped (sends data to GPU if needed.)
ibo->unmap();
// Use the custom vertex map to draw the vertices.
glDrawElements(mode, element_count, GL_UNSIGNED_INT, ibo->getPointer(0));
int max = element_count - 1;
if (range_max >= 0)
max = std::min(std::max(range_max, 0), (int) element_count - 1);
int min = 0;
if (range_min >= 0)
min = std::min(std::max(range_min, 0), max);
const void *indices = ibo->getPointer(min * sizeof(uint32));
GLenum type = GL_UNSIGNED_INT;
if (instance_count > 1)
gl.drawElementsInstanced(mode, max - min + 1, type, indices, instance_count);
else
glDrawElements(mode, max - min + 1, type, indices);
}
else
{
int max = vertex_count - 1;
if (range_max >= 0)
max = std::min(std::max(range_max, 0), (int) vertex_count - 1);
int min = 0;
if (range_min >= 0)
min = std::min(std::max(range_min, 0), max);
// Normal non-indexed drawing (no custom vertex map.)
glDrawArrays(mode, 0, vertex_count);
if (instance_count > 1)
gl.drawArraysInstanced(mode, min, max - min + 1, instance_count);
else
glDrawArrays(mode, min, max - min + 1);
}
gl.disableVertexAttribArray(OpenGL::ATTRIB_POS);
@@ -22,6 +22,7 @@
#define LOVE_GRAPHICS_OPENGL_MESH_H
// LOVE
#include "common/config.h"
#include "common/int.h"
#include "common/math.h"
#include "common/StringMap.h"
@@ -64,6 +65,16 @@ public:
* @param mode The draw mode to use when drawing the Mesh.
**/
Mesh(const std::vector<Vertex> &verts, DrawMode mode = DRAW_MODE_FAN);
/**
* Constructor.
* Creates a Mesh with a certain number of default-initialized (hidden)
* vertices.
* @param vertexcount The number of vertices to use in the Mesh.
* @param mode The draw mode to use when drawing the Mesh.
**/
Mesh(int vertexcount, DrawMode mode = DRAW_MODE_FAN);
virtual ~Mesh();
/**
@@ -109,6 +120,15 @@ public:
**/
size_t getVertexMapCount() const;
/**
* Sets the number of instances of this Mesh to draw (uses hardware
* instancing when possible.)
* A custom vertex shader is necessary in order to introduce differences
* in each instance.
**/
void setInstanceCount(int count);
int getInstanceCount() const;
/**
* Sets the texture used when drawing the Mesh.
**/
@@ -131,6 +151,10 @@ public:
void setDrawMode(DrawMode mode);
DrawMode getDrawMode() const;
void setDrawRange(int min, int max);
void setDrawRange();
void getDrawRange(int &min, int &max) const;
/**
* Sets whether per-vertex colors are enabled. If this is disabled, the
* global color (love.graphics.setColor) will be used for the entire Mesh.
@@ -165,8 +189,13 @@ private:
VertexBuffer *ibo;
size_t element_count;
int instance_count;
DrawMode draw_mode;
int range_min;
int range_max;
Texture *texture;
// Whether the per-vertex colors are used when drawing.
@@ -129,6 +129,8 @@ bool OpenGL::initContext()
initMaxValues();
createDefaultTexture();
state.lastPseudoInstanceID = -1;
contextInitialized = true;
return true;
}
@@ -138,6 +140,9 @@ void OpenGL::deInitContext()
if (!contextInitialized)
return;
glDeleteTextures(1, &state.defaultTexture);
state.defaultTexture = 0;
contextInitialized = false;
}
@@ -213,13 +218,15 @@ void OpenGL::initMatrices()
void OpenGL::createDefaultTexture()
{
// Set the 'default' texture (id 0) as a repeating white pixel. Otherwise,
// Set the 'default' texture as a repeating white pixel. Otherwise,
// texture2D calls inside a shader would return black when drawing graphics
// primitives, which would create the need to use different "passthrough"
// shaders for untextured primitives vs images.
GLuint curtexture = state.textureUnits[state.curTextureUnit];
bindTexture(0);
glGenTextures(1, &state.defaultTexture);
bindTexture(state.defaultTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -240,16 +247,26 @@ void OpenGL::prepareDraw()
Shader *shader = Shader::current;
// Make sure the active shader has the correct values for the built-in
// screen params uniform.
// Make sure the active shader has the correct values for its love-provided
// uniforms.
if (shader)
{
shader->checkSetScreenParams();
// Make sure the Instance ID variable is up-to-date when
// pseudo-instancing is used.
if (state.lastPseudoInstanceID != 0 && shader->hasVertexAttrib(ATTRIB_PSEUDO_INSTANCE_ID))
{
glVertexAttrib1f((GLuint) ATTRIB_PSEUDO_INSTANCE_ID, 0.0f);
state.lastPseudoInstanceID = 0;
}
}
if (GLAD_ES_VERSION_2_0 && shader)
{
// Send built-in uniforms to the current shader.
shader->sendBuiltinMatrix(Shader::BUILTIN_TRANSFORM_MATRIX, 4, transform.getElements(), 1);
shader->sendBuiltinMatrix(Shader::BUILTIN_TRANSFORM_MATRIX, 4, proj.getElements(), 1);
shader->sendBuiltinMatrix(Shader::BUILTIN_PROJECTION_MATRIX, 4, proj.getElements(), 1);
Matrix tp_matrix(proj * transform);
shader->sendBuiltinMatrix(Shader::BUILTIN_TRANSFORM_PROJECTION_MATRIX, 4, tp_matrix.getElements(), 1);
@@ -265,6 +282,58 @@ void OpenGL::prepareDraw()
}
}
void OpenGL::drawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount)
{
Shader *shader = Shader::current;
if (GLAD_ARB_draw_instanced)
glDrawArraysInstancedARB(mode, first, count, primcount);
else if (GLAD_EXT_draw_instanced && GLAD_ES_VERSION_2_0)
glDrawArraysInstancedEXT(mode, first, count, primcount);
else
{
bool shaderHasID = shader && shader->hasVertexAttrib(ATTRIB_PSEUDO_INSTANCE_ID);
// Pseudo-instancing fallback.
for (int i = 0; i < primcount; i++)
{
if (shaderHasID)
glVertexAttrib1f((GLuint) ATTRIB_PSEUDO_INSTANCE_ID, (GLfloat) i);
glDrawArrays(mode, first, count);
}
if (shaderHasID)
state.lastPseudoInstanceID = primcount - 1;
}
}
void OpenGL::drawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount)
{
Shader *shader = Shader::current;
if (GLAD_ARB_draw_instanced)
glDrawElementsInstancedARB(mode, count, type, indices, primcount);
else if (GLAD_EXT_draw_instanced && GLAD_ES_VERSION_2_0)
glDrawElementsInstancedEXT(mode, count, type, indices, primcount);
else
{
bool shaderHasID = shader && shader->hasVertexAttrib(ATTRIB_PSEUDO_INSTANCE_ID);
// Pseudo-instancing fallback.
for (int i = 0; i < primcount; i++)
{
if (shaderHasID)
glVertexAttrib1f((GLuint) ATTRIB_PSEUDO_INSTANCE_ID, (GLfloat) i);
glDrawElements(mode, count, type, indices);
}
if (shaderHasID)
state.lastPseudoInstanceID = primcount - 1;
}
}
void OpenGL::setColor(const Color &c)
{
if (GLAD_ES_VERSION_2_0)
@@ -415,6 +484,11 @@ GLuint OpenGL::getDefaultFBO() const
return state.defaultFBO;
}
GLuint OpenGL::getDefaultTexture() const
{
return state.defaultTexture;
}
void OpenGL::setTextureUnit(int textureunit)
{
if (textureunit < 0 || (size_t) textureunit >= state.textureUnits.size())
+24 -2
View File
@@ -71,13 +71,15 @@ public:
VENDOR_UNKNOWN
};
// Vertex attributes. The values map to OpenGL generic vertex attribute
// indices, when applicable (GLES2.)
// Vertex attributes used in shaders by LOVE. The values map to OpenGL
// generic vertex attribute indices, when applicable.
// LOVE uses the old hard-coded attribute APIs on desktop GL (for now.)
enum VertexAttrib
{
ATTRIB_POS = 0,
ATTRIB_TEXCOORD = 1,
ATTRIB_COLOR = 2,
ATTRIB_PSEUDO_INSTANCE_ID = 3, // Shader pseudo-instance ID.
ATTRIB_MAX_ENUM
};
@@ -125,6 +127,16 @@ public:
**/
void prepareDraw();
/**
* glDrawArraysInstanced with a pseudo-instancing fallback.
**/
void drawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount);
/**
* glDrawElementsInstanced with a pseudo-instancing fallback.
**/
void drawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
/**
* Sets the current constant color.
**/
@@ -201,6 +213,11 @@ public:
**/
GLuint getDefaultFBO() const;
/**
* Gets the ID for love's default texture (used for "untextured" draws.)
**/
GLuint getDefaultTexture() const;
/**
* Helper for setting the active texture unit.
*
@@ -295,8 +312,13 @@ private:
float pointSize;
GLuint defaultTexture;
GLuint defaultFBO;
// The last ID value used for pseudo-instancing.
int lastPseudoInstanceID;
} state;
}; // OpenGL
@@ -330,7 +330,7 @@ void Polyline::draw()
gl.prepareDraw();
// draw the core line
gl.bindTexture(0);
gl.bindTexture(gl.getDefaultTexture());
gl.enableVertexAttribArray(OpenGL::ATTRIB_POS);
gl.setVertexAttribArray(OpenGL::ATTRIB_POS, 2, GL_FLOAT, 0, (GLvoid *) vertices);
glDrawArrays(draw_mode, 0, vertex_count);
+24 -13
View File
@@ -73,6 +73,7 @@ Shader::Shader(const ShaderSources &sources)
: shaderSources(sources)
, program(0)
, builtinUniforms()
, vertexAttributes()
, lastCanvas((Canvas *) -1)
{
if (shaderSources.empty())
@@ -184,17 +185,16 @@ void Shader::createProgram(const std::vector<GLuint> &shaderids)
for (it = shaderids.begin(); it != shaderids.end(); ++it)
glAttachShader(program, *it);
// We use generic vertex attributes in OpenGL ES 2, so we have to bind the
// attribute indices to names in the shader.
if (GLAD_ES_VERSION_2_0)
// Bind generic vertex attribute indices to names in the shader.
for (int i = 0; i < int(OpenGL::ATTRIB_MAX_ENUM); i++)
{
const char *name = nullptr;
for (int i = 0; i < int(OpenGL::ATTRIB_MAX_ENUM); i++)
{
if (attribNames.find(OpenGL::VertexAttrib(i), name))
glBindAttribLocation(program, i, (const GLchar *) name);
}
// Desktop OpenGL should ignore some of these.
if (!GLAD_ES_VERSION_2_0 && i <= int(OpenGL::ATTRIB_COLOR))
continue;
const char *name = nullptr;
if (attribNames.find((OpenGL::VertexAttrib) i, name))
glBindAttribLocation(program, i, (const GLchar *) name);
}
glLinkProgram(program);
@@ -268,10 +268,6 @@ bool Shader::loadVolatile()
activeTexUnits.clear();
activeTexUnits.insert(activeTexUnits.begin(), maxTexUnits, 0);
// Built-in uniform locations default to -1 (nonexistant.)
for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++)
builtinUniforms[i] = -1;
// Built-in uniform locations default to -1 (nonexistant.)
for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++)
builtinUniforms[i] = -1;
@@ -307,6 +303,15 @@ bool Shader::loadVolatile()
// Retrieve all active uniform variables in this shader from OpenGL.
mapActiveUniforms();
for (int i = 0; i < int(OpenGL::ATTRIB_MAX_ENUM); i++)
{
const char *name = nullptr;
if (attribNames.find(OpenGL::VertexAttrib(i), name))
vertexAttributes[i] = glGetAttribLocation(program, name);
else
vertexAttributes[i] = -1;
}
if (current == this)
{
// make sure glUseProgram gets called.
@@ -679,6 +684,11 @@ int Shader::getTextureUnit(const std::string &name)
return texunit;
}
bool Shader::hasVertexAttrib(OpenGL::VertexAttrib attrib) const
{
return vertexAttributes[int(attrib)] != -1;
}
bool Shader::hasBuiltinExtern(BuiltinExtern builtin) const
{
return builtinUniforms[int(builtin)] != -1;
@@ -808,6 +818,7 @@ StringMap<OpenGL::VertexAttrib, OpenGL::ATTRIB_MAX_ENUM>::Entry Shader::attribNa
{"VertexPosition", OpenGL::ATTRIB_POS},
{"VertexTexCoord", OpenGL::ATTRIB_TEXCOORD},
{"VertexColor", OpenGL::ATTRIB_COLOR},
{"love_PseudoInstanceID", OpenGL::ATTRIB_PSEUDO_INSTANCE_ID},
};
StringMap<OpenGL::VertexAttrib, OpenGL::ATTRIB_MAX_ENUM> Shader::attribNames(Shader::attribNameEntries, sizeof(Shader::attribNameEntries));
@@ -146,6 +146,7 @@ public:
/**
* Internal use only.
**/
bool hasVertexAttrib(OpenGL::VertexAttrib attrib) const;
bool hasBuiltinExtern(BuiltinExtern builtin) const;
bool sendBuiltinMatrix(BuiltinExtern builtin, int size, const GLfloat *m, int count);
bool sendBuiltinFloat(BuiltinExtern builtin, int size, const GLfloat *m, int count);
@@ -211,6 +212,9 @@ private:
// Location values for any built-in uniform variables.
GLint builtinUniforms[BUILTIN_MAX_ENUM];
// Location values for any generic vertex attribute variables.
GLint vertexAttributes[OpenGL::ATTRIB_MAX_ENUM];
// Uniform location buffer map
std::map<std::string, Uniform> uniforms;
@@ -234,11 +238,11 @@ private:
static StringMap<ShaderType, TYPE_MAX_ENUM>::Entry typeNameEntries[];
static StringMap<ShaderType, TYPE_MAX_ENUM> typeNames;
// Names for the generic vertex attributes used in OpenGL ES 2.
// Names for the generic vertex attributes used by love.
static StringMap<OpenGL::VertexAttrib, OpenGL::ATTRIB_MAX_ENUM>::Entry attribNameEntries[];
static StringMap<OpenGL::VertexAttrib, OpenGL::ATTRIB_MAX_ENUM> attribNames;
// Names for the LOVE-defined built-in uniform variables.
// Names for the built-in uniform variables.
static StringMap<BuiltinExtern, BUILTIN_MAX_ENUM>::Entry builtinNameEntries[];
static StringMap<BuiltinExtern, BUILTIN_MAX_ENUM> builtinNames;
@@ -440,8 +440,10 @@ int w_newShader(lua_State *L)
int w_newMesh(lua_State *L)
{
// Check first argument: mandatory table of vertices.
luaL_checktype(L, 1, LUA_TTABLE);
// Check first argument: table of vertices or number of vertices.
int ttype = lua_type(L, 1);
if (ttype != LUA_TTABLE && ttype != LUA_TNUMBER)
luaL_argerror(L, 1, "table or number expected");
// Second argument: optional texture.
Texture *tex = nullptr;
@@ -456,52 +458,60 @@ int w_newMesh(lua_State *L)
if (str && !Mesh::getConstant(str, mode))
return luaL_error(L, "Invalid mesh draw mode: %s", str);
size_t vertex_count = lua_objlen(L, 1);
std::vector<Vertex> vertices;
vertices.reserve(vertex_count);
bool use_colors = false;
// Get the vertices from the table.
for (size_t i = 1; i <= vertex_count; i++)
{
lua_rawgeti(L, 1, i);
if (lua_type(L, -1) != LUA_TTABLE)
return luax_typerror(L, 1, "table of tables");
for (int j = 1; j <= 8; j++)
lua_rawgeti(L, -j, j);
Vertex v;
v.x = (float) luaL_checknumber(L, -8);
v.y = (float) luaL_checknumber(L, -7);
v.s = (float) luaL_checknumber(L, -6);
v.t = (float) luaL_checknumber(L, -5);
v.r = (unsigned char) luaL_optinteger(L, -4, 255);
v.g = (unsigned char) luaL_optinteger(L, -3, 255);
v.b = (unsigned char) luaL_optinteger(L, -2, 255);
v.a = (unsigned char) luaL_optinteger(L, -1, 255);
// Enable per-vertex coloring if any color is not the default.
if (!use_colors && (v.r != 255 || v.g != 255 || v.b != 255 || v.a != 255))
use_colors = true;
lua_pop(L, 9);
vertices.push_back(v);
}
Mesh *t = nullptr;
EXCEPT_GUARD(t = instance->newMesh(vertices, mode);)
if (ttype == LUA_TTABLE)
{
size_t vertex_count = lua_objlen(L, 1);
std::vector<Vertex> vertices;
vertices.reserve(vertex_count);
bool use_colors = false;
// Get the vertices from the table.
for (size_t i = 1; i <= vertex_count; i++)
{
lua_rawgeti(L, 1, i);
if (lua_type(L, -1) != LUA_TTABLE)
return luax_typerror(L, 1, "table of tables");
for (int j = 1; j <= 8; j++)
lua_rawgeti(L, -j, j);
Vertex v;
v.x = (float) luaL_checknumber(L, -8);
v.y = (float) luaL_checknumber(L, -7);
v.s = (float) luaL_checknumber(L, -6);
v.t = (float) luaL_checknumber(L, -5);
v.r = (unsigned char) luaL_optinteger(L, -4, 255);
v.g = (unsigned char) luaL_optinteger(L, -3, 255);
v.b = (unsigned char) luaL_optinteger(L, -2, 255);
v.a = (unsigned char) luaL_optinteger(L, -1, 255);
// Enable per-vertex coloring if any color is not the default.
if (!use_colors && (v.r != 255 || v.g != 255 || v.b != 255 || v.a != 255))
use_colors = true;
lua_pop(L, 9);
vertices.push_back(v);
}
EXCEPT_GUARD(t = instance->newMesh(vertices, mode);)
t->setVertexColors(use_colors);
}
else
{
int count = luaL_checkint(L, 1);
EXCEPT_GUARD(t = instance->newMesh(count, mode);)
}
if (tex)
t->setTexture(tex);
t->setVertexColors(use_colors);
luax_pushtype(L, "Mesh", GRAPHICS_MESH_T, t);
return 1;
}
@@ -1014,6 +1024,10 @@ int w_isSupported(lua_State *L)
if (!Image::hasCompressedTextureSupport(image::CompressedData::FORMAT_BC5))
supported = false;
break;
case Graphics::SUPPORT_INSTANCING:
if (!GLAD_ARB_draw_instanced)
supported = false;
break;
default:
supported = false;
}
@@ -236,6 +236,20 @@ int w_Mesh_getVertexMap(lua_State *L)
return 1;
}
int w_Mesh_setInstanceCount(lua_State *L)
{
Mesh *t = luax_checkmesh(L, 1);
t->setInstanceCount(luaL_checkint(L, 2));
return 0;
}
int w_Mesh_getInstanceCount(lua_State *L)
{
Mesh *t = luax_checkmesh(L, 1);
lua_pushinteger(L, t->getInstanceCount());
return 1;
}
int w_Mesh_setTexture(lua_State *L)
{
Mesh *t = luax_checkmesh(L, 1);
@@ -301,6 +315,38 @@ int w_Mesh_getDrawMode(lua_State *L)
return 1;
}
int w_Mesh_setDrawRange(lua_State *L)
{
Mesh *t = luax_checkmesh(L, 1);
if (lua_isnoneornil(L, 2))
t->setDrawRange();
else
{
int rangemin = luaL_checkint(L, 2) - 1;
int rangemax = luaL_checkint(L, 3) - 1;
EXCEPT_GUARD(t->setDrawRange(rangemin, rangemax);)
}
return 0;
}
int w_Mesh_getDrawRange(lua_State *L)
{
Mesh *t = luax_checkmesh(L, 1);
int rangemin = -1;
int rangemax = -1;
t->getDrawRange(rangemin, rangemax);
if (rangemin < 0 || rangemax < 0)
return 0;
lua_pushinteger(L, rangemin + 1);
lua_pushinteger(L, rangemax + 1);
return 2;
}
int w_Mesh_setVertexColors(lua_State *L)
{
Mesh *t = luax_checkmesh(L, 1);
@@ -338,10 +384,14 @@ static const luaL_Reg functions[] =
{ "getVertexCount", w_Mesh_getVertexCount },
{ "setVertexMap", w_Mesh_setVertexMap },
{ "getVertexMap", w_Mesh_getVertexMap },
{ "setInstanceCount", w_Mesh_setInstanceCount },
{ "getInstanceCount", w_Mesh_getInstanceCount },
{ "setTexture", w_Mesh_setTexture },
{ "getTexture", w_Mesh_getTexture },
{ "setDrawMode", w_Mesh_setDrawMode },
{ "getDrawMode", w_Mesh_getDrawMode },
{ "setDrawRange", w_Mesh_setDrawRange },
{ "getDrawRange", w_Mesh_getDrawRange },
{ "setVertexColors", w_Mesh_setVertexColors },
{ "hasVertexColors", w_Mesh_hasVertexColors },
{ "setWireframe", w_Mesh_setWireframe },
@@ -41,10 +41,14 @@ int w_Mesh_getVertices(lua_State *L);
int w_Mesh_getVertexCount(lua_State *L);
int w_Mesh_setVertexMap(lua_State *L);
int w_Mesh_getVertexMap(lua_State *L);
int w_Mesh_setInstanceCount(lua_State *L);
int w_Mesh_getInstanceCount(lua_State *L);
int w_Mesh_setTexture(lua_State *L);
int w_Mesh_getTexture(lua_State *L);
int w_Mesh_setDrawMode(lua_State *L);
int w_Mesh_getDrawMode(lua_State *L);
int w_Mesh_setDrawRange(lua_State *L);
int w_Mesh_getDrawRange(lua_State *L);
int w_Mesh_setVertexColors(lua_State *L);
int w_Mesh_hasVertexColors(lua_State *L);
int w_Mesh_setWireframe(lua_State *L);
+21
View File
@@ -319,6 +319,27 @@ const unsigned char boot_lua[] =
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+19 -2
View File
@@ -1330,7 +1330,15 @@ uniform vec2 love_ScreenParams;]]
#define VertexColor gl_Color
#define VaryingTexCoord gl_TexCoord[0]
#define VaryingColor gl_FrontColor]],
#define VaryingColor gl_FrontColor
#if defined(GL_ARB_draw_instanced)
#extension GL_ARB_draw_instanced : enable
#define love_InstanceID gl_InstanceIDARB
#else
attribute float love_PseudoInstanceID;
int love_InstanceID = int(love_PseudoInstanceID);
#endif]],
FOOTER = [[
void main() {
@@ -1349,7 +1357,16 @@ attribute vec4 VertexTexCoord;
attribute vec4 VertexColor;
varying vec4 VaryingTexCoord;
varying lowp vec4 VaryingColor;]],
varying lowp vec4 VaryingColor;
#if defined(GL_EXT_draw_instanced)
#extension GL_EXT_draw_instanced : enable
#define love_InstanceID gl_InstanceIDEXT
#else
attribute float love_PseudoInstanceID;
int love_InstanceID = int(love_PseudoInstanceID);
#endif
]],
FOOTER = [[
void main() {
+35 -3
View File
@@ -6332,8 +6332,23 @@ const unsigned char graphics_lua[] =
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@@ -6359,7 +6374,24 @@ const unsigned char graphics_lua[] =
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