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https://github.com/love2d/love.git
synced 2026-08-17 11:00:31 +02:00
Change the internal constant color from a (per-draw) vertex attribute to a uniform. Pack most built-in uniforms into a single vec4 array and update them all with a single glUniform call.
--HG-- branch : minor
This commit is contained in:
@@ -309,7 +309,7 @@ void Graphics::setActive(bool enable)
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void Graphics::draw(const DrawCommand &cmd)
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{
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gl.prepareDraw();
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gl.prepareDraw(this);
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gl.setVertexAttributes(*cmd.attributes, *cmd.buffers);
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gl.bindTextureToUnit(cmd.texture, 0, false);
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gl.setCullMode(cmd.cullMode);
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@@ -326,7 +326,7 @@ void Graphics::draw(const DrawCommand &cmd)
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void Graphics::draw(const DrawIndexedCommand &cmd)
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{
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gl.prepareDraw();
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gl.prepareDraw(this);
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gl.setVertexAttributes(*cmd.attributes, *cmd.buffers);
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gl.bindTextureToUnit(cmd.texture, 0, false);
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gl.setCullMode(cmd.cullMode);
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@@ -373,7 +373,7 @@ void Graphics::drawQuads(int start, int count, const vertex::Attributes &attribu
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const int MAX_VERTICES_PER_DRAW = LOVE_UINT16_MAX;
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const int MAX_QUADS_PER_DRAW = MAX_VERTICES_PER_DRAW / 4;
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gl.prepareDraw();
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gl.prepareDraw(this);
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gl.bindTextureToUnit(texture, 0, false);
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gl.setCullMode(CULL_NONE);
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@@ -1223,8 +1223,6 @@ void Graphics::setColor(Colorf c)
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c.b = std::min(std::max(c.b, 0.0f), 1.0f);
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c.a = std::min(std::max(c.a, 0.0f), 1.0f);
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gl.setConstantColor(c);
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states.back().color = c;
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}
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@@ -110,10 +110,6 @@ OpenGL::OpenGL()
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, vendor(VENDOR_UNKNOWN)
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, state()
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{
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state.constantColor = Colorf(1.0f, 1.0f, 1.0f, 1.0f);
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float nan = std::numeric_limits<float>::quiet_NaN();
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state.lastConstantColor = Colorf(nan, nan, nan, nan);
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}
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bool OpenGL::initContext()
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@@ -183,7 +179,6 @@ void OpenGL::setupContext()
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GLfloat glcolor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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glVertexAttrib4fv(ATTRIB_COLOR, glcolor);
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glVertexAttrib4fv(ATTRIB_CONSTANTCOLOR, glcolor);
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GLint maxvertexattribs = 1;
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxvertexattribs);
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@@ -553,20 +548,15 @@ void OpenGL::createDefaultTexture()
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}
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}
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void OpenGL::prepareDraw()
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void OpenGL::prepareDraw(love::graphics::Graphics *gfx)
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{
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TempDebugGroup debuggroup("Prepare OpenGL draw");
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// Make sure the active shader's love-provided uniforms are up to date.
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if (Shader::current != nullptr)
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((Shader *)Shader::current)->updateBuiltinUniforms();
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if (state.constantColor != state.lastConstantColor)
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{
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state.lastConstantColor = state.constantColor;
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Colorf c = state.constantColor;
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gammaCorrectColor(c);
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glVertexAttrib4f(ATTRIB_CONSTANTCOLOR, c.r, c.g, c.b, c.a);
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Rect viewport = getViewport();
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((Shader *)Shader::current)->updateBuiltinUniforms(gfx, viewport.w, viewport.h);
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}
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}
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@@ -801,16 +791,6 @@ void OpenGL::setScissor(const Rect &v, bool canvasActive)
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state.scissor = v;
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}
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void OpenGL::setConstantColor(const Colorf &color)
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{
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state.constantColor = color;
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}
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const Colorf &OpenGL::getConstantColor() const
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{
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return state.constantColor;
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}
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void OpenGL::setPointSize(float size)
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{
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if (GLAD_VERSION_1_0)
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@@ -220,7 +220,7 @@ public:
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* Set up necessary state (LOVE-provided shader uniforms, etc.) for drawing.
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* This *MUST* be called directly before OpenGL drawing functions.
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**/
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void prepareDraw();
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void prepareDraw(love::graphics::Graphics *gfx);
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/**
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* State-tracked glBindBuffer.
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@@ -262,13 +262,6 @@ public:
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**/
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void setScissor(const Rect &v, bool canvasActive);
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/**
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* Sets the constant color (vertex attribute). This may be applied
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* internally at draw-time. This gets gamma-corrected internally as well.
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**/
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void setConstantColor(const Colorf &color);
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const Colorf &getConstantColor() const;
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/**
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* Sets the global point size.
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**/
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@@ -473,9 +466,6 @@ private:
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uint32 enabledAttribArrays;
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uint32 instancedAttribArrays;
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Colorf constantColor;
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Colorf lastConstantColor;
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Rect viewport;
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Rect scissor;
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@@ -42,8 +42,6 @@ Shader::Shader(love::graphics::ShaderStage *vertex, love::graphics::ShaderStage
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, builtinUniforms()
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, builtinUniformInfo()
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, builtinAttributes()
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, canvasWasActive(false)
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, lastViewport()
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, lastPointSize(0.0f)
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{
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// load shader source and create program object
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@@ -297,17 +295,8 @@ bool Shader::loadVolatile()
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{
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OpenGL::TempDebugGroup debuggroup("Shader load");
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// Recreating the shader program will invalidate uniforms that rely on these.
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canvasWasActive = false;
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lastViewport = Rect();
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lastPointSize = -1.0f;
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// Invalidate the cached matrices by setting some elements to NaN.
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float nan = std::numeric_limits<float>::quiet_NaN();
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lastProjectionMatrix.setTranslation(nan, nan);
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lastTransformMatrix.setTranslation(nan, nan);
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// zero out active texture list
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textureUnits.clear();
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textureUnits.push_back(TextureUnit());
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@@ -367,7 +356,6 @@ bool Shader::loadVolatile()
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// make sure glUseProgram gets called.
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current = nullptr;
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attach();
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updateBuiltinUniforms();
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}
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return true;
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@@ -701,46 +689,6 @@ void Shader::setVideoTextures(Texture *ytexture, Texture *cbtexture, Texture *cr
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}
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}
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void Shader::updateScreenParams()
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{
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Rect view = gl.getViewport();
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auto gfx = Module::getInstance<Graphics>(Module::M_GRAPHICS);
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bool canvasActive = gfx->isCanvasActive();
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if ((view == lastViewport && canvasWasActive == canvasActive) || current != this)
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return;
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// In the shader, we do pixcoord.y = gl_FragCoord.y * params.z + params.w.
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// This lets us flip pixcoord.y when needed, to be consistent (drawing with
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// no Canvas active makes the y-values for pixel coordinates flipped.)
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GLfloat params[] = {
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(GLfloat) view.w, (GLfloat) view.h,
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0.0f, 0.0f,
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};
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if (canvasActive)
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{
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// No flipping: pixcoord.y = gl_FragCoord.y * 1.0 + 0.0.
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params[2] = 1.0f;
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params[3] = 0.0f;
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}
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else
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{
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// gl_FragCoord.y is flipped when drawing to the screen, so we un-flip:
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// pixcoord.y = gl_FragCoord.y * -1.0 + height.
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params[2] = -1.0f;
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params[3] = (GLfloat) view.h;
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}
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GLint location = builtinUniforms[BUILTIN_SCREEN_SIZE];
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if (location >= 0)
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glUniform4fv(location, 1, params);
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canvasWasActive = canvasActive;
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lastViewport = view;
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}
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void Shader::updatePointSize(float size)
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{
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if (size == lastPointSize || current != this)
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@@ -753,63 +701,59 @@ void Shader::updatePointSize(float size)
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lastPointSize = size;
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}
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void Shader::updateBuiltinUniforms()
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void Shader::updateBuiltinUniforms(love::graphics::Graphics *gfx, int viewportW, int viewportH)
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{
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if (current != this)
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return;
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updateScreenParams();
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if (GLAD_ES_VERSION_2_0)
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updatePointSize(gl.getPointSize());
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auto gfx = Module::getInstance<graphics::Graphics>(Module::M_GRAPHICS);
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BuiltinUniformData data;
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const Matrix4 &curproj = gfx->getProjection();
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const Matrix4 &curxform = gfx->getTransform();
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data.transformMatrix = gfx->getTransform();
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data.projectionMatrix = gfx->getProjection();
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bool tpmatrixneedsupdate = false;
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// Only upload the matrices if they've changed.
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if (memcmp(curxform.getElements(), lastTransformMatrix.getElements(), sizeof(float) * 16) != 0)
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// The normal matrix is the transpose of the inverse of the rotation portion
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// (top-left 3x3) of the transform matrix.
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{
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GLint location = builtinUniforms[BUILTIN_MATRIX_VIEW_FROM_LOCAL];
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if (location >= 0)
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glUniformMatrix4fv(location, 1, GL_FALSE, curxform.getElements());
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// Also upload the re-calculated normal matrix, if possible. The normal
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// matrix is the transpose of the inverse of the rotation portion
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// (top-left 3x3) of the transform matrix.
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location = builtinUniforms[BUILTIN_MATRIX_VIEW_NORMAL_FROM_LOCAL];
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if (location >= 0)
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Matrix3 normalmatrix = Matrix3(data.transformMatrix).transposedInverse();
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const float *e = normalmatrix.getElements();
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for (int i = 0; i < 3; i++)
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{
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Matrix3 normalmatrix = Matrix3(curxform).transposedInverse();
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glUniformMatrix3fv(location, 1, GL_FALSE, normalmatrix.getElements());
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}
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tpmatrixneedsupdate = true;
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lastTransformMatrix = curxform;
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}
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if (memcmp(curproj.getElements(), lastProjectionMatrix.getElements(), sizeof(float) * 16) != 0)
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{
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GLint location = builtinUniforms[BUILTIN_MATRIX_CLIP_FROM_VIEW];
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if (location >= 0)
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glUniformMatrix4fv(location, 1, GL_FALSE, curproj.getElements());
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tpmatrixneedsupdate = true;
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lastProjectionMatrix = curproj;
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}
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if (tpmatrixneedsupdate)
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{
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GLint location = builtinUniforms[BUILTIN_MATRIX_CLIP_FROM_LOCAL];
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if (location >= 0)
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{
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Matrix4 tp_matrix(curproj, curxform);
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glUniformMatrix4fv(location, 1, GL_FALSE, tp_matrix.getElements());
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data.normalMatrix[i].x = e[i * 3 + 0];
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data.normalMatrix[i].y = e[i * 3 + 1];
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data.normalMatrix[i].z = e[i * 3 + 2];
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data.normalMatrix[i].w = 0.0f;
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}
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}
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data.screenSizeParams.x = viewportW;
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data.screenSizeParams.y = viewportH;
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// The shader does pixcoord.y = gl_FragCoord.y * params.z + params.w.
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// This lets us flip pixcoord.y when needed, to be consistent (drawing
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// with no Canvas active makes the pixel coordinates y-flipped.)
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if (gfx->isCanvasActive())
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{
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// No flipping: pixcoord.y = gl_FragCoord.y * 1.0 + 0.0.
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data.screenSizeParams.z = 1.0f;
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data.screenSizeParams.w = 0.0f;
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}
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else
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{
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// gl_FragCoord.y is flipped when drawing to the screen, so we
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// un-flip: pixcoord.y = gl_FragCoord.y * -1.0 + height.
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data.screenSizeParams.z = -1.0f;
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data.screenSizeParams.w = viewportH;
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}
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data.constantColor = gfx->getColor();
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gammaCorrectColor(data.constantColor);
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GLint location = builtinUniforms[BUILTIN_UNIFORMS_PER_DRAW];
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if (location >= 0)
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glUniform4fv(location, 13, (const GLfloat *) &data);
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}
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std::string Shader::getGLSLVersion()
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@@ -66,9 +66,8 @@ public:
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ptrdiff_t getHandle() const override;
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void setVideoTextures(Texture *ytexture, Texture *cbtexture, Texture *crtexture) override;
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void updateScreenParams();
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void updatePointSize(float size);
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void updateBuiltinUniforms();
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void updateBuiltinUniforms(love::graphics::Graphics *gfx, int viewportW, int viewportH);
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static std::string getGLSLVersion();
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static bool isSupported();
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@@ -119,14 +118,8 @@ private:
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std::vector<std::pair<const UniformInfo *, int>> pendingUniformUpdates;
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bool canvasWasActive;
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Rect lastViewport;
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float lastPointSize;
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Matrix4 lastTransformMatrix;
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Matrix4 lastProjectionMatrix;
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}; // Shader
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} // opengl
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