mirror of
https://github.com/love2d/love.git
synced 2026-08-16 08:11:02 +02:00
Merged default into minor
--HG-- branch : minor
This commit is contained in:
@@ -276,8 +276,8 @@ void ParticleSystem::initParticle(Particle *p, float t)
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min = speedMin;
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max = speedMax;
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float speed = (float) rng.random(min, max);
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p->speed = love::Vector(cosf(p->direction), sinf(p->direction));
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p->speed *= speed;
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p->velocity = love::Vector(cosf(p->direction), sinf(p->direction));
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p->velocity *= speed;
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p->linearAcceleration.x = (float) rng.random(linearAccelerationMin.x, linearAccelerationMax.x);
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p->linearAcceleration.y = (float) rng.random(linearAccelerationMin.y, linearAccelerationMax.y);
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@@ -302,7 +302,7 @@ void ParticleSystem::initParticle(Particle *p, float t)
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p->angle = p->rotation;
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if (relativeRotation)
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p->angle += atan2f(p->speed.y, p->speed.x);
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p->angle += atan2f(p->velocity.y, p->velocity.x);
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p->color = colors[0];
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}
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@@ -907,11 +907,11 @@ void ParticleSystem::update(float dt)
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// Resize tangential.
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tangential *= p->tangentialAcceleration;
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// Update position.
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p->speed += (radial+tangential+p->linearAcceleration)*dt;
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// Update velocity.
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p->velocity += (radial + tangential + p->linearAcceleration) * dt;
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// Modify position.
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ppos += p->speed * dt;
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ppos += p->velocity * dt;
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p->position[0] = ppos.getX();
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p->position[1] = ppos.getY();
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@@ -924,7 +924,7 @@ void ParticleSystem::update(float dt)
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p->angle = p->rotation;
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if (relativeRotation)
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p->angle += atan2f(p->speed.y, p->speed.x);
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p->angle += atan2f(p->velocity.y, p->velocity.x);
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// Change size according to given intervals:
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// i = 0 1 2 3 n-1
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@@ -516,7 +516,7 @@ protected:
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// Particles gravitate towards this point.
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love::Vector origin;
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love::Vector speed;
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love::Vector velocity;
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love::Vector linearAcceleration;
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float radialAcceleration;
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float tangentialAcceleration;
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@@ -186,8 +186,16 @@ void Shader::createProgram(const std::vector<GLuint> &shaderids)
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// Bind generic vertex attribute indices to names in the shader.
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for (int i = 0; i < int(OpenGL::ATTRIB_MAX_ENUM); i++)
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{
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OpenGL::VertexAttrib attrib = (OpenGL::VertexAttrib) i;
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// FIXME: We skip this both because pseudo-instancing is temporarily
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// disabled (see graphics.lua), and because binding a non-existant
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// attribute name to a location causes a shader linker warning.
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if (attrib == OpenGL::ATTRIB_PSEUDO_INSTANCE_ID)
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continue;
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const char *name = nullptr;
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if (attribNames.find((OpenGL::VertexAttrib) i, name))
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if (attribNames.find(attrib, name))
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glBindAttribLocation(program, i, (const GLchar *) name);
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}
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@@ -247,7 +255,7 @@ void Shader::mapActiveUniforms()
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}
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// If this is a built-in (LOVE-created) uniform, store the location.
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BuiltinExtern builtin;
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BuiltinUniform builtin;
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if (builtinNames.find(u.name.c_str(), builtin))
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builtinUniforms[int(builtin)] = u.location;
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@@ -652,19 +660,36 @@ int Shader::getTextureUnit(const std::string &name)
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return texunit;
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}
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Shader::UniformType Shader::getExternVariable(const std::string &name, int &components, int &count)
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{
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auto it = uniforms.find(name);
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if (it == uniforms.end())
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{
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components = 0;
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count = 0;
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return UNIFORM_UNKNOWN;
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}
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components = getUniformTypeSize(it->second.type);
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count = (int) it->second.count;
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return it->second.baseType;
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}
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bool Shader::hasVertexAttrib(OpenGL::VertexAttrib attrib) const
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{
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return vertexAttributes[int(attrib)] != -1;
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}
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bool Shader::hasBuiltinExtern(BuiltinExtern builtin) const
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bool Shader::hasBuiltinUniform(BuiltinUniform builtin) const
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{
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return builtinUniforms[int(builtin)] != -1;
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}
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bool Shader::sendBuiltinFloat(BuiltinExtern builtin, int size, const GLfloat *vec, int count)
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bool Shader::sendBuiltinFloat(BuiltinUniform builtin, int size, const GLfloat *vec, int count)
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{
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if (!hasBuiltinExtern(builtin))
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if (!hasBuiltinUniform(builtin))
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return false;
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GLint location = builtinUniforms[int(builtin)];
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@@ -754,6 +779,16 @@ bool Shader::isSupported()
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return getGLSLVersion() >= "1.2";
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}
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bool Shader::getConstant(const char *in, UniformType &out)
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{
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return uniformTypes.find(in, out);
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}
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bool Shader::getConstant(UniformType in, const char *&out)
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{
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return uniformTypes.find(in, out);
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}
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StringMap<Shader::ShaderType, Shader::TYPE_MAX_ENUM>::Entry Shader::typeNameEntries[] =
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{
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{"vertex", Shader::TYPE_VERTEX},
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@@ -762,6 +797,17 @@ StringMap<Shader::ShaderType, Shader::TYPE_MAX_ENUM>::Entry Shader::typeNameEntr
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StringMap<Shader::ShaderType, Shader::TYPE_MAX_ENUM> Shader::typeNames(Shader::typeNameEntries, sizeof(Shader::typeNameEntries));
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StringMap<Shader::UniformType, Shader::UNIFORM_MAX_ENUM>::Entry Shader::uniformTypeEntries[] =
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{
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{"float", Shader::UNIFORM_FLOAT},
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{"int", Shader::UNIFORM_INT},
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{"bool", Shader::UNIFORM_BOOL},
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{"image", Shader::UNIFORM_SAMPLER},
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{"unknown", Shader::UNIFORM_UNKNOWN},
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};
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StringMap<Shader::UniformType, Shader::UNIFORM_MAX_ENUM> Shader::uniformTypes(Shader::uniformTypeEntries, sizeof(Shader::uniformTypeEntries));
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StringMap<OpenGL::VertexAttrib, OpenGL::ATTRIB_MAX_ENUM>::Entry Shader::attribNameEntries[] =
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{
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{"love_PseudoInstanceID", OpenGL::ATTRIB_PSEUDO_INSTANCE_ID},
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@@ -769,12 +815,12 @@ StringMap<OpenGL::VertexAttrib, OpenGL::ATTRIB_MAX_ENUM>::Entry Shader::attribNa
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StringMap<OpenGL::VertexAttrib, OpenGL::ATTRIB_MAX_ENUM> Shader::attribNames(Shader::attribNameEntries, sizeof(Shader::attribNameEntries));
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StringMap<Shader::BuiltinExtern, Shader::BUILTIN_MAX_ENUM>::Entry Shader::builtinNameEntries[] =
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StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM>::Entry Shader::builtinNameEntries[] =
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{
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{"love_ScreenSize", Shader::BUILTIN_SCREEN_SIZE},
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};
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StringMap<Shader::BuiltinExtern, Shader::BUILTIN_MAX_ENUM> Shader::builtinNames(Shader::builtinNameEntries, sizeof(Shader::builtinNameEntries));
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StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM> Shader::builtinNames(Shader::builtinNameEntries, sizeof(Shader::builtinNameEntries));
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} // opengl
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} // graphics
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@@ -56,13 +56,24 @@ public:
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TYPE_MAX_ENUM
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};
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// Built-in extern (uniform) variables.
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enum BuiltinExtern
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// Built-in uniform (extern) variables.
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enum BuiltinUniform
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{
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BUILTIN_SCREEN_SIZE,
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BUILTIN_MAX_ENUM
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};
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// Types of potential uniform (extern) variables used in love's shaders.
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enum UniformType
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{
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UNIFORM_FLOAT,
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UNIFORM_INT,
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UNIFORM_BOOL,
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UNIFORM_SAMPLER,
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UNIFORM_UNKNOWN,
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UNIFORM_MAX_ENUM
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};
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// Type for a list of shader source codes in the form of sources[shadertype] = code
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typedef std::map<ShaderType, std::string> ShaderSources;
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@@ -135,12 +146,25 @@ public:
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**/
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void sendTexture(const std::string &name, Texture *texture);
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/**
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* Gets the type, number of components, and number of array elements of
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* an active 'extern' (uniform) variable in the shader. If a uniform
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* variable with the specified name doesn't exist, returns UNIFORM_UNKNOWN
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* and sets the 'components' and 'count' values to 0.
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*
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* @param name The name of the uniform variable in the source code.
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* @param[out] components Number of components of the variable (2 for vec2.)
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* @param[out] count Number of array elements, if the variable is an array.
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* @return The base type of the uniform variable.
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**/
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UniformType getExternVariable(const std::string &name, int &components, int &count);
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/**
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* Internal use only.
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**/
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bool hasVertexAttrib(OpenGL::VertexAttrib attrib) const;
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bool hasBuiltinExtern(BuiltinExtern builtin) const;
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bool sendBuiltinFloat(BuiltinExtern builtin, int size, const GLfloat *m, int count);
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bool hasBuiltinUniform(BuiltinUniform builtin) const;
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bool sendBuiltinFloat(BuiltinUniform builtin, int size, const GLfloat *m, int count);
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void checkSetScreenParams();
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const std::map<std::string, Object *> &getBoundRetainables() const;
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@@ -148,17 +172,10 @@ public:
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static std::string getGLSLVersion();
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static bool isSupported();
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private:
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static bool getConstant(const char *in, UniformType &out);
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static bool getConstant(UniformType in, const char *&out);
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// Types of potential uniform variables used in love's shaders.
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enum UniformType
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{
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UNIFORM_FLOAT,
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UNIFORM_INT,
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UNIFORM_BOOL,
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UNIFORM_SAMPLER,
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UNIFORM_UNKNOWN
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};
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private:
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// Represents a single uniform/extern shader variable.
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struct Uniform
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@@ -227,13 +244,16 @@ private:
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static StringMap<ShaderType, TYPE_MAX_ENUM>::Entry typeNameEntries[];
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static StringMap<ShaderType, TYPE_MAX_ENUM> typeNames;
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static StringMap<UniformType, UNIFORM_MAX_ENUM>::Entry uniformTypeEntries[];
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static StringMap<UniformType, UNIFORM_MAX_ENUM> uniformTypes;
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// Names for the generic vertex attributes used by love.
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static StringMap<OpenGL::VertexAttrib, OpenGL::ATTRIB_MAX_ENUM>::Entry attribNameEntries[];
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static StringMap<OpenGL::VertexAttrib, OpenGL::ATTRIB_MAX_ENUM> attribNames;
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// Names for the built-in uniform variables.
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static StringMap<BuiltinExtern, BUILTIN_MAX_ENUM>::Entry builtinNameEntries[];
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static StringMap<BuiltinExtern, BUILTIN_MAX_ENUM> builtinNames;
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static StringMap<BuiltinUniform, BUILTIN_MAX_ENUM>::Entry builtinNameEntries[];
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static StringMap<BuiltinUniform, BUILTIN_MAX_ENUM> builtinNames;
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};
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} // opengl
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@@ -111,7 +111,7 @@ int SpriteBatch::add(float x, float y, float a, float sx, float sy, float ox, fl
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memcpy(sprite, texture->getVertices(), sizeof(Vertex) * 4);
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// Transform.
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static Matrix t;
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Matrix t;
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t.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
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t.transform(sprite, sprite, 4);
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@@ -138,7 +138,7 @@ int SpriteBatch::addq(Quad *quad, float x, float y, float a, float sx, float sy,
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// Needed for colors.
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memcpy(sprite, quad->getVertices(), sizeof(Vertex) * 4);
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static Matrix t;
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Matrix t;
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t.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
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t.transform(sprite, sprite, 4);
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@@ -346,6 +346,38 @@ int w_Shader_send(lua_State *L)
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return luaL_argerror(L, 3, "number, boolean, table, image, or canvas expected");
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}
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int w_Shader_getExternVariable(lua_State *L)
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{
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Shader *shader = luax_checkshader(L, 1);
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const char *name = luaL_checkstring(L, 2);
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int components = 0;
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int arrayelements = 0;
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Shader::UniformType type = Shader::UNIFORM_UNKNOWN;
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type = shader->getExternVariable(name, components, arrayelements);
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// Check if the variable exists (function will set components to 0 if not.)
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if (components > 0)
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{
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const char *tname = nullptr;
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if (!Shader::getConstant(type, tname))
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return luaL_error(L, "Unknown extern variable type name.");
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lua_pushstring(L, tname);
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lua_pushinteger(L, components);
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lua_pushinteger(L, arrayelements);
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}
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else
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{
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lua_pushnil(L);
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lua_pushnil(L);
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lua_pushnil(L);
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}
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return 3;
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}
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static const luaL_Reg functions[] =
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{
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{ "getWarnings", w_Shader_getWarnings },
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@@ -355,6 +387,7 @@ static const luaL_Reg functions[] =
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{ "sendMatrix", w_Shader_sendMatrix },
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{ "sendTexture", w_Shader_sendTexture },
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{ "send", w_Shader_send },
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{ "getExternVariable", w_Shader_getExternVariable },
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{ 0, 0 }
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};
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@@ -38,6 +38,7 @@ int w_Shader_sendFloat(lua_State *L);
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int w_Shader_sendMatrix(lua_State *L);
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int w_Shader_sendTexture(lua_State *L);
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int w_Shader_send(lua_State *L);
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int w_Shader_getExternVariable(lua_State *L);
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extern "C" int luaopen_shader(lua_State *L);
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} // opengl
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