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https://github.com/love2d/love.git
synced 2026-08-16 00:02:12 +02:00
Minor tweaks, balanced disable/enable clientstate calls in SpriteBatches
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@@ -87,31 +87,31 @@ ShaderEffect::~ShaderEffect()
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unloadVolatile();
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}
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GLuint ShaderEffect::createShader(const ShaderType &type, const std::string &code)
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GLuint ShaderEffect::createShader(ShaderType type, const std::string &code)
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{
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GLenum shadertype;
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GLenum glshadertype;
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const char *shadertypename = NULL;
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switch (type)
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{
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case TYPE_VERTEX:
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shadertype = GL_VERTEX_SHADER;
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glshadertype = GL_VERTEX_SHADER;
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shadertypename = "vertex";
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break;
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case TYPE_TESSCONTROL:
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shadertype = GL_TESS_CONTROL_SHADER;
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glshadertype = GL_TESS_CONTROL_SHADER;
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shadertypename = "tesselation control";
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break;
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case TYPE_TESSEVAL:
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shadertype = GL_TESS_EVALUATION_SHADER;
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glshadertype = GL_TESS_EVALUATION_SHADER;
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shadertypename = "tesselation evaluation";
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break;
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case TYPE_GEOMETRY:
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shadertype = GL_GEOMETRY_SHADER;
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glshadertype = GL_GEOMETRY_SHADER;
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shadertypename = "geometry";
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break;
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case TYPE_FRAGMENT:
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shadertype = GL_FRAGMENT_SHADER;
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glshadertype = GL_FRAGMENT_SHADER;
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shadertypename = "fragment";
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break;
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default:
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@@ -122,7 +122,7 @@ GLuint ShaderEffect::createShader(const ShaderType &type, const std::string &cod
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// clear existing errors
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while (glGetError() != GL_NO_ERROR);
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GLuint shaderid = glCreateShader(shadertype);
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GLuint shaderid = glCreateShader(glshadertype);
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if (shaderid == 0) // oh no!
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{
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@@ -204,7 +204,7 @@ bool ShaderEffect::loadVolatile()
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shaderids.push_back(shaderid);
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}
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if (shaderids.size() == 0)
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if (shaderids.empty())
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throw love::Exception("Cannot create shader effect: no valid source code!");
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createProgram(shaderids);
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@@ -59,7 +59,7 @@ public:
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* Creates a new ShaderEffect using a list of source codes.
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* Must contain at least one vertex or fragment shader source.
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*
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* @param shadersources map of shader source codes.
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* @param shadersources Map of shader types to source codes.
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**/
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ShaderEffect(const ShaderSources &shadersources);
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@@ -142,7 +142,7 @@ private:
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GLint getUniformLocation(const std::string &name);
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void checkSetUniformError();
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GLuint createShader(const ShaderType &type, const std::string &code);
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GLuint createShader(ShaderType type, const std::string &code);
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void createProgram(const std::vector<GLuint> &shaderids);
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GLint getTextureUnit(const std::string &name);
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@@ -225,7 +225,9 @@ void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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if (color)
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glDisableClientState(GL_COLOR_ARRAY);
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glPopMatrix();
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}
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@@ -452,23 +452,23 @@ int w_newShaderEffect(lua_State *L)
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// call effectCodeToGLSL, returned values will be at the top of the stack
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lua_pcall(L, 2, 2, 0);
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ShaderEffect::ShaderSources shadersources;
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ShaderEffect::ShaderSources sources;
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// vertex shader code
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if (lua_isstring(L, -2))
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{
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std::string vertcode(luaL_checkstring(L, -2));
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shadersources[ShaderEffect::TYPE_VERTEX] = vertcode;
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sources[ShaderEffect::TYPE_VERTEX] = vertcode;
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}
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// fragment shader code
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if (lua_isstring(L, -1))
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{
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std::string fragcode(luaL_checkstring(L, -1));
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shadersources[ShaderEffect::TYPE_FRAGMENT] = fragcode;
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sources[ShaderEffect::TYPE_FRAGMENT] = fragcode;
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}
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ShaderEffect *effect = instance->newShaderEffect(shadersources);
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ShaderEffect *effect = instance->newShaderEffect(sources);
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luax_newtype(L, "ShaderEffect", GRAPHICS_SHADEREFFECT_T, (void *)effect);
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}
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catch(const love::Exception &e)
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