mirror of
https://github.com/love2d/love.git
synced 2026-08-15 07:41:11 +02:00
Merge default into minor
--HG-- branch : minor
This commit is contained in:
+30
-14
@@ -172,7 +172,13 @@ static int l_print_sdl_log(lua_State *L)
|
||||
}
|
||||
#endif
|
||||
|
||||
static int runlove(int argc, char **argv)
|
||||
enum DoneAction
|
||||
{
|
||||
DONE_QUIT,
|
||||
DONE_RESTART,
|
||||
};
|
||||
|
||||
static DoneAction runlove(int argc, char **argv, int &retval)
|
||||
{
|
||||
#ifdef LOVE_LEGENDARY_APP_ARGV_HACK
|
||||
int hack_argc = 0;
|
||||
@@ -186,7 +192,8 @@ static int runlove(int argc, char **argv)
|
||||
if (argc > 1 && strcmp(argv[1], "--version") == 0)
|
||||
{
|
||||
printf("LOVE %s (%s)\n", love_version(), love_codename());
|
||||
return 0;
|
||||
retval = 0;
|
||||
return DONE_QUIT;
|
||||
}
|
||||
|
||||
// Create the virtual machine.
|
||||
@@ -247,7 +254,13 @@ static int runlove(int argc, char **argv)
|
||||
// Call the returned boot function.
|
||||
lua_call(L, 0, 1);
|
||||
|
||||
int retval = 0;
|
||||
retval = 0;
|
||||
DoneAction done = DONE_QUIT;
|
||||
|
||||
// if love.boot() returns "restart", we'll start up again after closing this
|
||||
// Lua state.
|
||||
if (lua_type(L, -1) == LUA_TSTRING && strcmp(lua_tostring(L, -1), "restart") == 0)
|
||||
done = DONE_RESTART;
|
||||
if (lua_isnumber(L, -1))
|
||||
retval = (int) lua_tonumber(L, -1);
|
||||
|
||||
@@ -262,13 +275,11 @@ static int runlove(int argc, char **argv)
|
||||
}
|
||||
#endif // LOVE_LEGENDARY_APP_ARGV_HACK
|
||||
|
||||
return retval;
|
||||
return done;
|
||||
}
|
||||
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
int retval = 0;
|
||||
|
||||
if (strcmp(LOVE_VERSION_STRING, love_version()) != 0)
|
||||
{
|
||||
printf("Version mismatch detected!\nLOVE binary is version %s\n"
|
||||
@@ -276,15 +287,20 @@ int main(int argc, char **argv)
|
||||
return 1;
|
||||
}
|
||||
|
||||
#ifdef LOVE_IOS
|
||||
// on iOS we should never programmatically exit the app, so we'll just
|
||||
// "restart" when that is attempted. Games which use threads might cause
|
||||
// some issues if the threads aren't cleaned up properly...
|
||||
while (true)
|
||||
#endif
|
||||
int retval = 0;
|
||||
DoneAction done = DONE_QUIT;
|
||||
|
||||
do
|
||||
{
|
||||
retval = runlove(argc, argv);
|
||||
}
|
||||
done = runlove(argc, argv, retval);
|
||||
|
||||
#ifdef LOVE_IOS
|
||||
// on iOS we should never programmatically exit the app, so we'll just
|
||||
// "restart" when that is attempted. Games which use threads might cause
|
||||
// some issues if the threads aren't cleaned up properly...
|
||||
done = DONE_RESTART;
|
||||
#endif
|
||||
} while (done != DONE_QUIT);
|
||||
|
||||
#ifdef LOVE_ANDROID
|
||||
SDL_Quit();
|
||||
|
||||
@@ -192,13 +192,15 @@ void Shader::mapActiveUniforms()
|
||||
for (int i = 0; i < numuniforms; i++)
|
||||
{
|
||||
GLsizei namelen = 0;
|
||||
Uniform u = {};
|
||||
GLenum gltype = 0;
|
||||
UniformInfo u = {};
|
||||
|
||||
glGetActiveUniform(program, (GLuint) i, bufsize, &namelen, &u.count, &u.type, cname);
|
||||
glGetActiveUniform(program, (GLuint) i, bufsize, &namelen, &u.count, &gltype, cname);
|
||||
|
||||
u.name = std::string(cname, (size_t) namelen);
|
||||
u.location = glGetUniformLocation(program, u.name.c_str());
|
||||
u.baseType = getUniformBaseType(u.type);
|
||||
u.baseType = getUniformBaseType(gltype);
|
||||
u.components = getUniformTypeSize(gltype);
|
||||
|
||||
// Initialize all samplers to 0. Both GLSL and GLSL ES are supposed to
|
||||
// do this themselves, but some Android devices (galaxy tab 3 and 4)
|
||||
@@ -409,20 +411,20 @@ void Shader::attach(bool temporary)
|
||||
gl.useProgram(program);
|
||||
current = this;
|
||||
// retain/release happens in Graphics::setShader.
|
||||
}
|
||||
|
||||
if (!temporary)
|
||||
{
|
||||
// make sure all sent textures are properly bound to their respective texture units
|
||||
// note: list potentially contains texture ids of deleted/invalid textures!
|
||||
for (size_t i = 0; i < activeTexUnits.size(); ++i)
|
||||
if (!temporary)
|
||||
{
|
||||
if (activeTexUnits[i] > 0)
|
||||
gl.bindTextureToUnit(activeTexUnits[i], i + 1, false);
|
||||
}
|
||||
// make sure all sent textures are properly bound to their respective texture units
|
||||
// note: list potentially contains texture ids of deleted/invalid textures!
|
||||
for (size_t i = 0; i < activeTexUnits.size(); ++i)
|
||||
{
|
||||
if (activeTexUnits[i] > 0)
|
||||
gl.bindTextureToUnit(activeTexUnits[i], i + 1, false);
|
||||
}
|
||||
|
||||
// We always want to use texture unit 0 for everyhing else.
|
||||
gl.setTextureUnit(0);
|
||||
// We always want to use texture unit 0 for everyhing else.
|
||||
gl.setTextureUnit(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -442,130 +444,109 @@ void Shader::detach()
|
||||
current = nullptr;
|
||||
}
|
||||
|
||||
const Shader::Uniform &Shader::getUniform(const std::string &name) const
|
||||
const Shader::UniformInfo *Shader::getUniformInfo(const std::string &name) const
|
||||
{
|
||||
std::map<std::string, Uniform>::const_iterator it = uniforms.find(name);
|
||||
const auto it = uniforms.find(name);
|
||||
|
||||
if (it == uniforms.end())
|
||||
throw love::Exception("Variable '%s' does not exist.\n"
|
||||
"A common error is to define but not use the variable.", name.c_str());
|
||||
return nullptr;
|
||||
|
||||
return it->second;
|
||||
return &(it->second);
|
||||
}
|
||||
|
||||
void Shader::checkSetUniformError(const Uniform &u, int size, int count, UniformType sendtype) const
|
||||
void Shader::sendInts(const UniformInfo *info, const int *vec, int count)
|
||||
{
|
||||
if (!program)
|
||||
throw love::Exception("No active shader program.");
|
||||
if (info->baseType != UNIFORM_INT && info->baseType != UNIFORM_BOOL)
|
||||
return;
|
||||
|
||||
int realsize = getUniformTypeSize(u.type);
|
||||
|
||||
if (size != realsize)
|
||||
throw love::Exception("Value size of %d does not match variable size of %d.", size, realsize);
|
||||
|
||||
if ((u.count == 1 && count > 1) || count < 0)
|
||||
throw love::Exception("Invalid number of values (expected %d, got %d).", u.count, count);
|
||||
|
||||
if (u.baseType == UNIFORM_SAMPLER && sendtype != u.baseType)
|
||||
throw love::Exception("Cannot send a value of this type to an Image variable.");
|
||||
|
||||
if ((sendtype == UNIFORM_FLOAT && u.baseType == UNIFORM_INT) || (sendtype == UNIFORM_INT && u.baseType == UNIFORM_FLOAT))
|
||||
throw love::Exception("Cannot convert between float and int.");
|
||||
}
|
||||
|
||||
void Shader::sendInt(const std::string &name, int size, const GLint *vec, int count)
|
||||
{
|
||||
TemporaryAttacher attacher(this);
|
||||
|
||||
const Uniform &u = getUniform(name);
|
||||
checkSetUniformError(u, size, count, UNIFORM_INT);
|
||||
int location = info->location;
|
||||
|
||||
switch (size)
|
||||
switch (info->components)
|
||||
{
|
||||
case 4:
|
||||
glUniform4iv(u.location, count, vec);
|
||||
glUniform4iv(location, count, vec);
|
||||
break;
|
||||
case 3:
|
||||
glUniform3iv(u.location, count, vec);
|
||||
glUniform3iv(location, count, vec);
|
||||
break;
|
||||
case 2:
|
||||
glUniform2iv(u.location, count, vec);
|
||||
glUniform2iv(location, count, vec);
|
||||
break;
|
||||
case 1:
|
||||
default:
|
||||
glUniform1iv(u.location, count, vec);
|
||||
glUniform1iv(location, count, vec);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::sendFloat(const std::string &name, int size, const GLfloat *vec, int count)
|
||||
void Shader::sendFloats(const UniformInfo *info, const float *vec, int count)
|
||||
{
|
||||
if (info->baseType != UNIFORM_FLOAT && info->baseType != UNIFORM_BOOL)
|
||||
return;
|
||||
|
||||
TemporaryAttacher attacher(this);
|
||||
|
||||
const Uniform &u = getUniform(name);
|
||||
checkSetUniformError(u, size, count, UNIFORM_FLOAT);
|
||||
int location = info->location;
|
||||
|
||||
switch (size)
|
||||
switch (info->components)
|
||||
{
|
||||
case 4:
|
||||
glUniform4fv(u.location, count, vec);
|
||||
glUniform4fv(location, count, vec);
|
||||
break;
|
||||
case 3:
|
||||
glUniform3fv(u.location, count, vec);
|
||||
glUniform3fv(location, count, vec);
|
||||
break;
|
||||
case 2:
|
||||
glUniform2fv(u.location, count, vec);
|
||||
glUniform2fv(location, count, vec);
|
||||
break;
|
||||
case 1:
|
||||
default:
|
||||
glUniform1fv(u.location, count, vec);
|
||||
glUniform1fv(location, count, vec);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::sendMatrix(const std::string &name, int size, const GLfloat *m, int count)
|
||||
void Shader::sendMatrices(const UniformInfo *info, const float *m, int count)
|
||||
{
|
||||
if (info->baseType != UNIFORM_MATRIX)
|
||||
return;
|
||||
|
||||
TemporaryAttacher attacher(this);
|
||||
|
||||
if (size < 2 || size > 4)
|
||||
{
|
||||
throw love::Exception("Invalid matrix size: %dx%d "
|
||||
"(can only set 2x2, 3x3 or 4x4 matrices.)", size,size);
|
||||
}
|
||||
int location = info->location;
|
||||
|
||||
const Uniform &u = getUniform(name);
|
||||
checkSetUniformError(u, size, count, UNIFORM_FLOAT);
|
||||
|
||||
switch (size)
|
||||
switch (info->components)
|
||||
{
|
||||
case 4:
|
||||
glUniformMatrix4fv(u.location, count, GL_FALSE, m);
|
||||
glUniformMatrix4fv(location, count, GL_FALSE, m);
|
||||
break;
|
||||
case 3:
|
||||
glUniformMatrix3fv(u.location, count, GL_FALSE, m);
|
||||
glUniformMatrix3fv(location, count, GL_FALSE, m);
|
||||
break;
|
||||
case 2:
|
||||
default:
|
||||
glUniformMatrix2fv(u.location, count, GL_FALSE, m);
|
||||
glUniformMatrix2fv(location, count, GL_FALSE, m);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::sendTexture(const std::string &name, Texture *texture)
|
||||
void Shader::sendTexture(const UniformInfo *info, Texture *texture)
|
||||
{
|
||||
if (info->baseType != UNIFORM_SAMPLER)
|
||||
return;
|
||||
|
||||
GLuint gltex = *(GLuint *) texture->getHandle();
|
||||
|
||||
TemporaryAttacher attacher(this);
|
||||
|
||||
int texunit = getTextureUnit(name);
|
||||
|
||||
const Uniform &u = getUniform(name);
|
||||
checkSetUniformError(u, 1, 1, UNIFORM_SAMPLER);
|
||||
int texunit = getTextureUnit(info->name);
|
||||
|
||||
// bind texture to assigned texture unit and send uniform to shader program
|
||||
gl.bindTextureToUnit(gltex, texunit, true);
|
||||
|
||||
glUniform1i(u.location, texunit);
|
||||
glUniform1i(info->location, texunit);
|
||||
|
||||
// increment global shader texture id counter for this texture unit, if we haven't already
|
||||
if (activeTexUnits[texunit-1] == 0)
|
||||
@@ -574,7 +555,7 @@ void Shader::sendTexture(const std::string &name, Texture *texture)
|
||||
// store texture id so it can be re-bound to the proper texture unit later
|
||||
activeTexUnits[texunit-1] = gltex;
|
||||
|
||||
retainObject(name, texture);
|
||||
retainObject(info->name, texture);
|
||||
}
|
||||
|
||||
void Shader::retainObject(const std::string &name, Object *object)
|
||||
@@ -882,6 +863,7 @@ Shader::UniformType Shader::getUniformBaseType(GLenum type) const
|
||||
case GL_FLOAT_VEC2:
|
||||
case GL_FLOAT_VEC3:
|
||||
case GL_FLOAT_VEC4:
|
||||
return UNIFORM_FLOAT;
|
||||
case GL_FLOAT_MAT2:
|
||||
case GL_FLOAT_MAT3:
|
||||
case GL_FLOAT_MAT4:
|
||||
@@ -891,7 +873,7 @@ Shader::UniformType Shader::getUniformBaseType(GLenum type) const
|
||||
case GL_FLOAT_MAT3x4:
|
||||
case GL_FLOAT_MAT4x2:
|
||||
case GL_FLOAT_MAT4x3:
|
||||
return UNIFORM_FLOAT;
|
||||
return UNIFORM_MATRIX;
|
||||
case GL_BOOL:
|
||||
case GL_BOOL_VEC2:
|
||||
case GL_BOOL_VEC3:
|
||||
@@ -951,6 +933,7 @@ StringMap<Shader::ShaderStage, Shader::STAGE_MAX_ENUM> Shader::stageNames(Shader
|
||||
StringMap<Shader::UniformType, Shader::UNIFORM_MAX_ENUM>::Entry Shader::uniformTypeEntries[] =
|
||||
{
|
||||
{"float", Shader::UNIFORM_FLOAT},
|
||||
{"matrix", Shader::UNIFORM_MATRIX},
|
||||
{"int", Shader::UNIFORM_INT},
|
||||
{"bool", Shader::UNIFORM_BOOL},
|
||||
{"image", Shader::UNIFORM_SAMPLER},
|
||||
|
||||
@@ -74,6 +74,7 @@ public:
|
||||
enum UniformType
|
||||
{
|
||||
UNIFORM_FLOAT,
|
||||
UNIFORM_MATRIX,
|
||||
UNIFORM_INT,
|
||||
UNIFORM_BOOL,
|
||||
UNIFORM_SAMPLER,
|
||||
@@ -87,6 +88,15 @@ public:
|
||||
std::string pixel;
|
||||
};
|
||||
|
||||
struct UniformInfo
|
||||
{
|
||||
int location;
|
||||
int count;
|
||||
int components;
|
||||
UniformType baseType;
|
||||
std::string name;
|
||||
};
|
||||
|
||||
// Pointer to currently active Shader.
|
||||
static Shader *current;
|
||||
|
||||
@@ -128,44 +138,12 @@ public:
|
||||
**/
|
||||
std::string getWarnings() const;
|
||||
|
||||
/**
|
||||
* Send at least one integer or int-vector value to this Shader as a uniform.
|
||||
*
|
||||
* @param name The name of the uniform variable in the source code.
|
||||
* @param size Number of elements in each vector to send.
|
||||
* A value of 1 indicates a single-component vector (an int).
|
||||
* @param vec Pointer to the integer or int-vector values.
|
||||
* @param count Number of integer or int-vector values.
|
||||
**/
|
||||
void sendInt(const std::string &name, int size, const GLint *vec, int count);
|
||||
const UniformInfo *getUniformInfo(const std::string &name) const;
|
||||
|
||||
/**
|
||||
* Send at least one float or vector value to this Shader as a uniform.
|
||||
*
|
||||
* @param name The name of the uniform variable in the source code.
|
||||
* @param size Number of elements in each vector to send.
|
||||
* A value of 1 indicates a single-component vector (a float).
|
||||
* @param vec Pointer to the float or float-vector values.
|
||||
* @param count Number of float or float-vector values.
|
||||
**/
|
||||
void sendFloat(const std::string &name, int size, const GLfloat *vec, int count);
|
||||
|
||||
/**
|
||||
* Send at least one matrix to this Shader as a uniform.
|
||||
*
|
||||
* @param name The name of the uniform variable in the source code.
|
||||
* @param size Number of rows/columns in the matrix.
|
||||
* @param m Pointer to the first element of the first matrix.
|
||||
* @param count Number of matrices to send.
|
||||
**/
|
||||
void sendMatrix(const std::string &name, int size, const GLfloat *m, int count);
|
||||
|
||||
/**
|
||||
* Send a texture to this Shader as a uniform.
|
||||
*
|
||||
* @param name The name of the uniform variable in the source code.
|
||||
**/
|
||||
void sendTexture(const std::string &name, Texture *texture);
|
||||
void sendInts(const UniformInfo *info, const int *vec, int count);
|
||||
void sendFloats(const UniformInfo *info, const float *vec, int count);
|
||||
void sendMatrices(const UniformInfo *info, const float *m, int count);
|
||||
void sendTexture(const UniformInfo *info, Texture *texture);
|
||||
|
||||
/**
|
||||
* Gets whether a uniform with the specified name exists and is actively
|
||||
@@ -214,24 +192,11 @@ public:
|
||||
|
||||
private:
|
||||
|
||||
// Represents a single uniform shader variable.
|
||||
struct Uniform
|
||||
{
|
||||
GLint location;
|
||||
GLint count;
|
||||
GLenum type;
|
||||
UniformType baseType;
|
||||
std::string name;
|
||||
};
|
||||
|
||||
// Map active uniform names to their locations.
|
||||
void mapActiveUniforms();
|
||||
|
||||
const Uniform &getUniform(const std::string &name) const;
|
||||
|
||||
int getUniformTypeSize(GLenum type) const;
|
||||
UniformType getUniformBaseType(GLenum type) const;
|
||||
void checkSetUniformError(const Uniform &u, int size, int count, UniformType sendtype) const;
|
||||
|
||||
GLuint compileCode(ShaderStage stage, const std::string &code);
|
||||
|
||||
@@ -260,7 +225,7 @@ private:
|
||||
std::map<std::string, GLint> attributes;
|
||||
|
||||
// Uniform location buffer map
|
||||
std::map<std::string, Uniform> uniforms;
|
||||
std::map<std::string, UniformInfo> uniforms;
|
||||
|
||||
// Texture unit pool for setting images
|
||||
std::map<std::string, GLint> texUnitPool; // texUnitPool[name] = textureunit
|
||||
|
||||
@@ -23,7 +23,6 @@
|
||||
#include "math/MathModule.h"
|
||||
|
||||
#include <string>
|
||||
#include <iostream>
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
|
||||
@@ -42,217 +41,141 @@ Shader *luax_checkshader(lua_State *L, int idx)
|
||||
int w_Shader_getWarnings(lua_State *L)
|
||||
{
|
||||
Shader *shader = luax_checkshader(L, 1);
|
||||
lua_pushstring(L, shader->getWarnings().c_str());
|
||||
std::string warnings = shader->getWarnings();
|
||||
lua_pushstring(L, warnings.c_str());
|
||||
return 1;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
static T *_getScalars(lua_State *L, Shader *shader, int count, size_t &dimension)
|
||||
static int _getCount(lua_State *L, int startidx, const Shader::UniformInfo *info)
|
||||
{
|
||||
dimension = 1;
|
||||
T *values = shader->getScratchBuffer<T>(count);
|
||||
|
||||
for (int i = 0; i < count; ++i)
|
||||
{
|
||||
if (lua_isnumber(L, 3 + i))
|
||||
values[i] = static_cast<T>(lua_tonumber(L, 3 + i));
|
||||
else if (lua_isboolean(L, 3 + i))
|
||||
values[i] = static_cast<T>(lua_toboolean(L, 3 + i));
|
||||
else
|
||||
{
|
||||
luax_typerror(L, 3 + i, "number or boolean");
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
return values;
|
||||
return std::min(std::max(lua_gettop(L) - startidx, 1), info->count);
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
static T *_getVectors(lua_State *L, Shader *shader, int count, size_t &dimension)
|
||||
static T *_getNumbers(lua_State *L, int startidx, Shader *shader, int components, int count)
|
||||
{
|
||||
dimension = luax_objlen(L, 3);
|
||||
T *values = shader->getScratchBuffer<T>(count * dimension);
|
||||
T *values = shader->getScratchBuffer<T>(components * count);
|
||||
|
||||
for (int i = 0; i < count; ++i)
|
||||
if (components == 1)
|
||||
{
|
||||
if (!lua_istable(L, 3 + i))
|
||||
for (int i = 0; i < count; ++i)
|
||||
values[i] = (T) luaL_checknumber(L, startidx + i);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
luax_typerror(L, 3 + i, "table");
|
||||
return 0;
|
||||
}
|
||||
if (luax_objlen(L, 3 + i) != dimension)
|
||||
{
|
||||
luaL_error(L, "Error in argument %d: Expected table size %d, got %d.",
|
||||
3+i, dimension, luax_objlen(L, 3+i));
|
||||
return 0;
|
||||
}
|
||||
luaL_checktype(L, startidx + i, LUA_TTABLE);
|
||||
|
||||
for (int k = 1; k <= (int) dimension; ++k)
|
||||
{
|
||||
lua_rawgeti(L, 3 + i, k);
|
||||
if (lua_isnumber(L, -1))
|
||||
values[i * dimension + k - 1] = static_cast<T>(lua_tonumber(L, -1));
|
||||
else if (lua_isboolean(L, -1))
|
||||
values[i * dimension + k - 1] = static_cast<T>(lua_toboolean(L, -1));
|
||||
else
|
||||
for (int k = 1; k <= components; k++)
|
||||
{
|
||||
luax_typerror(L, -1, "number or boolean");
|
||||
return 0;
|
||||
lua_rawgeti(L, startidx + i, k);
|
||||
values[i * components + k - 1] = (T) luaL_checknumber(L, -1);
|
||||
}
|
||||
|
||||
lua_pop(L, components);
|
||||
}
|
||||
lua_pop(L, int(dimension));
|
||||
}
|
||||
|
||||
return values;
|
||||
}
|
||||
|
||||
int w_Shader_sendInt(lua_State *L)
|
||||
int w_Shader_sendFloats(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info, bool colors)
|
||||
{
|
||||
Shader *shader = luax_checkshader(L, 1);
|
||||
const char *name = luaL_checkstring(L, 2);
|
||||
int count = lua_gettop(L) - 2;
|
||||
int count = _getCount(L, startidx, info);
|
||||
int components = info->components;
|
||||
|
||||
if (count < 1)
|
||||
return luaL_error(L, "No variable to send.");
|
||||
|
||||
int *values = 0;
|
||||
size_t dimension = 1;
|
||||
|
||||
if (lua_isnumber(L, 3) || lua_isboolean(L, 3))
|
||||
values = _getScalars<int>(L, shader, count, dimension);
|
||||
else if (lua_istable(L, 3))
|
||||
values = _getVectors<int>(L, shader, count, dimension);
|
||||
else
|
||||
return luax_typerror(L, 3, "number, boolean, or table");
|
||||
|
||||
if (!values)
|
||||
return luaL_error(L, "Error in arguments.");
|
||||
|
||||
luax_catchexcept(L, [&]() { shader->sendInt(name, (int) dimension, values, count); });
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int w__Shader_sendFloat(lua_State *L, bool colors)
|
||||
{
|
||||
Shader *shader = luax_checkshader(L, 1);
|
||||
const char *name = luaL_checkstring(L, 2);
|
||||
int count = lua_gettop(L) - 2;
|
||||
|
||||
if (count < 1)
|
||||
return luaL_error(L, "No variable to send.");
|
||||
|
||||
float *values = nullptr;
|
||||
size_t dimension = 1;
|
||||
|
||||
if (lua_isnumber(L, 3) || lua_isboolean(L, 3))
|
||||
values = _getScalars<float>(L, shader, count, dimension);
|
||||
else if (lua_istable(L, 3))
|
||||
values = _getVectors<float>(L, shader, count, dimension);
|
||||
else
|
||||
return luax_typerror(L, 3, "number, boolean, or table");
|
||||
|
||||
if (!values)
|
||||
return luaL_error(L, "Error in arguments.");
|
||||
float *values = _getNumbers<float>(L, startidx, shader, components, count);
|
||||
|
||||
if (colors && love::graphics::isGammaCorrect())
|
||||
{
|
||||
// the fourth component (alpha) is always already linear, if it exists.
|
||||
int ncomponents = std::min((int) dimension, 3);
|
||||
// alpha is always linear (when present).
|
||||
int gammacomponents = std::min(components, 3);
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
for (int j = 0; j < ncomponents; j++)
|
||||
values[i * dimension + j] = math::gammaToLinear(values[i * dimension + j]);
|
||||
for (int j = 0; j < gammacomponents; j++)
|
||||
values[i * components + j] = love::math::gammaToLinear(values[i * components + j]);
|
||||
}
|
||||
}
|
||||
|
||||
luax_catchexcept(L, [&]() { shader->sendFloat(name, (int) dimension, values, count); });
|
||||
luax_catchexcept(L, [&]() { shader->sendFloats(info, values, count); });
|
||||
return 0;
|
||||
}
|
||||
|
||||
int w_Shader_sendFloat(lua_State *L)
|
||||
int w_Shader_sendInts(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
|
||||
{
|
||||
return w__Shader_sendFloat(L, false);
|
||||
int count = _getCount(L, startidx, info);
|
||||
int *values = _getNumbers<int>(L, startidx, shader, info->components, count);
|
||||
luax_catchexcept(L, [&]() { shader->sendInts(info, values, count); });
|
||||
return 0;
|
||||
}
|
||||
|
||||
int w_Shader_sendColor(lua_State *L)
|
||||
int w_Shader_sendBooleans(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
|
||||
{
|
||||
return w__Shader_sendFloat(L, true);
|
||||
}
|
||||
int count = _getCount(L, startidx, info);
|
||||
int components = info->components;
|
||||
|
||||
int w_Shader_sendMatrix(lua_State *L)
|
||||
{
|
||||
int count = lua_gettop(L) - 2;
|
||||
Shader *shader = luax_checkshader(L, 1);
|
||||
const char *name = luaL_checkstring(L, 2);
|
||||
// We have to send booleans as ints or floats.
|
||||
float *values = shader->getScratchBuffer<float>(components * count);
|
||||
|
||||
if (!lua_istable(L, 3))
|
||||
return luax_typerror(L, 3, "matrix table");
|
||||
|
||||
int dimension = 0;
|
||||
|
||||
lua_rawgeti(L, 3, 1);
|
||||
if (lua_istable(L, -1))
|
||||
dimension = (int) luax_objlen(L, 3);
|
||||
lua_pop(L, 1);
|
||||
|
||||
if (dimension == 0)
|
||||
if (components == 1)
|
||||
{
|
||||
lua_getfield(L, 3, "dimension");
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
luaL_checktype(L, startidx + i, LUA_TBOOLEAN);
|
||||
values[i] = (float) lua_toboolean(L, startidx + i);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
luaL_checktype(L, startidx + i, LUA_TTABLE);
|
||||
|
||||
if (!lua_isnoneornil(L, -1))
|
||||
dimension = (int) lua_tointeger(L, -1);
|
||||
else
|
||||
dimension = (int) sqrtf((float) luax_objlen(L, 3));
|
||||
for (int k = 1; k <= components; k++)
|
||||
{
|
||||
lua_rawgeti(L, startidx + i, k);
|
||||
luaL_checktype(L, -1, LUA_TBOOLEAN);
|
||||
values[i * components + k - 1] = (float) lua_toboolean(L, -1);
|
||||
}
|
||||
|
||||
lua_pop(L, 1);
|
||||
lua_pop(L, components);
|
||||
}
|
||||
}
|
||||
|
||||
if (dimension < 2 || dimension > 4)
|
||||
return luaL_error(L, "Invalid matrix size: %dx%d (only 2x2, 3x3 and 4x4 matrices are supported).",
|
||||
dimension, dimension);
|
||||
luax_catchexcept(L, [&]() { shader->sendFloats(info, values, count); });
|
||||
return 0;
|
||||
}
|
||||
|
||||
float *values = shader->getScratchBuffer<float>(dimension * dimension * count);
|
||||
int w_Shader_sendMatrices(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
|
||||
{
|
||||
int count = _getCount(L, startidx, info);
|
||||
int dimension = info->components;
|
||||
int elements = dimension * dimension;
|
||||
|
||||
for (int i = 0; i < count; ++i)
|
||||
float *values = shader->getScratchBuffer<float>(elements * count);
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
int other_dimension = 0;
|
||||
luaL_checktype(L, startidx + i, LUA_TTABLE);
|
||||
|
||||
lua_rawgeti(L, 3+i, 1);
|
||||
lua_rawgeti(L, startidx + i, 1);
|
||||
bool table_of_tables = lua_istable(L, -1);
|
||||
|
||||
if (table_of_tables)
|
||||
other_dimension = luax_objlen(L, -1);
|
||||
|
||||
lua_pop(L, 1);
|
||||
|
||||
if (!table_of_tables)
|
||||
other_dimension = (int) sqrtf((float) luax_objlen(L, 3+i));
|
||||
|
||||
if (other_dimension != dimension)
|
||||
{
|
||||
// You unlock this door with the key of imagination. Beyond it is
|
||||
// another dimension: a dimension of sound, a dimension of sight,
|
||||
// a dimension of mind. You're moving into a land of both shadow
|
||||
// and substance, of things and ideas. You've just crossed over
|
||||
// into... the Twilight Zone.
|
||||
return luaL_error(L, "Invalid matrix size at argument %d: Expected size %dx%d, got %dx%d.",
|
||||
3+i, dimension, dimension, other_dimension, other_dimension);
|
||||
}
|
||||
|
||||
if (table_of_tables)
|
||||
{
|
||||
int n = 0;
|
||||
|
||||
for (int j = 1; j <= dimension; j++)
|
||||
{
|
||||
lua_rawgeti(L, 3+i, j);
|
||||
lua_rawgeti(L, startidx + i, j);
|
||||
|
||||
for (int k = 1; k <= dimension; k++)
|
||||
{
|
||||
lua_rawgeti(L, -k, k);
|
||||
values[i * dimension * dimension + n] = (float) lua_tonumber(L, -1);
|
||||
values[i * elements + n] = (float) luaL_checknumber(L, -1);
|
||||
n++;
|
||||
}
|
||||
|
||||
@@ -261,67 +184,69 @@ int w_Shader_sendMatrix(lua_State *L)
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int k = 1; k <= dimension*dimension; k++)
|
||||
for (int k = 1; k <= elements; k++)
|
||||
{
|
||||
lua_rawgeti(L, 3+i, k);
|
||||
values[i * dimension * dimension + k - 1] = (float) lua_tonumber(L, -1);
|
||||
lua_rawgeti(L, startidx + i, k);
|
||||
values[i * elements + (k - 1)] = (float) luaL_checknumber(L, -1);
|
||||
}
|
||||
|
||||
lua_pop(L, dimension*dimension);
|
||||
lua_pop(L, elements);
|
||||
}
|
||||
}
|
||||
|
||||
luax_catchexcept(L, [&]() { shader->sendMatrix(name, dimension, values, count); });
|
||||
shader->sendMatrices(info, values, count);
|
||||
return 0;
|
||||
}
|
||||
|
||||
int w_Shader_sendTexture(lua_State *L)
|
||||
int w_Shader_sendTexture(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
|
||||
{
|
||||
Shader *shader = luax_checkshader(L, 1);
|
||||
const char *name = luaL_checkstring(L, 2);
|
||||
Texture *texture = luax_checktexture(L, 3);
|
||||
|
||||
luax_catchexcept(L, [&](){ shader->sendTexture(name, texture); });
|
||||
// We don't support arrays of textures (yet).
|
||||
Texture *texture = luax_checktexture(L, startidx);
|
||||
luax_catchexcept(L, [&]() { shader->sendTexture(info, texture); });
|
||||
return 0;
|
||||
}
|
||||
|
||||
int w_Shader_send(lua_State *L)
|
||||
{
|
||||
int ttype = lua_type(L, 3);
|
||||
Proxy *p = nullptr;
|
||||
Shader *shader = luax_checkshader(L, 1);
|
||||
const char *name = luaL_checkstring(L, 2);
|
||||
|
||||
switch (ttype)
|
||||
const Shader::UniformInfo *info = shader->getUniformInfo(name);
|
||||
if (info == nullptr)
|
||||
return luaL_error(L, "Shader uniform '%s' does not exist.\nA common error is to define but not use the variable.", name);
|
||||
|
||||
int startidx = 3;
|
||||
|
||||
switch (info->baseType)
|
||||
{
|
||||
case LUA_TNUMBER:
|
||||
case LUA_TBOOLEAN:
|
||||
// Scalar float/boolean.
|
||||
return w_Shader_sendFloat(L);
|
||||
break;
|
||||
case LUA_TUSERDATA:
|
||||
// Texture (Image or Canvas).
|
||||
p = (Proxy *) lua_touserdata(L, 3);
|
||||
|
||||
if (typeFlags[p->type][GRAPHICS_TEXTURE_ID])
|
||||
return w_Shader_sendTexture(L);
|
||||
|
||||
break;
|
||||
case LUA_TTABLE:
|
||||
// Vector or Matrix.
|
||||
lua_rawgeti(L, 3, 1);
|
||||
ttype = lua_type(L, -1);
|
||||
lua_pop(L, 1);
|
||||
|
||||
if (ttype == LUA_TNUMBER || ttype == LUA_TBOOLEAN)
|
||||
return w_Shader_sendFloat(L);
|
||||
else if (ttype == LUA_TTABLE)
|
||||
return w_Shader_sendMatrix(L);
|
||||
|
||||
break;
|
||||
case Shader::UNIFORM_FLOAT:
|
||||
return w_Shader_sendFloats(L, startidx, shader, info, false);
|
||||
case Shader::UNIFORM_MATRIX:
|
||||
return w_Shader_sendMatrices(L, startidx, shader, info);
|
||||
case Shader::UNIFORM_INT:
|
||||
return w_Shader_sendInts(L, startidx, shader, info);
|
||||
case Shader::UNIFORM_BOOL:
|
||||
return w_Shader_sendBooleans(L, startidx, shader, info);
|
||||
case Shader::UNIFORM_SAMPLER:
|
||||
return w_Shader_sendTexture(L, startidx, shader, info);
|
||||
default:
|
||||
break;
|
||||
return luaL_error(L, "Unknown variable type for shader uniform '%s", name);
|
||||
}
|
||||
}
|
||||
|
||||
return luaL_argerror(L, 3, "number, boolean, table, image, or canvas expected");
|
||||
int w_Shader_sendColors(lua_State *L)
|
||||
{
|
||||
Shader *shader = luax_checkshader(L, 1);
|
||||
const char *name = luaL_checkstring(L, 2);
|
||||
|
||||
const Shader::UniformInfo *info = shader->getUniformInfo(name);
|
||||
if (info == nullptr)
|
||||
return luaL_error(L, "Shader uniform '%s' does not exist.\nA common error is to define but not use the variable.", name);
|
||||
|
||||
if (info->baseType != Shader::UNIFORM_FLOAT || info->components < 3)
|
||||
return luaL_error(L, "sendColor can only be used on vec3 or vec4 uniforms.");
|
||||
|
||||
return w_Shader_sendFloats(L, 3, shader, info, true);
|
||||
}
|
||||
|
||||
int w_Shader_hasUniform(lua_State *L)
|
||||
@@ -335,13 +260,13 @@ int w_Shader_hasUniform(lua_State *L)
|
||||
static const luaL_Reg w_Shader_functions[] =
|
||||
{
|
||||
{ "getWarnings", w_Shader_getWarnings },
|
||||
{ "sendInt", w_Shader_sendInt },
|
||||
{ "sendBoolean", w_Shader_sendInt },
|
||||
{ "sendFloat", w_Shader_sendFloat },
|
||||
{ "sendColor", w_Shader_sendColor },
|
||||
{ "sendMatrix", w_Shader_sendMatrix },
|
||||
{ "sendTexture", w_Shader_sendTexture },
|
||||
{ "sendInt", w_Shader_send },
|
||||
{ "sendBoolean", w_Shader_send },
|
||||
{ "sendFloat", w_Shader_send },
|
||||
{ "sendMatrix", w_Shader_send },
|
||||
{ "sendTexture", w_Shader_send },
|
||||
{ "send", w_Shader_send },
|
||||
{ "sendColor", w_Shader_sendColors },
|
||||
{ "hasUniform", w_Shader_hasUniform },
|
||||
{ 0, 0 }
|
||||
};
|
||||
|
||||
@@ -35,13 +35,9 @@ Thread::Thread(Threadable *t)
|
||||
|
||||
Thread::~Thread()
|
||||
{
|
||||
if (!running) // Clean up handle
|
||||
wait();
|
||||
/*
|
||||
if (running)
|
||||
wait();
|
||||
FIXME: Needed for proper thread cleanup
|
||||
*/
|
||||
// Clean up handle
|
||||
if (thread)
|
||||
SDL_DetachThread(thread);
|
||||
}
|
||||
|
||||
bool Thread::start()
|
||||
@@ -50,9 +46,9 @@ bool Thread::start()
|
||||
if (running)
|
||||
return false;
|
||||
if (thread) // Clean old handle up
|
||||
SDL_WaitThread(thread, 0);
|
||||
SDL_WaitThread(thread, nullptr);
|
||||
thread = SDL_CreateThread(thread_runner, t->getThreadName(), this);
|
||||
running = (thread != 0);
|
||||
running = (thread != nullptr);
|
||||
return running;
|
||||
}
|
||||
|
||||
@@ -63,10 +59,10 @@ void Thread::wait()
|
||||
if (!thread)
|
||||
return;
|
||||
}
|
||||
SDL_WaitThread(thread, 0);
|
||||
SDL_WaitThread(thread, nullptr);
|
||||
Lock l(mutex);
|
||||
running = false;
|
||||
thread = 0;
|
||||
thread = nullptr;
|
||||
}
|
||||
|
||||
bool Thread::isRunning()
|
||||
|
||||
@@ -239,8 +239,9 @@ function love.createhandlers()
|
||||
if love.directorydropped then return love.directorydropped(dir) end
|
||||
end,
|
||||
lowmemory = function ()
|
||||
if love.lowmemory then love.lowmemory() end
|
||||
collectgarbage()
|
||||
collectgarbage()
|
||||
if love.lowmemory then return love.lowmemory() end
|
||||
end,
|
||||
}, {
|
||||
__index = function(self, name)
|
||||
@@ -678,5 +679,5 @@ return function()
|
||||
local result, retval = xpcall(love.run, deferErrhand)
|
||||
if not result then return 1 end
|
||||
|
||||
return tonumber(retval) or 0
|
||||
return retval == nil and 0 or retval
|
||||
end
|
||||
|
||||
@@ -455,11 +455,13 @@ const unsigned char boot_lua[] =
|
||||
0x09, 0x09, 0x65, 0x6e, 0x64, 0x2c, 0x0a,
|
||||
0x09, 0x09, 0x6c, 0x6f, 0x77, 0x6d, 0x65, 0x6d, 0x6f, 0x72, 0x79, 0x20, 0x3d, 0x20, 0x66, 0x75, 0x6e, 0x63,
|
||||
0x74, 0x69, 0x6f, 0x6e, 0x20, 0x28, 0x29, 0x0a,
|
||||
0x09, 0x09, 0x09, 0x69, 0x66, 0x20, 0x6c, 0x6f, 0x76, 0x65, 0x2e, 0x6c, 0x6f, 0x77, 0x6d, 0x65, 0x6d, 0x6f,
|
||||
0x72, 0x79, 0x20, 0x74, 0x68, 0x65, 0x6e, 0x20, 0x6c, 0x6f, 0x76, 0x65, 0x2e, 0x6c, 0x6f, 0x77, 0x6d, 0x65,
|
||||
0x6d, 0x6f, 0x72, 0x79, 0x28, 0x29, 0x20, 0x65, 0x6e, 0x64, 0x0a,
|
||||
0x09, 0x09, 0x09, 0x63, 0x6f, 0x6c, 0x6c, 0x65, 0x63, 0x74, 0x67, 0x61, 0x72, 0x62, 0x61, 0x67, 0x65, 0x28,
|
||||
0x29, 0x0a,
|
||||
0x09, 0x09, 0x09, 0x63, 0x6f, 0x6c, 0x6c, 0x65, 0x63, 0x74, 0x67, 0x61, 0x72, 0x62, 0x61, 0x67, 0x65, 0x28,
|
||||
0x29, 0x0a,
|
||||
0x09, 0x09, 0x09, 0x69, 0x66, 0x20, 0x6c, 0x6f, 0x76, 0x65, 0x2e, 0x6c, 0x6f, 0x77, 0x6d, 0x65, 0x6d, 0x6f,
|
||||
0x72, 0x79, 0x20, 0x74, 0x68, 0x65, 0x6e, 0x20, 0x72, 0x65, 0x74, 0x75, 0x72, 0x6e, 0x20, 0x6c, 0x6f, 0x76,
|
||||
0x65, 0x2e, 0x6c, 0x6f, 0x77, 0x6d, 0x65, 0x6d, 0x6f, 0x72, 0x79, 0x28, 0x29, 0x20, 0x65, 0x6e, 0x64, 0x0a,
|
||||
0x09, 0x09, 0x65, 0x6e, 0x64, 0x2c, 0x0a,
|
||||
0x09, 0x7d, 0x2c, 0x20, 0x7b, 0x0a,
|
||||
0x09, 0x09, 0x5f, 0x5f, 0x69, 0x6e, 0x64, 0x65, 0x78, 0x20, 0x3d, 0x20, 0x66, 0x75, 0x6e, 0x63, 0x74, 0x69,
|
||||
@@ -1232,8 +1234,9 @@ const unsigned char boot_lua[] =
|
||||
0x72, 0x75, 0x6e, 0x2c, 0x20, 0x64, 0x65, 0x66, 0x65, 0x72, 0x45, 0x72, 0x72, 0x68, 0x61, 0x6e, 0x64, 0x29, 0x0a,
|
||||
0x09, 0x69, 0x66, 0x20, 0x6e, 0x6f, 0x74, 0x20, 0x72, 0x65, 0x73, 0x75, 0x6c, 0x74, 0x20, 0x74, 0x68, 0x65,
|
||||
0x6e, 0x20, 0x72, 0x65, 0x74, 0x75, 0x72, 0x6e, 0x20, 0x31, 0x20, 0x65, 0x6e, 0x64, 0x0a,
|
||||
0x09, 0x72, 0x65, 0x74, 0x75, 0x72, 0x6e, 0x20, 0x74, 0x6f, 0x6e, 0x75, 0x6d, 0x62, 0x65, 0x72, 0x28, 0x72,
|
||||
0x65, 0x74, 0x76, 0x61, 0x6c, 0x29, 0x20, 0x6f, 0x72, 0x20, 0x30, 0x0a,
|
||||
0x09, 0x72, 0x65, 0x74, 0x75, 0x72, 0x6e, 0x20, 0x72, 0x65, 0x74, 0x76, 0x61, 0x6c, 0x20, 0x3d, 0x3d, 0x20,
|
||||
0x6e, 0x69, 0x6c, 0x20, 0x61, 0x6e, 0x64, 0x20, 0x30, 0x20, 0x6f, 0x72, 0x20, 0x72, 0x65, 0x74, 0x76, 0x61,
|
||||
0x6c, 0x0a,
|
||||
0x65, 0x6e, 0x64, 0x0a,
|
||||
}; // [boot.lua]
|
||||
} // love
|
||||
|
||||
Reference in New Issue
Block a user