Implement Array, Cubemap, and Volume texture types (issue #1111).

- Add love.graphics.newArrayImage, newCubeImage, and newVolumeImage.
- Add love.graphics.newCanvas(w, h, layers) and newCanvas(w, h, layers, settings). Add ‘type’ field to the settings table of newCanvas.

- Add new love.graphics.setCanvas variants: setCanvas(canvas, slice), and setCanvas(canvastable) where canvastable is in the format: {{canvas1, layer=2}, {canvas2, face=5}}

- Add Texture:getTextureType, getDepth, getLayerCount, getMipmapCount, and getFormat.

- Remove Image:getData and Image:refresh.
- Add Image:replacePixels(imagedata [, slice] [, mipmap]).

- Update Canvas:newImageData to accept a slice argument.

- Add love.image.newCubeFaces(imagedata).

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2017-02-20 14:58:13 -04:00
parent d70fe5cb89
commit 73fd45558b
91 changed files with 3160 additions and 2003 deletions
+38 -12
View File
@@ -42,7 +42,17 @@ GLSL.SYNTAX = [[
#endif
#define number float
#define Image sampler2D
#define extern uniform]]
#define ArrayImage sampler2DArray
#define CubeImage samplerCube
#define VolumeImage sampler3D
#define extern uniform
#ifdef GL_EXT_texture_array
#extension GL_EXT_texture_array : enable
#endif
#ifdef GL_OES_texture_3D
#extension GL_OES_texture_3D : enable
#endif
]]
-- Uniforms shared by the vertex and pixel shader stages.
GLSL.UNIFORMS = [[
@@ -66,13 +76,36 @@ GLSL.FUNCTIONS = [[
#else
#if __VERSION__ >= 130
#define texture2D Texel
#define texture3D Texel
#define textureCube Texel
#define texture2DArray Texel
#define love_texture2D texture
#define love_texture3D texture
#define love_textureCube texture
#define love_texture2DArray texture
#else
#define love_texture2D texture2D
#define love_texture3D texture3D
#define love_textureCube textureCube
#define love_texture2DArray texture2DArray
#endif
vec4 Texel(sampler2D s, vec2 c) { return love_texture2D(s, c); }
vec4 Texel(samplerCube s, vec3 c) { return love_textureCube(s, c); }
#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
vec4 Texel(sampler3D s, vec3 c) { return love_texture3D(s, c); }
#endif
#if __VERSION__ >= 130 || defined(GL_EXT_texture_array)
vec4 Texel(sampler2DArray s, vec3 c) { return love_texture2DArray(s, c); }
#endif
#ifdef PIXEL
vec4 Texel(sampler2D s, vec2 c, float b) { return love_texture2D(s, c, b); }
vec4 Texel(samplerCube s, vec3 c, float b) { return love_textureCube(s, c, b); }
#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
vec4 Texel(sampler3D s, vec3 c, float b) { return love_texture3D(s, c, b); }
#endif
#if __VERSION__ >= 130 || defined(GL_EXT_texture_array)
vec4 Texel(sampler2DArray s, vec3 c, float b) { return love_texture2DArray(s, c, b); }
#endif
#endif
#define texture love_texture
#endif
@@ -187,17 +220,11 @@ GLSL.PIXEL = {
#if __VERSION__ >= 130
#define varying in
#ifdef LOVE_MULTI_CANVAS
layout(location = 0) out vec4 love_Canvases[love_MaxCanvases];
#else
layout(location = 0) out vec4 love_PixelColor;
#endif
layout(location = 0) out vec4 love_Canvases[love_MaxCanvases];
#define love_PixelColor love_Canvases[0]
#else
#ifdef LOVE_MULTI_CANVAS
#define love_Canvases gl_FragData
#else
#define love_PixelColor gl_FragColor
#endif
#define love_Canvases gl_FragData
#define love_PixelColor gl_FragColor
#endif
// See Shader::updateScreenParams in Shader.cpp.
@@ -259,7 +286,6 @@ local function createShaderStageCode(stage, code, lang, gles, glsl1on3, gammacor
"#define "..stage,
glsl1on3 and "#define LOVE_GLSL1_ON_GLSL3 1" or "",
gammacorrect and "#define LOVE_GAMMA_CORRECT 1" or "",
multicanvas and "#define LOVE_MULTI_CANVAS 1" or "",
GLSL.SYNTAX,
GLSL[stage].HEADER,
GLSL.UNIFORMS,