mirror of
https://github.com/love2d/love.git
synced 2026-08-15 15:51:12 +02:00
Add missing files
This commit is contained in:
@@ -0,0 +1,268 @@
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#include "PixelEffect.h"
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#include "GLee.h"
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#include <limits>
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#include <sstream>
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#include <iostream>
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namespace
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{
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// temporarily attaches a shader program (for setting uniforms, etc)
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// reattaches the originally active program when destroyed
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struct TemporaryAttacher
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{
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TemporaryAttacher(love::graphics::opengl::PixelEffect* sp) : s(sp)
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{
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glGetIntegerv(GL_CURRENT_PROGRAM, &activeProgram);
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s->attach();
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}
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~TemporaryAttacher() { glUseProgram(activeProgram); }
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love::graphics::opengl::PixelEffect* s;
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GLint activeProgram;
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};
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} // anonymous namespace
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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{
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std::map<std::string, GLint> PixelEffect::_texture_unit_pool;
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GLint PixelEffect::_current_texture_unit = 0;
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GLint PixelEffect::_max_texture_units = 0;
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GLint PixelEffect::getTextureUnit(const std::string& name)
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{
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std::map<std::string, GLint>::const_iterator it = _texture_unit_pool.find(name);
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if (it != _texture_unit_pool.end())
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return it->second;
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if (++_current_texture_unit >= _max_texture_units)
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throw love::Exception("No more texture units available");
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_texture_unit_pool[name] = _current_texture_unit;
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return _current_texture_unit;
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}
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PixelEffect::PixelEffect(const std::string& code)
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: _program(0), _code(code)
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{
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &_max_texture_units);
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loadVolatile();
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}
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bool PixelEffect::loadVolatile()
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{
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_program = glCreateProgram();
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// should only fail if this is called between a glBegin()/glEnd() pair
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if (_program == 0)
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throw love::Exception("Cannot create shader program object.");
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GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
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// should only fail if this is called between a glBegin()/glEnd() pair
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if (shader == 0) {
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glDeleteProgram(_program);
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throw love::Exception("Cannot create shader object.");
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}
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// compile fragment shader code
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const char* src = _code.c_str();
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GLint strlen = _code.length();
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glShaderSource(shader, 1, (const GLchar**)&src, &strlen);
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glCompileShader(shader);
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GLint compile_ok;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_ok);
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if (GL_FALSE == compile_ok) {
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// get compiler error
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &strlen);
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char *error_str = new char[strlen];
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glGetShaderInfoLog(shader, strlen, NULL, error_str);
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std::stringstream error_message;
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error_message << "Cannot compile shader:" << std::endl << std::string(error_str);
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// cleanup before throw
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delete[] error_str;
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glDeleteShader(shader);
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glDeleteProgram(_program);
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throw love::Exception(error_message.str().c_str());
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}
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// link fragment shader
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GLint link_ok;
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glAttachShader(_program, shader);
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glLinkProgram(_program);
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glGetProgramiv(_program, GL_LINK_STATUS, &link_ok);
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if (GL_FALSE == link_ok) {
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// this should not happen if compiling is ok, but one can never be too careful
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// get linker error
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std::stringstream error_message;
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error_message << "Cannot compile shader:" << std::endl << getWarnings();
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// cleanup before throw
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glDeleteShader(shader);
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glDeleteProgram(_program);
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throw love::Exception(error_message.str().c_str());
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}
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glDeleteShader(shader);
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return true;
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}
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PixelEffect::~PixelEffect()
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{
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unloadVolatile();
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}
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void PixelEffect::unloadVolatile()
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{
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glDeleteProgram(_program);
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}
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bool PixelEffect::isSupported()
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{
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return GLEE_VERSION_2_0 && GLEE_ARB_shader_objects && GLEE_ARB_fragment_shader;
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}
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std::string PixelEffect::getWarnings() const
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{
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GLint strlen;
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glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &strlen);
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char *temp_str = new char[strlen];
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glGetProgramInfoLog(_program, strlen, NULL, temp_str);
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std::string warnings(temp_str);
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delete[] temp_str;
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return warnings;
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}
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void PixelEffect::attach()
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{
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glUseProgram(_program);
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}
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void PixelEffect::detach()
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{
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glUseProgram(0);
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}
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void PixelEffect::sendFloat(const std::string& name, int count, const GLfloat* vec)
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{
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TemporaryAttacher attacher(this);
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GLint location = getUniformLocation(name);
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if (count < 1 || count > 4) {
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throw love::Exception("Invalid variable count: %d (expected 1-4).", count);
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}
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switch (count) {
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case 4:
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glUniform4fv(location, 1, vec);
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break;
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case 3:
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glUniform3fv(location, 1, vec);
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break;
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case 2:
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glUniform2fv(location, 1, vec);
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break;
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case 1:
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default:
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glUniform1fv(location, 1, vec);
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break;
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}
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// throw error if needed
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checkSetUniformError();
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}
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void PixelEffect::sendMatrix(const std::string& name, int size, const GLfloat* m)
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{
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TemporaryAttacher attacher(this);
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GLint location = getUniformLocation(name);
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if (size < 2 || size > 4) {
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throw love::Exception("Invalid matrix size: %dx%d "
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"(can only set 2x2, 3x3 or 4x4 matrices).", size,size);
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}
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switch (size) {
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case 4:
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glUniformMatrix4fv(location, 1, GL_FALSE, m);
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break;
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case 3:
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glUniformMatrix3fv(location, 1, GL_FALSE, m);
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break;
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case 2:
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default:
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glUniformMatrix2fv(location, 1, GL_FALSE, m);
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break;
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}
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// throw error if needed
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checkSetUniformError();
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}
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void PixelEffect::sendImage(const std::string& name, const Image& image)
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{
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GLint texture_unit = getTextureUnit(name);
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TemporaryAttacher attacher(this);
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GLint location = getUniformLocation(name);
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glActiveTexture(GL_TEXTURE0 + texture_unit);
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glBindTexture(GL_TEXTURE_2D, image.getTextureName());
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glUniform1i(location, texture_unit);
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// reset texture unit
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glActiveTexture(GL_TEXTURE0);
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// throw error if needed
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checkSetUniformError();
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}
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void PixelEffect::sendFramebuffer(const std::string& name, const Framebuffer& fb)
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{
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GLint texture_unit = getTextureUnit(name);
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TemporaryAttacher attacher(this);
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GLint location = getUniformLocation(name);
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glActiveTexture(GL_TEXTURE0 + texture_unit);
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glBindTexture(GL_TEXTURE_2D, fb.getTextureName());
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glUniform1i(location, texture_unit);
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// reset texture unit
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glActiveTexture(GL_TEXTURE0);
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// throw error if needed
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checkSetUniformError();
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}
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GLint PixelEffect::getUniformLocation(const std::string& name)
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{
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GLint location = glGetUniformLocation(_program, name.c_str());
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if (location == -1) {
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throw love::Exception(
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"Cannot get location of shader variable `%s'.\n"
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"A common error is to define but not use the variable.", name.c_str());
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}
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return location;
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}
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void PixelEffect::checkSetUniformError()
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{
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GLenum error_code = glGetError();
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if (GL_INVALID_OPERATION == error_code) {
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throw love::Exception(
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"Invalid operation:\n"
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"Trying to send more than one value to a float variable, or"
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"Size of shader variable does not match indicated size, or"
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"Invalid variable name.");
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}
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}
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} // opengl
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} // graphics
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} // love
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@@ -0,0 +1,53 @@
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#ifndef LOVE_GRAPHICS_EFFECT_H
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#define LOVE_GRAPHICS_EFFECT_H
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#include <common/Object.h>
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#include <string>
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#include <map>
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#include "Image.h"
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#include "Framebuffer.h"
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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{
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// A fragment shader
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class PixelEffect : public Volatile // Volatile?
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{
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public:
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PixelEffect(const std::string& code);
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virtual ~PixelEffect();
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std::string getWarnings() const;
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virtual bool loadVolatile();
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virtual void unloadVolatile();
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void attach();
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static void detach();
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static bool isSupported();
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void sendFloat(const std::string& name, int count, const GLfloat* vec);
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void sendMatrix(const std::string& name, int size, const GLfloat* m);
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void sendImage(const std::string& name, const Image& image);
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void sendFramebuffer(const std::string& name, const Framebuffer& fb);
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private:
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GLint getUniformLocation(const std::string& name);
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void checkSetUniformError();
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GLuint _program;
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std::string _code; // volatile and stuff
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// texture unit pool for setting images
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static std::map<std::string, GLint> _texture_unit_pool;
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static GLint _current_texture_unit;
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static GLint _max_texture_units;
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static GLint getTextureUnit(const std::string& name);
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};
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} // opengl
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} // graphics
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} // love
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#endif // LOVE_GRAPHICS_EFFECT_H
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@@ -24,7 +24,6 @@
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#include <font/Rasterizer.h>
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#include <scripts/graphics.lua.h>
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#include "GLInfo.h"
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namespace love
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{
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@@ -0,0 +1,117 @@
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#include "wrap_PixelEffect.h"
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#include "wrap_Image.h"
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#include "wrap_Framebuffer.h"
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#include <string>
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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{
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PixelEffect * luax_checkpixeleffect(lua_State * L, int idx)
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{
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return luax_checktype<PixelEffect>(L, idx, "PixelEffect", GRAPHICS_PIXELEFFECT_T);
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}
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int w_PixelEffect_getWarnings(lua_State * L)
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{
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PixelEffect * effect = luax_checkpixeleffect(L, 1);
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lua_pushstring(L, effect->getWarnings().c_str());
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return 1;
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}
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int w_PixelEffect_sendFloat(lua_State * L)
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{
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size_t count = lua_gettop(L) - 2;
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PixelEffect * effect = luax_checkpixeleffect(L, 1);
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const char* name = luaL_checkstring(L, 2);
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if (count < 1 || count > 4)
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return luaL_error(L, "Invalid variable count (expected 1-4, got %d).", count);
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float values[4] = {0,0,0,0};
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for (int i = 0; i < count; ++i)
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values[i] = luaL_checknumber(L, i+1 + 2);
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try {
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effect->sendFloat(name, count, values);
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} catch(love::Exception& e) {
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luaL_error(L, e.what());
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}
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return 0;
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}
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int w_PixelEffect_sendMatrix(lua_State * L)
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{
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size_t count = lua_gettop(L) - 3;
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PixelEffect * effect = luax_checkpixeleffect(L, 1);
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const char* name = luaL_checkstring(L, 2);
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int size = luaL_checkinteger(L, 3);
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if (size < 2 || size > 4)
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return luaL_error(L, "Invalid matrix size: %dx%d (only 2x2, 3x3 and 4x4 matrices are supported).", count, count);
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float values[16] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
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for (int i = 0; i < count; ++i)
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values[i] = luaL_checknumber(L, i+1 + 3);
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try {
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effect->sendFloat(name, size, values);
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} catch(love::Exception& e) {
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luaL_error(L, e.what());
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}
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return 0;
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}
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int w_PixelEffect_sendImage(lua_State * L)
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{
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PixelEffect * effect = luax_checkpixeleffect(L, 1);
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const char* name = luaL_checkstring(L, 2);
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Image* img = luax_checkimage(L, 3);
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try {
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effect->sendImage(name, *img);
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} catch(love::Exception& e) {
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luaL_error(L, e.what());
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}
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return 0;
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}
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int w_PixelEffect_sendFramebuffer(lua_State * L)
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{
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PixelEffect * effect = luax_checkpixeleffect(L, 1);
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const char* name = luaL_checkstring(L, 2);
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Framebuffer* fb = luax_checkfbo(L, 3);
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try {
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effect->sendFramebuffer(name, *fb);
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} catch(love::Exception& e) {
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luaL_error(L, e.what());
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}
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return 0;
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}
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static const luaL_Reg functions[] = {
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{ "getWarnings", w_PixelEffect_getWarnings },
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{ "sendFloat", w_PixelEffect_sendFloat },
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{ "sendMatrix", w_PixelEffect_sendMatrix },
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{ "sendImage", w_PixelEffect_sendImage },
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{ "sendFramebuffer", w_PixelEffect_sendFramebuffer },
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{ 0, 0 }
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};
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int luaopen_pixeleffect(lua_State * L)
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{
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return luax_register_type(L, "PixelEffect", functions);
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}
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} // opengl
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} // graphics
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} // love
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@@ -0,0 +1,23 @@
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#ifndef LOVE_GRAPHICS_OPENGL_WRAP_PROGRAM_H
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#define LOVE_GRAPHICS_OPENGL_WRAP_PROGRAM_H
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#include <common/runtime.h>
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#include "PixelEffect.h"
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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{
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PixelEffect * luax_checkpixeleffect(lua_State * L, int idx);
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int w_PixelEffect_getWarnings(lua_State * L);
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int w_PixelEffect_sendFloat(lua_State * L);
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int w_PixelEffect_sendMatrix(lua_State * L);
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int w_PixelEffect_sendImage(lua_State * L);
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int luaopen_pixeleffect(lua_State * L);
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} // opengl
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} // graphics
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} // love
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#endif
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