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https://github.com/love2d/love.git
synced 2026-08-16 16:20:42 +02:00
Shader:send improvements.
Type and value checking is now completely based on the shader uniform's information, instead of on the arguments to Shader:send. This means Shader:send now converts numbers to integers or floats depending on the uniform's type, and matrices can now be passed in as a flat array (without requiring the 'dimension' field that shader:sendMatrix previously needed). As a result, Shader:sendTexture, Shader:sendMatrix, Shader:sendInt, and Shader:sendFloat are all deprecated in favour of Shader:send. Performance of Shader:send has also increased, especially when sending small amounts of values per call.
This commit is contained in:
@@ -23,7 +23,6 @@
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#include "math/MathModule.h"
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#include <string>
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#include <iostream>
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#include <algorithm>
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#include <cmath>
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@@ -42,118 +41,51 @@ Shader *luax_checkshader(lua_State *L, int idx)
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int w_Shader_getWarnings(lua_State *L)
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{
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Shader *shader = luax_checkshader(L, 1);
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lua_pushstring(L, shader->getWarnings().c_str());
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std::string warnings = shader->getWarnings();
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lua_pushstring(L, warnings.c_str());
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return 1;
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}
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template <typename T>
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static T *_getScalars(lua_State *L, Shader *shader, int count, size_t &dimension)
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static int _getCount(lua_State *L, int startidx, const Shader::UniformInfo *info)
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{
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dimension = 1;
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T *values = shader->getScratchBuffer<T>(count);
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for (int i = 0; i < count; ++i)
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{
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if (lua_isnumber(L, 3 + i))
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values[i] = static_cast<T>(lua_tonumber(L, 3 + i));
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else if (lua_isboolean(L, 3 + i))
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values[i] = static_cast<T>(lua_toboolean(L, 3 + i));
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else
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{
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luax_typerror(L, 3 + i, "number or boolean");
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return 0;
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}
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}
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return values;
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return std::min(std::max(lua_gettop(L) - startidx, 1), info->count);
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}
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template <typename T>
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static T *_getVectors(lua_State *L, Shader *shader, int count, size_t &dimension)
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static T *_getNumbers(lua_State *L, int startidx, Shader *shader, int components, int count)
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{
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dimension = luax_objlen(L, 3);
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T *values = shader->getScratchBuffer<T>(count * dimension);
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T *values = shader->getScratchBuffer<T>(components * count);
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for (int i = 0; i < count; ++i)
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if (components == 1)
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{
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if (!lua_istable(L, 3 + i))
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for (int i = 0; i < count; ++i)
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values[i] = (T) luaL_checknumber(L, startidx + i);
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}
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else
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{
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for (int i = 0; i < count; i++)
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{
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luax_typerror(L, 3 + i, "table");
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return 0;
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}
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if (luax_objlen(L, 3 + i) != dimension)
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{
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luaL_error(L, "Error in argument %d: Expected table size %d, got %d.",
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3+i, dimension, luax_objlen(L, 3+i));
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return 0;
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}
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luaL_checktype(L, startidx + i, LUA_TTABLE);
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for (int k = 1; k <= (int) dimension; ++k)
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{
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lua_rawgeti(L, 3 + i, k);
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if (lua_isnumber(L, -1))
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values[i * dimension + k - 1] = static_cast<T>(lua_tonumber(L, -1));
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else if (lua_isboolean(L, -1))
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values[i * dimension + k - 1] = static_cast<T>(lua_toboolean(L, -1));
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else
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for (int k = 1; k <= components; k++)
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{
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luax_typerror(L, -1, "number or boolean");
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return 0;
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lua_rawgeti(L, startidx + i, k);
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values[i * components + k - 1] = (T) luaL_checknumber(L, -1);
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}
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lua_pop(L, components);
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}
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lua_pop(L, int(dimension));
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}
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return values;
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}
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int w_Shader_sendInt(lua_State *L)
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int w_Shader_sendFloats(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info, bool colors)
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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 count = lua_gettop(L) - 2;
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int count = _getCount(L, startidx, info);
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int components = info->components;
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if (count < 1)
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return luaL_error(L, "No variable to send.");
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int *values = 0;
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size_t dimension = 1;
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if (lua_isnumber(L, 3) || lua_isboolean(L, 3))
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values = _getScalars<int>(L, shader, count, dimension);
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else if (lua_istable(L, 3))
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values = _getVectors<int>(L, shader, count, dimension);
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else
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return luax_typerror(L, 3, "number, boolean, or table");
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if (!values)
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return luaL_error(L, "Error in arguments.");
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luax_catchexcept(L, [&]() { shader->sendInt(name, (int) dimension, values, count); });
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return 0;
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}
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static int w__Shader_sendFloat(lua_State *L, bool colors)
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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 count = lua_gettop(L) - 2;
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if (count < 1)
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return luaL_error(L, "No variable to send.");
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float *values = nullptr;
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size_t dimension = 1;
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if (lua_isnumber(L, 3) || lua_isboolean(L, 3))
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values = _getScalars<float>(L, shader, count, dimension);
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else if (lua_istable(L, 3))
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values = _getVectors<float>(L, shader, count, dimension);
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else
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return luax_typerror(L, 3, "number, boolean, or table");
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if (!values)
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return luaL_error(L, "Error in arguments.");
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float *values = _getNumbers<float>(L, startidx, shader, components, count);
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if (colors)
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{
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@@ -162,103 +94,94 @@ static int w__Shader_sendFloat(lua_State *L, bool colors)
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for (int i = 0; i < count; i++)
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{
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for (int j = 0; j < (int) dimension; j++)
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for (int j = 0; j < components; j++)
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{
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// the fourth component (alpha) is always already linear, if it exists.
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if (gammacorrect && j < 3)
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values[i * dimension + j] = m.gammaToLinear(values[i * dimension + j] / 255.0f);
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values[i * components + j] = m.gammaToLinear(values[i * components + j] / 255.0f);
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else
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values[i * dimension + j] /= 255.0f;
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values[i * components + j] /= 255.0f;
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}
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}
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}
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luax_catchexcept(L, [&]() { shader->sendFloat(name, (int) dimension, values, count); });
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luax_catchexcept(L, [&]() { shader->sendFloats(info, values, count); });
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return 0;
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}
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int w_Shader_sendFloat(lua_State *L)
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int w_Shader_sendInts(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
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{
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return w__Shader_sendFloat(L, false);
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int count = _getCount(L, startidx, info);
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int *values = _getNumbers<int>(L, startidx, shader, info->components, count);
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luax_catchexcept(L, [&]() { shader->sendInts(info, values, count); });
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return 0;
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}
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int w_Shader_sendColor(lua_State *L)
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int w_Shader_sendBooleans(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
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{
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return w__Shader_sendFloat(L, true);
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}
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int count = _getCount(L, startidx, info);
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int components = info->components;
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int w_Shader_sendMatrix(lua_State *L)
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{
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int count = lua_gettop(L) - 2;
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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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// We have to send booleans as ints or floats.
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float *values = shader->getScratchBuffer<float>(components * count);
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if (!lua_istable(L, 3))
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return luax_typerror(L, 3, "matrix table");
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int dimension = 0;
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lua_rawgeti(L, 3, 1);
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if (lua_istable(L, -1))
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dimension = (int) luax_objlen(L, 3);
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lua_pop(L, 1);
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if (dimension == 0)
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if (components == 1)
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{
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lua_getfield(L, 3, "dimension");
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for (int i = 0; i < count; i++)
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{
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luaL_checktype(L, startidx + i, LUA_TBOOLEAN);
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values[i] = (float) lua_toboolean(L, startidx + i);
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}
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}
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else
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{
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for (int i = 0; i < count; i++)
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{
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luaL_checktype(L, startidx + i, LUA_TTABLE);
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if (!lua_isnoneornil(L, -1))
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dimension = (int) lua_tointeger(L, -1);
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else
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dimension = (int) sqrtf((float) luax_objlen(L, 3));
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for (int k = 1; k <= components; k++)
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{
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lua_rawgeti(L, startidx + i, k);
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luaL_checktype(L, -1, LUA_TBOOLEAN);
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values[i * components + k - 1] = (float) lua_toboolean(L, -1);
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}
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lua_pop(L, 1);
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lua_pop(L, components);
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}
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}
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if (dimension < 2 || dimension > 4)
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return luaL_error(L, "Invalid matrix size: %dx%d (only 2x2, 3x3 and 4x4 matrices are supported).",
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dimension, dimension);
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luax_catchexcept(L, [&]() { shader->sendFloats(info, values, count); });
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return 0;
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}
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float *values = shader->getScratchBuffer<float>(dimension * dimension * count);
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int w_Shader_sendMatrices(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
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{
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int count = _getCount(L, startidx, info);
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int dimension = info->components;
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int elements = dimension * dimension;
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for (int i = 0; i < count; ++i)
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float *values = shader->getScratchBuffer<float>(elements * count);
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for (int i = 0; i < count; i++)
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{
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int other_dimension = 0;
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luaL_checktype(L, startidx + i, LUA_TTABLE);
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lua_rawgeti(L, 3+i, 1);
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lua_rawgeti(L, startidx + i, 1);
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bool table_of_tables = lua_istable(L, -1);
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if (table_of_tables)
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other_dimension = luax_objlen(L, -1);
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lua_pop(L, 1);
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if (!table_of_tables)
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other_dimension = (int) sqrtf((float) luax_objlen(L, 3+i));
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if (other_dimension != dimension)
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{
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// You unlock this door with the key of imagination. Beyond it is
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// another dimension: a dimension of sound, a dimension of sight,
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// a dimension of mind. You're moving into a land of both shadow
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// and substance, of things and ideas. You've just crossed over
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// into... the Twilight Zone.
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return luaL_error(L, "Invalid matrix size at argument %d: Expected size %dx%d, got %dx%d.",
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3+i, dimension, dimension, other_dimension, other_dimension);
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}
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if (table_of_tables)
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{
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int n = 0;
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for (int j = 1; j <= dimension; j++)
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{
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lua_rawgeti(L, 3+i, j);
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lua_rawgeti(L, startidx + i, j);
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for (int k = 1; k <= dimension; k++)
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{
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lua_rawgeti(L, -k, k);
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values[i * dimension * dimension + n] = (float) lua_tonumber(L, -1);
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values[i * elements + n] = (float) luaL_checknumber(L, -1);
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n++;
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}
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@@ -267,67 +190,69 @@ int w_Shader_sendMatrix(lua_State *L)
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}
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else
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{
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for (int k = 1; k <= dimension*dimension; k++)
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for (int k = 1; k <= elements; k++)
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{
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lua_rawgeti(L, 3+i, k);
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values[i * dimension * dimension + k - 1] = (float) lua_tonumber(L, -1);
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lua_rawgeti(L, startidx + i, k);
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values[i * elements + (k - 1)] = (float) luaL_checknumber(L, -1);
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}
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lua_pop(L, dimension*dimension);
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lua_pop(L, elements);
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}
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}
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luax_catchexcept(L, [&]() { shader->sendMatrix(name, dimension, values, count); });
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shader->sendMatrices(info, values, count);
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return 0;
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}
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int w_Shader_sendTexture(lua_State *L)
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int w_Shader_sendTexture(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
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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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Texture *texture = luax_checktexture(L, 3);
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luax_catchexcept(L, [&](){ shader->sendTexture(name, texture); });
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// We don't support arrays of textures (yet).
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Texture *texture = luax_checktexture(L, startidx);
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luax_catchexcept(L, [&]() { shader->sendTexture(info, texture); });
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return 0;
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}
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int w_Shader_send(lua_State *L)
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{
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int ttype = lua_type(L, 3);
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Proxy *p = nullptr;
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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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switch (ttype)
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const Shader::UniformInfo *info = shader->getUniformInfo(name);
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if (info == nullptr)
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return luaL_error(L, "Shader uniform '%s' does not exist.\nA common error is to define but not use the variable.", name);
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int startidx = 3;
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switch (info->baseType)
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{
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case LUA_TNUMBER:
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case LUA_TBOOLEAN:
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// Scalar float/boolean.
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return w_Shader_sendFloat(L);
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break;
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case LUA_TUSERDATA:
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// Texture (Image or Canvas).
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p = (Proxy *) lua_touserdata(L, 3);
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if (typeFlags[p->type][GRAPHICS_TEXTURE_ID])
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return w_Shader_sendTexture(L);
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break;
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case LUA_TTABLE:
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// Vector or Matrix.
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lua_rawgeti(L, 3, 1);
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ttype = lua_type(L, -1);
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lua_pop(L, 1);
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if (ttype == LUA_TNUMBER || ttype == LUA_TBOOLEAN)
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return w_Shader_sendFloat(L);
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else if (ttype == LUA_TTABLE)
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return w_Shader_sendMatrix(L);
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break;
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case Shader::UNIFORM_FLOAT:
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return w_Shader_sendFloats(L, startidx, shader, info, false);
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case Shader::UNIFORM_MATRIX:
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return w_Shader_sendMatrices(L, startidx, shader, info);
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case Shader::UNIFORM_INT:
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return w_Shader_sendInts(L, startidx, shader, info);
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case Shader::UNIFORM_BOOL:
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return w_Shader_sendBooleans(L, startidx, shader, info);
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case Shader::UNIFORM_SAMPLER:
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return w_Shader_sendTexture(L, startidx, shader, info);
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default:
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break;
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return luaL_error(L, "Unknown variable type for shader uniform '%s", name);
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}
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}
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return luaL_argerror(L, 3, "number, boolean, table, image, or canvas expected");
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int w_Shader_sendColors(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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const Shader::UniformInfo *info = shader->getUniformInfo(name);
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if (info == nullptr)
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return luaL_error(L, "Shader uniform '%s' does not exist.\nA common error is to define but not use the variable.", name);
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if (info->baseType != Shader::UNIFORM_FLOAT || info->components < 3)
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return luaL_error(L, "sendColor can only be used on vec3 or vec4 uniforms.");
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return w_Shader_sendFloats(L, 3, shader, info, true);
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}
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int w_Shader_getExternVariable(lua_State *L)
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@@ -365,13 +290,13 @@ int w_Shader_getExternVariable(lua_State *L)
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static const luaL_Reg w_Shader_functions[] =
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{
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{ "getWarnings", w_Shader_getWarnings },
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{ "sendInt", w_Shader_sendInt },
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{ "sendBoolean", w_Shader_sendInt },
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{ "sendFloat", w_Shader_sendFloat },
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{ "sendColor", w_Shader_sendColor },
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{ "sendMatrix", w_Shader_sendMatrix },
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{ "sendTexture", w_Shader_sendTexture },
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{ "sendInt", w_Shader_send },
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{ "sendBoolean", w_Shader_send },
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{ "sendFloat", w_Shader_send },
|
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{ "sendMatrix", w_Shader_send },
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{ "sendTexture", w_Shader_send },
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{ "send", w_Shader_send },
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{ "sendColor", w_Shader_sendColors },
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{ "getExternVariable", w_Shader_getExternVariable },
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{ 0, 0 }
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};
|
||||
|
||||
Reference in New Issue
Block a user