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https://github.com/love2d/love.git
synced 2026-08-15 15:51:12 +02:00
Canvases can now be used in SpriteBatches, ParticleSystems, and Meshes (resolves issue #782).
Canvases and Images are now subclasses of the new Texture class. Added setTexture and getTexture methods for Meshes, ParticleSystems, and SpriteBatches (the old set/getImage methods are deprecated but not removed.) Canvas texture coordinates are no longer flipped.
This commit is contained in:
@@ -18,11 +18,13 @@
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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// LOVE
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#include "common/config.h"
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#include "Shader.h"
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#include "Graphics.h"
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#include "Canvas.h"
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// C++
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#include <algorithm>
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namespace love
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@@ -47,7 +49,7 @@ namespace
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~TemporaryAttacher()
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{
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if (prevShader != NULL)
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if (prevShader != nullptr)
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prevShader->attach();
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else
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curShader->detach();
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@@ -59,28 +61,30 @@ namespace
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} // anonymous namespace
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Shader *Shader::current = NULL;
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Shader *Shader::current = nullptr;
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GLint Shader::maxTextureUnits = 0;
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GLint Shader::maxTexUnits = 0;
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std::vector<int> Shader::textureCounters;
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Shader::Shader(const ShaderSources &sources)
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: shaderSources(sources)
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, program(0)
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, builtinUniforms()
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, lastCanvas((Canvas *) -1)
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{
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if (shaderSources.empty())
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throw love::Exception("Cannot create shader: no source code!");
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if (maxTextureUnits <= 0)
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if (maxTexUnits <= 0)
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{
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GLint maxtexunits;
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtexunits);
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maxTextureUnits = std::max(maxtexunits - 1, 0);
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maxTexUnits = std::max(maxtexunits - 1, 0);
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}
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// initialize global texture id counters if needed
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if (textureCounters.size() < (size_t) maxTextureUnits)
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textureCounters.resize(maxTextureUnits, 0);
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if (textureCounters.size() < (size_t) maxTexUnits)
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textureCounters.resize(maxTexUnits, 0);
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// load shader source and create program object
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loadVolatile();
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@@ -147,7 +151,7 @@ GLuint Shader::compileCode(ShaderType type, const std::string &code)
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glGetShaderiv(shaderid, GL_INFO_LOG_LENGTH, &infologlen);
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GLchar *infolog = new GLchar[infologlen + 1];
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glGetShaderInfoLog(shaderid, infologlen, NULL, infolog);
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glGetShaderInfoLog(shaderid, infologlen, nullptr, infolog);
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// Save any warnings for later querying.
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if (infologlen > 0)
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@@ -232,6 +236,11 @@ void Shader::mapActiveUniforms()
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u.name.erase(u.name.length() - 3);
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}
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// If this is a built-in (LOVE-created) uniform, store the location.
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BuiltinExtern builtin;
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if (builtinNames.find(u.name.c_str(), builtin))
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builtinUniforms[int(builtin)] = u.location;
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if (u.location != -1)
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uniforms[u.name] = u;
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}
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@@ -240,8 +249,12 @@ void Shader::mapActiveUniforms()
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bool Shader::loadVolatile()
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{
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// zero out active texture list
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activeTextureUnits.clear();
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activeTextureUnits.insert(activeTextureUnits.begin(), maxTextureUnits, 0);
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activeTexUnits.clear();
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activeTexUnits.insert(activeTexUnits.begin(), maxTexUnits, 0);
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// Built-in uniform locations default to -1 (nonexistant.)
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for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++)
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builtinUniforms[i] = -1;
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std::vector<GLuint> shaderids;
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@@ -263,7 +276,7 @@ bool Shader::loadVolatile()
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if (current == this)
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{
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// make sure glUseProgram gets called.
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current = NULL;
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current = nullptr;
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attach();
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}
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@@ -282,19 +295,23 @@ void Shader::unloadVolatile()
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}
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// decrement global texture id counters for texture units which had textures bound from this shader
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for (size_t i = 0; i < activeTextureUnits.size(); ++i)
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for (size_t i = 0; i < activeTexUnits.size(); ++i)
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{
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if (activeTextureUnits[i] > 0)
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if (activeTexUnits[i] > 0)
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textureCounters[i] = std::max(textureCounters[i] - 1, 0);
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}
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// active texture list is probably invalid, clear it
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activeTextureUnits.clear();
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activeTextureUnits.insert(activeTextureUnits.begin(), maxTextureUnits, 0);
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activeTexUnits.clear();
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activeTexUnits.insert(activeTexUnits.begin(), maxTexUnits, 0);
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// same with uniform location list
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uniforms.clear();
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// And the locations of any built-in uniform variables.
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for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++)
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builtinUniforms[i] = -1;
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shaderWarnings.clear();
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}
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@@ -337,7 +354,7 @@ void Shader::attach(bool temporary)
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{
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if (current != this)
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{
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if (current != NULL)
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if (current != nullptr)
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current->release();
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glUseProgram(program);
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@@ -350,10 +367,10 @@ void Shader::attach(bool temporary)
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{
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// make sure all sent textures are properly bound to their respective texture units
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// note: list potentially contains texture ids of deleted/invalid textures!
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for (size_t i = 0; i < activeTextureUnits.size(); ++i)
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for (size_t i = 0; i < activeTexUnits.size(); ++i)
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{
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if (activeTextureUnits[i] > 0)
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gl.bindTextureToUnit(activeTextureUnits[i], i + 1, false);
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if (activeTexUnits[i] > 0)
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gl.bindTextureToUnit(activeTexUnits[i], i + 1, false);
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}
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// We always want to use texture unit 0 for everyhing else.
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@@ -363,10 +380,10 @@ void Shader::attach(bool temporary)
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void Shader::detach()
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{
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if (current != NULL)
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if (current != nullptr)
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glUseProgram(0);
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current = NULL;
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current = nullptr;
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}
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const Shader::Uniform &Shader::getUniform(const std::string &name) const
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@@ -544,61 +561,53 @@ void Shader::sendMatrix(const std::string &name, int size, const GLfloat *m, int
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}
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}
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void Shader::sendTexture(const std::string &name, GLuint texture)
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void Shader::sendTexture(const std::string &name, Texture *texture)
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{
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GLuint gltex = texture->getGLTexture();
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TemporaryAttacher attacher(this);
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int textureunit = getTextureUnit(name);
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int texunit = getTextureUnit(name);
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const Uniform &u = getUniform(name);
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checkSetUniformError(u, 1, 1, UNIFORM_SAMPLER);
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// bind texture to assigned texture unit and send uniform to shader program
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gl.bindTextureToUnit(texture, textureunit, false);
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gl.bindTextureToUnit(gltex, texunit, false);
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glUniform1i(u.location, textureunit);
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glUniform1i(u.location, texunit);
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// reset texture unit
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gl.setTextureUnit(0);
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// increment global shader texture id counter for this texture unit, if we haven't already
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if (activeTextureUnits[textureunit-1] == 0)
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++textureCounters[textureunit-1];
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if (activeTexUnits[texunit-1] == 0)
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++textureCounters[texunit-1];
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// store texture id so it can be re-bound to the proper texture unit later
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activeTextureUnits[textureunit-1] = texture;
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activeTexUnits[texunit-1] = gltex;
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retainObject(name, texture);
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}
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void Shader::retainTexture(const std::string &name, Object *texture)
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void Shader::retainObject(const std::string &name, Object *object)
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{
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auto it = boundRetainables.find(name);
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if (it != boundRetainables.end())
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it->second->release();
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texture->retain();
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boundRetainables[name] = texture;
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}
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void Shader::sendImage(const std::string &name, Image &image)
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{
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sendTexture(name, image.getTextureName());
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retainTexture(name, &image);
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}
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void Shader::sendCanvas(const std::string &name, Canvas &canvas)
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{
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sendTexture(name, canvas.getTextureName());
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retainTexture(name, &canvas);
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object->retain();
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boundRetainables[name] = object;
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}
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int Shader::getTextureUnit(const std::string &name)
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{
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auto it = textureUnitPool.find(name);
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auto it = texUnitPool.find(name);
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if (it != textureUnitPool.end())
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if (it != texUnitPool.end())
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return it->second;
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int textureunit = 1;
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int texunit = 1;
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// prefer texture units which are unused by all other shaders
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auto freeunit_it = std::find(textureCounters.begin(), textureCounters.end(), 0);
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@@ -606,33 +615,96 @@ int Shader::getTextureUnit(const std::string &name)
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if (freeunit_it != textureCounters.end())
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{
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// we don't want to use unit 0
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textureunit = std::distance(textureCounters.begin(), freeunit_it) + 1;
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texunit = std::distance(textureCounters.begin(), freeunit_it) + 1;
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}
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else
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{
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// no completely unused texture units exist, try to use next free slot in our own list
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auto nextunit_it = std::find(activeTextureUnits.begin(), activeTextureUnits.end(), 0);
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auto nextunit_it = std::find(activeTexUnits.begin(), activeTexUnits.end(), 0);
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if (nextunit_it == activeTextureUnits.end())
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if (nextunit_it == activeTexUnits.end())
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throw love::Exception("No more texture units available for shader.");
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// we don't want to use unit 0
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textureunit = std::distance(activeTextureUnits.begin(), nextunit_it) + 1;
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texunit = std::distance(activeTexUnits.begin(), nextunit_it) + 1;
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}
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textureUnitPool[name] = textureunit;
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return textureunit;
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texUnitPool[name] = texunit;
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return texunit;
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}
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bool Shader::hasBuiltinExtern(BuiltinExtern builtin) const
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{
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return builtinUniforms[int(builtin)] != -1;
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}
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bool Shader::sendBuiltinFloat(BuiltinExtern builtin, int size, const GLfloat *vec, int count)
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{
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if (!hasBuiltinExtern(builtin))
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return false;
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GLint location = builtinUniforms[int(builtin)];
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TemporaryAttacher attacher(this);
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switch (size)
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{
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case 1:
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glUniform1fv(location, count, vec);
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break;
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case 2:
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glUniform2fv(location, count, vec);
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break;
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case 3:
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glUniform3fv(location, count, vec);
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break;
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case 4:
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glUniform4fv(location, count, vec);
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break;
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default:
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return false;
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}
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return true;
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}
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void Shader::checkSetScreenParams()
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{
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if (lastCanvas == Canvas::current)
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return;
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// In the shader, we do pixcoord.y = gl_FragCoord.y * params[0] + params[1].
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// This lets us flip pixcoord.y when needed, to be consistent (Canvases
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// have flipped y-values for pixel coordinates.)
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GLfloat params[] = {0.0f, 0.0f};
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if (Canvas::current != nullptr)
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{
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// gl_FragCoord.y is flipped in Canvases, so we un-flip:
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// pixcoord.y = gl_FragCoord.y * -1.0 + height.
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params[0] = -1.0f;
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params[1] = (float) Canvas::current->getHeight();
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}
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else
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{
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// No flipping: pixcoord.y = gl_FragCoord.y * 1.0 + 0.0.
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params[0] = 1.0f;
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params[1] = 0.0f;
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}
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sendBuiltinFloat(BUILTIN_SCREEN_PARAMS, 2, params, 1);
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lastCanvas = Canvas::current;
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}
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std::string Shader::getGLSLVersion()
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{
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const char *tmp = 0;
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const char *tmp = nullptr;
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// GL_SHADING_LANGUAGE_VERSION isn't available in OpenGL < 2.0.
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if (GLEE_VERSION_2_0 || GLEE_ARB_shading_language_100)
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tmp = (const char *) glGetString(GL_SHADING_LANGUAGE_VERSION);
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if (tmp == 0)
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if (tmp == nullptr)
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return "0.0";
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// the version string always begins with a version number of the format
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@@ -658,6 +730,13 @@ StringMap<Shader::ShaderType, Shader::TYPE_MAX_ENUM>::Entry Shader::typeNameEntr
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StringMap<Shader::ShaderType, Shader::TYPE_MAX_ENUM> Shader::typeNames(Shader::typeNameEntries, sizeof(Shader::typeNameEntries));
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StringMap<Shader::BuiltinExtern, Shader::BUILTIN_MAX_ENUM>::Entry Shader::builtinNameEntries[] =
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{
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{"love_ScreenParams", Shader::BUILTIN_SCREEN_PARAMS},
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};
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StringMap<Shader::BuiltinExtern, Shader::BUILTIN_MAX_ENUM> Shader::builtinNames(Shader::builtinNameEntries, sizeof(Shader::builtinNameEntries));
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} // opengl
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} // graphics
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} // love
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