Added Shader:sendInt

This commit is contained in:
Alex Szpakowski
2013-04-27 19:26:32 -07:00
parent fb9f8d2962
commit b44c083894
4 changed files with 135 additions and 50 deletions
+28 -4
View File
@@ -209,6 +209,7 @@ void Shader::mapActiveUniforms()
u.name = std::string(cname, (size_t) namelength);
u.location = glGetUniformLocation(program, u.name.c_str());
u.baseType = getUniformBaseType(u.type);
delete[] cname;
@@ -432,15 +433,38 @@ void Shader::checkSetUniformError(const Uniform &u, int size, int count, Uniform
if ((u.count == 1 && count > 1) || count < 0)
throw love::Exception("Invalid number of values (expected %d, got %d).", u.count, count);
UniformType basetype = getUniformBaseType(u.type);
if (basetype == UNIFORM_SAMPLER && sendtype != UNIFORM_SAMPLER)
if (u.baseType == UNIFORM_SAMPLER && sendtype != u.baseType)
throw love::Exception("Cannot send a value of this type to an Image variable.");
if (sendtype == UNIFORM_FLOAT && basetype == UNIFORM_INT)
if ((sendtype == UNIFORM_FLOAT && u.baseType == UNIFORM_INT) || (sendtype == UNIFORM_INT && u.baseType == UNIFORM_FLOAT))
throw love::Exception("Cannot convert between float and int.");
}
void Shader::sendInt(const std::string &name, int size, const GLint *vec, int count)
{
TemporaryAttacher attacher(this);
const Uniform &u = getUniform(name);
checkSetUniformError(u, size, count, UNIFORM_INT);
switch (size)
{
case 4:
glUniform4iv(u.location, count, vec);
break;
case 3:
glUniform3iv(u.location, count, vec);
break;
case 2:
glUniform2iv(u.location, count, vec);
break;
case 1:
default:
glUniform1iv(u.location, count, vec);
break;
}
}
void Shader::sendFloat(const std::string &name, int size, const GLfloat *vec, int count)
{
TemporaryAttacher attacher(this);
+23 -11
View File
@@ -87,14 +87,25 @@ public:
**/
std::string getWarnings() const;
/**
* Send at least one integer or int-vector value to this Shader as a uniform.
*
* @param name The name of the uniform variable in the source code.
* @param size Number of elements in each vector to send.
* A value of 1 indicates a single-component vector (an int).
* @param vec Pointer to the integer or int-vector values.
* @param count Number of integer or int-vector values.
**/
void sendInt(const std::string &name, int size, const GLint *vec, int count);
/**
* Send at least one float or vector value to this Shader as a uniform.
*
* @param name The name of the uniform variable in the source code.
* @param size Number of elements in each vector to send.
* A value of 1 indicates a single-component vector (a float).
* @param vec Pointer to the float or vector values.
* @param count Number of float or vector values.
* @param vec Pointer to the float or float-vector values.
* @param count Number of float or float-vector values.
**/
void sendFloat(const std::string &name, int size, const GLfloat *vec, int count);
@@ -127,15 +138,6 @@ public:
private:
// Represents a single uniform/extern shader variable.
struct Uniform
{
GLint location;
GLint count;
GLenum type;
std::string name;
};
// Types of potential uniform variables used in love's shaders.
enum UniformType
{
@@ -146,6 +148,16 @@ private:
UNIFORM_UNKNOWN
};
// Represents a single uniform/extern shader variable.
struct Uniform
{
GLint location;
GLint count;
GLenum type;
UniformType baseType;
std::string name;
};
// Map active uniform names to their locations.
void mapActiveUniforms();
+83 -35
View File
@@ -43,78 +43,105 @@ int w_Shader_getWarnings(lua_State *L)
return 1;
}
static int _sendScalars(lua_State *L, Shader *shader, const char *name, int count)
template <typename T>
static T *_getScalars(lua_State *L, int count, size_t &dimension)
{
float *values = new float[count];
dimension = 1;
T *values = new T[count];
for (int i = 0; i < count; ++i)
{
if (lua_isnumber(L, 3 + i))
values[i] = (float)lua_tonumber(L, 3 + i);
values[i] = static_cast<T>(lua_tonumber(L, 3 + i));
else if (lua_isboolean(L, 3 + i))
values[i] = (float)lua_toboolean(L, 3 + i);
values[i] = static_cast<T>(lua_toboolean(L, 3 + i));
else
{
delete[] values;
return luaL_typerror(L, 3 + i, "number or boolean");
luaL_typerror(L, 3 + i, "number or boolean");
return 0;
}
values[i] = (float)lua_tonumber(L, 3 + i);
}
try
{
shader->sendFloat(name, 1, values, count);
}
catch(love::Exception &e)
{
delete[] values;
return luaL_error(L, "%s", e.what());
}
delete[] values;
return 0;
return values;
}
static int _sendVectors(lua_State *L, Shader *shader, const char *name, int count)
template <typename T>
static T *_getVectors(lua_State *L, int count, size_t &dimension)
{
size_t dimension = lua_objlen(L, 3);
float *values = new float[count * dimension];
dimension = lua_objlen(L, 3);
T *values = new T[count * dimension];
for (int i = 0; i < count; ++i)
{
if (!lua_istable(L, 3 + i))
{
delete[] values;
return luaL_typerror(L, 3 + i, "table");
luaL_typerror(L, 3 + i, "table");
return 0;
}
if (lua_objlen(L, 3 + i) != dimension)
{
delete[] values;
return luaL_error(L, "Error in argument %d: Expected table size %d, got %d.",
3+i, dimension, lua_objlen(L, 3+i));
luaL_error(L, "Error in argument %d: Expected table size %d, got %d.",
3+i, dimension, lua_objlen(L, 3+i));
return 0;
}
for (size_t k = 1; k <= dimension; ++k)
{
lua_rawgeti(L, 3 + i, k);
if (lua_isboolean(L, -1))
values[i * dimension + k - 1] = (float)lua_toboolean(L, -1);
if (lua_isnumber(L, -1))
values[i * dimension + k - 1] = static_cast<T>(lua_tonumber(L, -1));
else if (lua_isboolean(L, -1))
values[i * dimension + k - 1] = static_cast<T>(lua_toboolean(L, -1));
else
values[i * dimension + k - 1] = (float)lua_tonumber(L, -1);
{
delete[] values;
luaL_typerror(L, -1, "number or boolean");
return 0;
}
}
lua_pop(L, int(dimension));
}
return values;
}
int w_Shader_sendInt(lua_State *L)
{
Shader *shader = luax_checkshader(L, 1);
const char *name = luaL_checkstring(L, 2);
int count = lua_gettop(L) - 2;
if (count < 1)
return luaL_error(L, "No variable to send.");
int *values = 0;
size_t dimension = 1;
if (lua_isnumber(L, 3) || lua_isboolean(L, 3))
values = _getScalars<int>(L, count, dimension);
else if (lua_istable(L, 3))
values = _getVectors<int>(L, count, dimension);
else
return luaL_typerror(L, 3, "number, boolean, or table");
if (!values)
return luaL_error(L, "Error in arguments.");
try
{
shader->sendFloat(name, dimension, values, count);
shader->sendInt(name, dimension, values, count);
}
catch(love::Exception &e)
catch (love::Exception &e)
{
delete[] values;
return luaL_error(L, "%s", e.what());
}
delete[] values;
return 0;
}
@@ -127,12 +154,32 @@ int w_Shader_sendFloat(lua_State *L)
if (count < 1)
return luaL_error(L, "No variable to send.");
if (lua_isnumber(L, 3) || lua_isboolean(L, 3))
return _sendScalars(L, shader, name, count);
else if (lua_istable(L, 3))
return _sendVectors(L, shader, name, count);
float *values = 0;
size_t dimension = 1;
return luaL_typerror(L, 3, "number, boolean, or table");
if (lua_isnumber(L, 3) || lua_isboolean(L, 3))
values = _getScalars<float>(L, count, dimension);
else if (lua_istable(L, 3))
values = _getVectors<float>(L, count, dimension);
else
return luaL_typerror(L, 3, "number, boolean, or table");
if (!values)
return luaL_error(L, "Error in arguments.");
try
{
shader->sendFloat(name, dimension, values, count);
}
catch (love::Exception &e)
{
delete[] values;
return luaL_error(L, "%s", e.what());
}
delete[] values;
return 0;
}
int w_Shader_sendMatrix(lua_State *L)
@@ -232,6 +279,7 @@ int w_Shader_sendCanvas(lua_State *L)
static const luaL_Reg functions[] =
{
{ "getWarnings", w_Shader_getWarnings },
{ "sendInt", w_Shader_sendInt },
{ "sendFloat", w_Shader_sendFloat },
{ "sendMatrix", w_Shader_sendMatrix },
{ "sendImage", w_Shader_sendImage },
@@ -33,6 +33,7 @@ namespace opengl
Shader *luax_checkshader(lua_State *L, int idx);
int w_Shader_getWarnings(lua_State *L);
int w_Shader_sendInt(lua_State *L);
int w_Shader_sendFloat(lua_State *L);
int w_Shader_sendMatrix(lua_State *L);
int w_Shader_sendImage(lua_State *L);