mirror of
https://github.com/love2d/love.git
synced 2026-08-16 16:20:42 +02:00
Added Shader:sendInt
This commit is contained in:
@@ -209,6 +209,7 @@ void Shader::mapActiveUniforms()
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u.name = std::string(cname, (size_t) namelength);
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u.location = glGetUniformLocation(program, u.name.c_str());
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u.baseType = getUniformBaseType(u.type);
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delete[] cname;
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@@ -432,15 +433,38 @@ void Shader::checkSetUniformError(const Uniform &u, int size, int count, Uniform
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if ((u.count == 1 && count > 1) || count < 0)
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throw love::Exception("Invalid number of values (expected %d, got %d).", u.count, count);
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UniformType basetype = getUniformBaseType(u.type);
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if (basetype == UNIFORM_SAMPLER && sendtype != UNIFORM_SAMPLER)
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if (u.baseType == UNIFORM_SAMPLER && sendtype != u.baseType)
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throw love::Exception("Cannot send a value of this type to an Image variable.");
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if (sendtype == UNIFORM_FLOAT && basetype == UNIFORM_INT)
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if ((sendtype == UNIFORM_FLOAT && u.baseType == UNIFORM_INT) || (sendtype == UNIFORM_INT && u.baseType == UNIFORM_FLOAT))
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throw love::Exception("Cannot convert between float and int.");
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}
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void Shader::sendInt(const std::string &name, int size, const GLint *vec, int count)
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{
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TemporaryAttacher attacher(this);
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const Uniform &u = getUniform(name);
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checkSetUniformError(u, size, count, UNIFORM_INT);
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switch (size)
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{
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case 4:
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glUniform4iv(u.location, count, vec);
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break;
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case 3:
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glUniform3iv(u.location, count, vec);
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break;
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case 2:
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glUniform2iv(u.location, count, vec);
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break;
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case 1:
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default:
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glUniform1iv(u.location, count, vec);
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break;
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}
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}
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void Shader::sendFloat(const std::string &name, int size, const GLfloat *vec, int count)
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{
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TemporaryAttacher attacher(this);
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@@ -87,14 +87,25 @@ public:
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**/
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std::string getWarnings() const;
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/**
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* Send at least one integer or int-vector value to this Shader as a uniform.
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*
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* @param name The name of the uniform variable in the source code.
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* @param size Number of elements in each vector to send.
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* A value of 1 indicates a single-component vector (an int).
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* @param vec Pointer to the integer or int-vector values.
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* @param count Number of integer or int-vector values.
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**/
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void sendInt(const std::string &name, int size, const GLint *vec, int count);
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/**
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* Send at least one float or vector value to this Shader as a uniform.
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*
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* @param name The name of the uniform variable in the source code.
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* @param size Number of elements in each vector to send.
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* A value of 1 indicates a single-component vector (a float).
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* @param vec Pointer to the float or vector values.
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* @param count Number of float or vector values.
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* @param vec Pointer to the float or float-vector values.
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* @param count Number of float or float-vector values.
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**/
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void sendFloat(const std::string &name, int size, const GLfloat *vec, int count);
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@@ -127,15 +138,6 @@ public:
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private:
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// Represents a single uniform/extern shader variable.
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struct Uniform
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{
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GLint location;
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GLint count;
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GLenum type;
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std::string name;
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};
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// Types of potential uniform variables used in love's shaders.
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enum UniformType
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{
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@@ -146,6 +148,16 @@ private:
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UNIFORM_UNKNOWN
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};
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// Represents a single uniform/extern shader variable.
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struct Uniform
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{
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GLint location;
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GLint count;
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GLenum type;
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UniformType baseType;
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std::string name;
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};
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// Map active uniform names to their locations.
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void mapActiveUniforms();
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@@ -43,78 +43,105 @@ int w_Shader_getWarnings(lua_State *L)
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return 1;
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}
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static int _sendScalars(lua_State *L, Shader *shader, const char *name, int count)
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template <typename T>
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static T *_getScalars(lua_State *L, int count, size_t &dimension)
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{
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float *values = new float[count];
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dimension = 1;
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T *values = new 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] = (float)lua_tonumber(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] = (float)lua_toboolean(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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delete[] values;
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return luaL_typerror(L, 3 + i, "number or boolean");
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luaL_typerror(L, 3 + i, "number or boolean");
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return 0;
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}
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values[i] = (float)lua_tonumber(L, 3 + i);
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}
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try
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{
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shader->sendFloat(name, 1, values, count);
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}
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catch(love::Exception &e)
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{
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delete[] values;
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return luaL_error(L, "%s", e.what());
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}
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delete[] values;
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return 0;
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return values;
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}
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static int _sendVectors(lua_State *L, Shader *shader, const char *name, int count)
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template <typename T>
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static T *_getVectors(lua_State *L, int count, size_t &dimension)
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{
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size_t dimension = lua_objlen(L, 3);
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float *values = new float[count * dimension];
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dimension = lua_objlen(L, 3);
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T *values = new T[count * dimension];
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for (int i = 0; i < count; ++i)
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{
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if (!lua_istable(L, 3 + i))
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{
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delete[] values;
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return luaL_typerror(L, 3 + i, "table");
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luaL_typerror(L, 3 + i, "table");
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return 0;
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}
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if (lua_objlen(L, 3 + i) != dimension)
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{
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delete[] values;
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return luaL_error(L, "Error in argument %d: Expected table size %d, got %d.",
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3+i, dimension, lua_objlen(L, 3+i));
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luaL_error(L, "Error in argument %d: Expected table size %d, got %d.",
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3+i, dimension, lua_objlen(L, 3+i));
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return 0;
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}
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for (size_t k = 1; k <= dimension; ++k)
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{
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lua_rawgeti(L, 3 + i, k);
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if (lua_isboolean(L, -1))
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values[i * dimension + k - 1] = (float)lua_toboolean(L, -1);
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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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values[i * dimension + k - 1] = (float)lua_tonumber(L, -1);
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{
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delete[] values;
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luaL_typerror(L, -1, "number or boolean");
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return 0;
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}
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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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{
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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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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, count, dimension);
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else if (lua_istable(L, 3))
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values = _getVectors<int>(L, count, dimension);
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else
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return luaL_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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try
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{
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shader->sendFloat(name, dimension, values, count);
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shader->sendInt(name, dimension, values, count);
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}
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catch(love::Exception &e)
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catch (love::Exception &e)
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{
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delete[] values;
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return luaL_error(L, "%s", e.what());
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}
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delete[] values;
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return 0;
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}
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@@ -127,12 +154,32 @@ int w_Shader_sendFloat(lua_State *L)
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if (count < 1)
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return luaL_error(L, "No variable to send.");
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if (lua_isnumber(L, 3) || lua_isboolean(L, 3))
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return _sendScalars(L, shader, name, count);
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else if (lua_istable(L, 3))
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return _sendVectors(L, shader, name, count);
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float *values = 0;
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size_t dimension = 1;
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return luaL_typerror(L, 3, "number, boolean, or table");
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if (lua_isnumber(L, 3) || lua_isboolean(L, 3))
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values = _getScalars<float>(L, count, dimension);
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else if (lua_istable(L, 3))
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values = _getVectors<float>(L, count, dimension);
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else
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return luaL_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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try
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{
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shader->sendFloat(name, dimension, values, count);
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}
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catch (love::Exception &e)
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{
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delete[] values;
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return luaL_error(L, "%s", e.what());
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}
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delete[] values;
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return 0;
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}
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int w_Shader_sendMatrix(lua_State *L)
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@@ -232,6 +279,7 @@ int w_Shader_sendCanvas(lua_State *L)
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static const luaL_Reg 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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{ "sendFloat", w_Shader_sendFloat },
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{ "sendMatrix", w_Shader_sendMatrix },
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{ "sendImage", w_Shader_sendImage },
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@@ -33,6 +33,7 @@ namespace opengl
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Shader *luax_checkshader(lua_State *L, int idx);
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int w_Shader_getWarnings(lua_State *L);
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int w_Shader_sendInt(lua_State *L);
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int w_Shader_sendFloat(lua_State *L);
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int w_Shader_sendMatrix(lua_State *L);
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int w_Shader_sendImage(lua_State *L);
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