mirror of
https://github.com/love2d/love.git
synced 2026-08-17 19:23:38 +02:00
Added Shader:sendInt
This commit is contained in:
@@ -209,6 +209,7 @@ void Shader::mapActiveUniforms()
|
|||||||
|
|
||||||
u.name = std::string(cname, (size_t) namelength);
|
u.name = std::string(cname, (size_t) namelength);
|
||||||
u.location = glGetUniformLocation(program, u.name.c_str());
|
u.location = glGetUniformLocation(program, u.name.c_str());
|
||||||
|
u.baseType = getUniformBaseType(u.type);
|
||||||
|
|
||||||
delete[] cname;
|
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)
|
if ((u.count == 1 && count > 1) || count < 0)
|
||||||
throw love::Exception("Invalid number of values (expected %d, got %d).", u.count, count);
|
throw love::Exception("Invalid number of values (expected %d, got %d).", u.count, count);
|
||||||
|
|
||||||
UniformType basetype = getUniformBaseType(u.type);
|
if (u.baseType == UNIFORM_SAMPLER && sendtype != u.baseType)
|
||||||
|
|
||||||
if (basetype == UNIFORM_SAMPLER && sendtype != UNIFORM_SAMPLER)
|
|
||||||
throw love::Exception("Cannot send a value of this type to an Image variable.");
|
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.");
|
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)
|
void Shader::sendFloat(const std::string &name, int size, const GLfloat *vec, int count)
|
||||||
{
|
{
|
||||||
TemporaryAttacher attacher(this);
|
TemporaryAttacher attacher(this);
|
||||||
|
|||||||
@@ -87,14 +87,25 @@ public:
|
|||||||
**/
|
**/
|
||||||
std::string getWarnings() const;
|
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.
|
* 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 name The name of the uniform variable in the source code.
|
||||||
* @param size Number of elements in each vector to send.
|
* @param size Number of elements in each vector to send.
|
||||||
* A value of 1 indicates a single-component vector (a float).
|
* A value of 1 indicates a single-component vector (a float).
|
||||||
* @param vec Pointer to the float or vector values.
|
* @param vec Pointer to the float or float-vector values.
|
||||||
* @param count Number of float or vector values.
|
* @param count Number of float or float-vector values.
|
||||||
**/
|
**/
|
||||||
void sendFloat(const std::string &name, int size, const GLfloat *vec, int count);
|
void sendFloat(const std::string &name, int size, const GLfloat *vec, int count);
|
||||||
|
|
||||||
@@ -127,15 +138,6 @@ public:
|
|||||||
|
|
||||||
private:
|
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.
|
// Types of potential uniform variables used in love's shaders.
|
||||||
enum UniformType
|
enum UniformType
|
||||||
{
|
{
|
||||||
@@ -146,6 +148,16 @@ private:
|
|||||||
UNIFORM_UNKNOWN
|
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.
|
// Map active uniform names to their locations.
|
||||||
void mapActiveUniforms();
|
void mapActiveUniforms();
|
||||||
|
|
||||||
|
|||||||
@@ -43,78 +43,105 @@ int w_Shader_getWarnings(lua_State *L)
|
|||||||
return 1;
|
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)
|
for (int i = 0; i < count; ++i)
|
||||||
{
|
{
|
||||||
if (lua_isnumber(L, 3 + 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))
|
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
|
else
|
||||||
{
|
{
|
||||||
delete[] values;
|
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
|
return values;
|
||||||
{
|
|
||||||
shader->sendFloat(name, 1, values, count);
|
|
||||||
}
|
|
||||||
catch(love::Exception &e)
|
|
||||||
{
|
|
||||||
delete[] values;
|
|
||||||
return luaL_error(L, "%s", e.what());
|
|
||||||
}
|
|
||||||
|
|
||||||
delete[] values;
|
|
||||||
return 0;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
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);
|
dimension = lua_objlen(L, 3);
|
||||||
float *values = new float[count * dimension];
|
T *values = new T[count * dimension];
|
||||||
|
|
||||||
for (int i = 0; i < count; ++i)
|
for (int i = 0; i < count; ++i)
|
||||||
{
|
{
|
||||||
if (!lua_istable(L, 3 + i))
|
if (!lua_istable(L, 3 + i))
|
||||||
{
|
{
|
||||||
delete[] values;
|
delete[] values;
|
||||||
return luaL_typerror(L, 3 + i, "table");
|
luaL_typerror(L, 3 + i, "table");
|
||||||
|
return 0;
|
||||||
}
|
}
|
||||||
if (lua_objlen(L, 3 + i) != dimension)
|
if (lua_objlen(L, 3 + i) != dimension)
|
||||||
{
|
{
|
||||||
delete[] values;
|
delete[] values;
|
||||||
return luaL_error(L, "Error in argument %d: Expected table size %d, got %d.",
|
luaL_error(L, "Error in argument %d: Expected table size %d, got %d.",
|
||||||
3+i, dimension, lua_objlen(L, 3+i));
|
3+i, dimension, lua_objlen(L, 3+i));
|
||||||
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
for (size_t k = 1; k <= dimension; ++k)
|
for (size_t k = 1; k <= dimension; ++k)
|
||||||
{
|
{
|
||||||
lua_rawgeti(L, 3 + i, k);
|
lua_rawgeti(L, 3 + i, k);
|
||||||
if (lua_isboolean(L, -1))
|
if (lua_isnumber(L, -1))
|
||||||
values[i * dimension + k - 1] = (float)lua_toboolean(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
|
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));
|
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
|
try
|
||||||
{
|
{
|
||||||
shader->sendFloat(name, dimension, values, count);
|
shader->sendInt(name, dimension, values, count);
|
||||||
}
|
}
|
||||||
catch(love::Exception &e)
|
catch (love::Exception &e)
|
||||||
{
|
{
|
||||||
delete[] values;
|
delete[] values;
|
||||||
return luaL_error(L, "%s", e.what());
|
return luaL_error(L, "%s", e.what());
|
||||||
}
|
}
|
||||||
|
|
||||||
delete[] values;
|
delete[] values;
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -127,12 +154,32 @@ int w_Shader_sendFloat(lua_State *L)
|
|||||||
if (count < 1)
|
if (count < 1)
|
||||||
return luaL_error(L, "No variable to send.");
|
return luaL_error(L, "No variable to send.");
|
||||||
|
|
||||||
if (lua_isnumber(L, 3) || lua_isboolean(L, 3))
|
float *values = 0;
|
||||||
return _sendScalars(L, shader, name, count);
|
size_t dimension = 1;
|
||||||
else if (lua_istable(L, 3))
|
|
||||||
return _sendVectors(L, shader, name, count);
|
|
||||||
|
|
||||||
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)
|
int w_Shader_sendMatrix(lua_State *L)
|
||||||
@@ -232,6 +279,7 @@ int w_Shader_sendCanvas(lua_State *L)
|
|||||||
static const luaL_Reg functions[] =
|
static const luaL_Reg functions[] =
|
||||||
{
|
{
|
||||||
{ "getWarnings", w_Shader_getWarnings },
|
{ "getWarnings", w_Shader_getWarnings },
|
||||||
|
{ "sendInt", w_Shader_sendInt },
|
||||||
{ "sendFloat", w_Shader_sendFloat },
|
{ "sendFloat", w_Shader_sendFloat },
|
||||||
{ "sendMatrix", w_Shader_sendMatrix },
|
{ "sendMatrix", w_Shader_sendMatrix },
|
||||||
{ "sendImage", w_Shader_sendImage },
|
{ "sendImage", w_Shader_sendImage },
|
||||||
|
|||||||
@@ -33,6 +33,7 @@ namespace opengl
|
|||||||
|
|
||||||
Shader *luax_checkshader(lua_State *L, int idx);
|
Shader *luax_checkshader(lua_State *L, int idx);
|
||||||
int w_Shader_getWarnings(lua_State *L);
|
int w_Shader_getWarnings(lua_State *L);
|
||||||
|
int w_Shader_sendInt(lua_State *L);
|
||||||
int w_Shader_sendFloat(lua_State *L);
|
int w_Shader_sendFloat(lua_State *L);
|
||||||
int w_Shader_sendMatrix(lua_State *L);
|
int w_Shader_sendMatrix(lua_State *L);
|
||||||
int w_Shader_sendImage(lua_State *L);
|
int w_Shader_sendImage(lua_State *L);
|
||||||
|
|||||||
Reference in New Issue
Block a user