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https://github.com/love2d/love.git
synced 2026-08-16 16:20:42 +02:00
Add low-level hardware instancing support to Meshes.
Add “instancing” Graphics Feature constant. Add love.graphics.drawInstanced(mesh, instancecount, x, y, …) which draws the mesh multiple times in a single draw call. Each instance of the mesh will appear in the exact same spot unless one of the following are used: - Add an optional vertex attribute step type argument to Mesh:attachAttribute. “pervertex” is the default. “perinstance” causes the attribute to be per-instance instead of per-vertex, when the mesh is drawn. - Add love_InstanceID as a built-in read only int variable in GLSL 3 vertex shaders. It is always 0 except when a Mesh is drawn with more than 1 instance specified in the draw call. It can be used to manually compute or index into per-instance values in a shader. --HG-- branch : minor
This commit is contained in:
@@ -1339,6 +1339,7 @@ StringMap<Graphics::Feature, Graphics::FEATURE_MAX_ENUM>::Entry Graphics::featur
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{ "fullnpot", FEATURE_FULL_NPOT },
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{ "pixelshaderhighp", FEATURE_PIXEL_SHADER_HIGHP },
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{ "glsl3", FEATURE_GLSL3 },
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{ "instancing", FEATURE_INSTANCING },
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};
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StringMap<Graphics::Feature, Graphics::FEATURE_MAX_ENUM> Graphics::features(Graphics::featureEntries, sizeof(Graphics::featureEntries));
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@@ -167,6 +167,7 @@ public:
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FEATURE_FULL_NPOT,
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FEATURE_PIXEL_SHADER_HIGHP,
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FEATURE_GLSL3,
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FEATURE_INSTANCING,
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FEATURE_MAX_ENUM
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};
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@@ -490,6 +490,11 @@ void Graphics::flushStreamDraws()
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streamBufferState.indexCount = 0;
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}
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void Graphics::drawInstanced(Mesh *mesh, const love::Matrix4 &m, int instancecount)
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{
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mesh->drawInstanced(this, m, instancecount);
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}
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static void APIENTRY debugCB(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei /*len*/, const GLchar *msg, const GLvoid* /*usr*/)
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{
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// Human-readable strings for the debug info.
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@@ -1487,6 +1492,8 @@ bool Graphics::isSupported(Feature feature) const
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return gl.isPixelShaderHighpSupported();
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case FEATURE_GLSL3:
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return GLAD_ES_VERSION_3_0 || gl.isCoreProfile();
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case FEATURE_INSTANCING:
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return gl.isInstancingSupported();
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default:
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return false;
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}
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@@ -96,6 +96,8 @@ public:
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void flushStreamDraws() override;
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void drawInstanced(Mesh *mesh, const Matrix4 &m, int instancecount);
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void clear(Colorf color) override;
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void clear(const std::vector<OptionalColorf> &colors) override;
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@@ -151,7 +151,7 @@ void Mesh::setupAttachedAttributes()
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if (attachedAttributes.find(name) != attachedAttributes.end())
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throw love::Exception("Duplicate vertex attribute name: %s", name.c_str());
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attachedAttributes[name] = {this, (int) i, true};
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attachedAttributes[name] = {this, (int) i, STEP_PER_VERTEX, true};
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}
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}
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@@ -312,8 +312,11 @@ bool Mesh::isAttributeEnabled(const std::string &name) const
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return it->second.enabled;
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}
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void Mesh::attachAttribute(const std::string &name, Mesh *mesh, const std::string &attachname)
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void Mesh::attachAttribute(const std::string &name, Mesh *mesh, const std::string &attachname, AttributeStep step)
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{
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if (step == STEP_PER_INSTANCE && !gl.isInstancingSupported())
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throw love::Exception("Vertex attribute instancing is not supported on this system.");
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if (mesh != this)
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{
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for (const auto &it : mesh->attachedAttributes)
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@@ -335,6 +338,7 @@ void Mesh::attachAttribute(const std::string &name, Mesh *mesh, const std::strin
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newattrib.mesh = mesh;
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newattrib.enabled = oldattrib.mesh ? oldattrib.enabled : true;
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newattrib.index = mesh->getAttributeIndex(attachname);
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newattrib.step = step;
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if (newattrib.index < 0)
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throw love::Exception("The specified mesh does not have a vertex attribute named '%s'", attachname.c_str());
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@@ -598,16 +602,20 @@ int Mesh::bindAttributeToShaderInput(int attributeindex, const std::string &inpu
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return attriblocation;
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}
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void Mesh::draw(Graphics *gfx, const Matrix4 &m)
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void Mesh::drawInstanced(love::graphics::Graphics *gfx, const love::Matrix4 &m, int instancecount)
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{
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if (vertexCount <= 0)
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if (vertexCount <= 0 || instancecount <= 0)
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return;
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if (instancecount > 1 && !gl.isInstancingSupported())
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throw love::Exception("Instancing is not supported on this system.");
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gfx->flushStreamDraws();
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OpenGL::TempDebugGroup debuggroup("Mesh draw");
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uint32 enabledattribs = 0;
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uint32 instancedattribs = 0;
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for (const auto &attrib : attachedAttributes)
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{
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@@ -618,14 +626,21 @@ void Mesh::draw(Graphics *gfx, const Matrix4 &m)
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int location = mesh->bindAttributeToShaderInput(attrib.second.index, attrib.first);
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if (location >= 0)
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enabledattribs |= 1u << (uint32) location;
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{
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uint32 bit = 1u << (uint32) location;
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enabledattribs |= bit;
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if (attrib.second.step == STEP_PER_INSTANCE)
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instancedattribs |= bit;
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}
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}
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// Not supported on all platforms or GL versions, I believe.
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if (!(enabledattribs & ATTRIBFLAG_POS))
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throw love::Exception("Mesh must have an enabled VertexPosition attribute to be drawn.");
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gl.useVertexAttribArrays(enabledattribs);
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gl.useVertexAttribArrays(enabledattribs, instancedattribs);
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gl.bindTextureToUnit(texture, 0, false);
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@@ -654,7 +669,7 @@ void Mesh::draw(Graphics *gfx, const Matrix4 &m)
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GLenum type = OpenGL::getGLIndexDataType(elementDataType);
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if (count > 0)
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gl.drawElements(getGLDrawMode(drawMode), count, type, indices);
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gl.drawElements(getGLDrawMode(drawMode), count, type, indices, instancecount);
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}
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else
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{
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@@ -668,10 +683,15 @@ void Mesh::draw(Graphics *gfx, const Matrix4 &m)
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// Normal non-indexed drawing (no custom vertex map.)
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if (count > 0)
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gl.drawArrays(getGLDrawMode(drawMode), start, count);
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gl.drawArrays(getGLDrawMode(drawMode), start, count, instancecount);
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}
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}
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void Mesh::draw(love::graphics::Graphics *gfx, const love::Matrix4 &m)
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{
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drawInstanced(gfx, m, 1);
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}
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size_t Mesh::getAttribFormatSize(const AttribFormat &format)
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{
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switch (format.type)
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@@ -742,24 +762,42 @@ bool Mesh::getConstant(DataType in, const char *&out)
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return dataTypes.find(in, out);
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}
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bool Mesh::getConstant(const char *in, AttributeStep &out)
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{
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return attributeSteps.find(in, out);
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}
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bool Mesh::getConstant(AttributeStep in, const char *&out)
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{
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return attributeSteps.find(in, out);
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}
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StringMap<Mesh::DrawMode, Mesh::DRAWMODE_MAX_ENUM>::Entry Mesh::drawModeEntries[] =
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{
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{"fan", DRAWMODE_FAN},
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{"strip", DRAWMODE_STRIP},
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{"triangles", DRAWMODE_TRIANGLES},
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{"points", DRAWMODE_POINTS},
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{ "fan", DRAWMODE_FAN },
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{ "strip", DRAWMODE_STRIP },
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{ "triangles", DRAWMODE_TRIANGLES },
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{ "points", DRAWMODE_POINTS },
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};
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StringMap<Mesh::DrawMode, Mesh::DRAWMODE_MAX_ENUM> Mesh::drawModes(Mesh::drawModeEntries, sizeof(Mesh::drawModeEntries));
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StringMap<Mesh::DataType, Mesh::DATA_MAX_ENUM>::Entry Mesh::dataTypeEntries[] =
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{
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{"byte", DATA_BYTE},
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{"float", DATA_FLOAT},
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{ "byte", DATA_BYTE },
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{ "float", DATA_FLOAT },
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};
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StringMap<Mesh::DataType, Mesh::DATA_MAX_ENUM> Mesh::dataTypes(Mesh::dataTypeEntries, sizeof(Mesh::dataTypeEntries));
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StringMap<Mesh::AttributeStep, Mesh::STEP_MAX_ENUM>::Entry Mesh::attributeStepEntries[] =
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{
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{ "pervertex", STEP_PER_VERTEX },
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{ "perinstance", STEP_PER_INSTANCE },
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};
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StringMap<Mesh::AttributeStep, Mesh::STEP_MAX_ENUM> Mesh::attributeSteps(Mesh::attributeStepEntries, sizeof(Mesh::attributeStepEntries));
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} // opengl
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} // graphics
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} // love
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@@ -72,6 +72,13 @@ public:
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DATA_MAX_ENUM
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};
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enum AttributeStep
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{
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STEP_PER_VERTEX,
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STEP_PER_INSTANCE,
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STEP_MAX_ENUM
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};
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struct AttribFormat
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{
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std::string name;
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@@ -132,7 +139,7 @@ public:
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* Attaches a vertex attribute from another Mesh to this one. The attribute
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* will be used when drawing this Mesh.
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**/
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void attachAttribute(const std::string &name, Mesh *mesh, const std::string &attachname);
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void attachAttribute(const std::string &name, Mesh *mesh, const std::string &attachname, AttributeStep step = STEP_PER_VERTEX);
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bool detachAttribute(const std::string &name);
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void *mapVertexData();
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@@ -192,6 +199,8 @@ public:
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int bindAttributeToShaderInput(int attributeindex, const std::string &inputname);
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void drawInstanced(Graphics *gfx, const Matrix4 &m, int instancecount);
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// Implements Drawable.
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void draw(Graphics *gfx, const Matrix4 &m) override;
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@@ -201,12 +210,16 @@ public:
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static bool getConstant(const char *in, DataType &out);
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static bool getConstant(DataType in, const char *&out);
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static bool getConstant(const char *in, AttributeStep &out);
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static bool getConstant(AttributeStep in, const char *&out);
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private:
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struct AttachedAttribute
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{
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Mesh *mesh;
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int index;
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AttributeStep step;
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bool enabled;
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};
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@@ -254,6 +267,9 @@ private:
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static StringMap<DataType, DATA_MAX_ENUM>::Entry dataTypeEntries[];
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static StringMap<DataType, DATA_MAX_ENUM> dataTypes;
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static StringMap<AttributeStep, STEP_MAX_ENUM>::Entry attributeStepEntries[];
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static StringMap<AttributeStep, STEP_MAX_ENUM> attributeSteps;
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}; // Mesh
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} // opengl
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@@ -134,8 +134,15 @@ void OpenGL::setupContext()
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GLint maxvertexattribs = 1;
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxvertexattribs);
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state.enabledAttribArrays = (uint32) ((1ull << uint32(maxvertexattribs)) - 1);
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useVertexAttribArrays(0);
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if (GLAD_ES_VERSION_3_0 || isCoreProfile())
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state.instancedAttribArrays = state.enabledAttribArrays;
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else
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state.instancedAttribArrays = 0;
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useVertexAttribArrays(0, 0);
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// Get the current viewport.
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glGetIntegerv(GL_VIEWPORT, (GLint *) &state.viewport.x);
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@@ -427,23 +434,32 @@ void OpenGL::deleteBuffer(GLuint buffer)
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}
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}
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void OpenGL::drawArrays(GLenum mode, GLint first, GLsizei count)
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void OpenGL::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
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{
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glDrawArrays(mode, first, count);
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if (instancecount > 1)
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glDrawArraysInstanced(mode, first, count, instancecount);
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else
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glDrawArrays(mode, first, count);
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++stats.drawCalls;
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}
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void OpenGL::drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
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void OpenGL::drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount)
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{
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glDrawElements(mode, count, type, indices);
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if (count > 1)
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glDrawElementsInstanced(mode, count, type, indices, instancecount);
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else
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glDrawElements(mode, count, type, indices);
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++stats.drawCalls;
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}
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void OpenGL::useVertexAttribArrays(uint32 arraybits)
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void OpenGL::useVertexAttribArrays(uint32 arraybits, uint32 instancedbits)
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{
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uint32 diff = arraybits ^ state.enabledAttribArrays;
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uint32 instancediff = instancedbits ^ state.instancedAttribArrays;
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if (diff == 0)
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if (diff == 0 && instancediff == 0)
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return;
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// Max 32 attributes. As of when this was written, no GL driver exposes more
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@@ -459,9 +475,13 @@ void OpenGL::useVertexAttribArrays(uint32 arraybits)
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else
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glDisableVertexAttribArray(i);
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}
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if (instancediff & bit)
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glVertexAttribDivisor(i, (instancedbits & bit) != 0 ? 1 : 0);
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}
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state.enabledAttribArrays = arraybits;
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state.instancedAttribArrays = instancedbits;
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// glDisableVertexAttribArray will make the constant value for a vertex
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// attribute undefined. We rely on the per-vertex color attribute being
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@@ -733,6 +753,11 @@ bool OpenGL::isPixelShaderHighpSupported() const
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return pixelShaderHighpSupported;
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}
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bool OpenGL::isInstancingSupported() const
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{
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return GLAD_ES_VERSION_3_0 || isCoreProfile();
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}
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int OpenGL::getMaxTextureSize() const
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{
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return maxTextureSize;
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@@ -212,8 +212,8 @@ public:
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* glDrawArrays and glDrawElements which increment the draw-call counter by
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* themselves.
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**/
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void drawArrays(GLenum mode, GLint first, GLsizei count);
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void drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices);
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void drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instancecount = 1);
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void drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount = 1);
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/**
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* Sets the enabled vertex attribute arrays based on the specified attribute
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@@ -222,7 +222,7 @@ public:
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* See the VertexAttribFlags enum for the standard vertex attributes.
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* This function *must* be used instead of glEnable/DisableVertexAttribArray.
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**/
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void useVertexAttribArrays(uint32 arraybits);
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void useVertexAttribArrays(uint32 arraybits, uint32 instancedbits = 0);
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/**
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* Sets the OpenGL rendering viewport to the specified rectangle.
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@@ -315,6 +315,7 @@ public:
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bool isClampZeroTextureWrapSupported() const;
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bool isPixelShaderHighpSupported() const;
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bool isInstancingSupported() const;
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/**
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* Returns the maximum supported width or height of a texture.
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@@ -410,6 +411,7 @@ private:
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int curTextureUnit;
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uint32 enabledAttribArrays;
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uint32 instancedAttribArrays;
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Colorf constantColor;
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Colorf lastConstantColor;
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@@ -1670,6 +1670,36 @@ int w_draw(lua_State *L)
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return 0;
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}
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int w_drawInstanced(lua_State *L)
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{
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Mesh *t = luax_checkmesh(L, 1);
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int instancecount = (int) luaL_checkinteger(L, 2);
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if (luax_istype(L, 3, math::Transform::type))
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{
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math::Transform *tf = luax_totype<math::Transform>(L, 3);
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luax_catchexcept(L, [&]() { instance()->drawInstanced(t, tf->getMatrix(), instancecount); });
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}
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else
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{
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float x = (float) luaL_optnumber(L, 3, 0.0);
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float y = (float) luaL_optnumber(L, 4, 0.0);
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float a = (float) luaL_optnumber(L, 5, 0.0);
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float sx = (float) luaL_optnumber(L, 6, 1.0);
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float sy = (float) luaL_optnumber(L, 7, sx);
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float ox = (float) luaL_optnumber(L, 8, 0.0);
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float oy = (float) luaL_optnumber(L, 9, 0.0);
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float kx = (float) luaL_optnumber(L, 10, 0.0);
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float ky = (float) luaL_optnumber(L, 11, 0.0);
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Matrix4 m(x, y, a, sx, sy, ox, oy, kx, ky);
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luax_catchexcept(L, [&]() { instance()->drawInstanced(t, m, instancecount); });
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}
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return 0;
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}
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||||
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||||
int w_print(lua_State *L)
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||||
{
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||||
std::vector<Font::ColoredString> str;
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||||
@@ -2195,6 +2225,7 @@ static const luaL_Reg functions[] =
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{ "captureScreenshot", w_captureScreenshot },
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{ "draw", w_draw },
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{ "drawInstanced", w_drawInstanced },
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{ "print", w_print },
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{ "printf", w_printf },
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@@ -142,6 +142,7 @@ GLSL.VERTEX = {
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#define varying out
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#ifndef LOVE_GLSL1_ON_GLSL3
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#define love_VertexID gl_VertexID
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#define love_InstanceID gl_InstanceID
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#endif
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#endif
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||||
@@ -221,15 +222,15 @@ vec4 VideoTexel(vec2 texcoords) {
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}]],
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FOOTER = [[
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||||
uniform sampler2D MainTexture;
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uniform sampler2D MainTex;
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void main() {
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love_PixelColor = effect(VaryingColor, MainTexture, VaryingTexCoord.st, love_PixelCoord);
|
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love_PixelColor = effect(VaryingColor, MainTex, VaryingTexCoord.st, love_PixelCoord);
|
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}]],
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||||
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||||
FOOTER_MULTI_CANVAS = [[
|
||||
uniform sampler2D MainTexture;
|
||||
uniform sampler2D MainTex;
|
||||
void main() {
|
||||
effects(VaryingColor, MainTexture, VaryingTexCoord.st, love_PixelCoord);
|
||||
effects(VaryingColor, MainTex, VaryingTexCoord.st, love_PixelCoord);
|
||||
}]],
|
||||
}
|
||||
|
||||
|
||||
@@ -338,8 +338,15 @@ int w_Mesh_attachAttribute(lua_State *L)
|
||||
Mesh *t = luax_checkmesh(L, 1);
|
||||
const char *name = luaL_checkstring(L, 2);
|
||||
Mesh *mesh = luax_checkmesh(L, 3);
|
||||
const char *attachname = luaL_optstring(L, 4, name);
|
||||
luax_catchexcept(L, [&](){ t->attachAttribute(name, mesh, attachname); });
|
||||
|
||||
Mesh::AttributeStep step = Mesh::STEP_PER_VERTEX;
|
||||
const char *stepstr = lua_isnoneornil(L, 4) ? nullptr : luaL_checkstring(L, 4);
|
||||
if (stepstr != nullptr && !Mesh::getConstant(stepstr, step))
|
||||
return luaL_error(L, "Invalid vertex attribute step: %s", stepstr);
|
||||
|
||||
const char *attachname = luaL_optstring(L, 5, name);
|
||||
|
||||
luax_catchexcept(L, [&](){ t->attachAttribute(name, mesh, attachname, step); });
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user