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https://github.com/love2d/love.git
synced 2026-08-15 15:51:12 +02:00
Renamed all instances of 'ShaderEffect' (previously 'PixelEffect') to 'Shader'.
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@@ -433,10 +433,10 @@ int w_newCanvas(lua_State *L)
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return 1;
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}
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int w_newShaderEffect(lua_State *L)
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int w_newShader(lua_State *L)
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{
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if (!ShaderEffect::isSupported())
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return luaL_error(L, "Sorry, your graphics card does not support shader effects.");
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if (!Shader::isSupported())
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return luaL_error(L, "Sorry, your graphics card does not support shaders.");
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try
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{
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@@ -452,28 +452,28 @@ int w_newShaderEffect(lua_State *L)
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// call effectCodeToGLSL, returned values will be at the top of the stack
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lua_pcall(L, 2, 2, 0);
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ShaderEffect::ShaderSources sources;
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Shader::ShaderSources sources;
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// vertex shader code
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if (lua_isstring(L, -2))
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{
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std::string vertcode(luaL_checkstring(L, -2));
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sources[ShaderEffect::TYPE_VERTEX] = vertcode;
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sources[Shader::TYPE_VERTEX] = vertcode;
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}
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// fragment shader code
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if (lua_isstring(L, -1))
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{
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std::string fragcode(luaL_checkstring(L, -1));
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sources[ShaderEffect::TYPE_FRAGMENT] = fragcode;
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sources[Shader::TYPE_FRAGMENT] = fragcode;
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}
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ShaderEffect *effect = instance->newShaderEffect(sources);
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luax_newtype(L, "ShaderEffect", GRAPHICS_SHADEREFFECT_T, (void *)effect);
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Shader *shader = instance->newShader(sources);
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luax_newtype(L, "Shader", GRAPHICS_SHADER_T, (void *)shader);
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}
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catch(const love::Exception &e)
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{
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// memory is freed in Graphics::newShaderEffect
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// memory is freed in Graphics::newShader
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luax_getfunction(L, "graphics", "_transformGLSLErrorMessages");
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lua_pushstring(L, e.what());
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lua_pcall(L, 1, 1, 0);
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@@ -818,26 +818,26 @@ int w_getCanvas(lua_State *L)
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return 1;
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}
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int w_setShaderEffect(lua_State *L)
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int w_setShader(lua_State *L)
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{
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if (lua_isnoneornil(L,1))
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{
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ShaderEffect::detach();
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Shader::detach();
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return 0;
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}
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ShaderEffect *effect = luax_checkshadereffect(L, 1);
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effect->attach();
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Shader *shader = luax_checkshader(L, 1);
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shader->attach();
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return 0;
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}
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int w_getShaderEffect(lua_State *L)
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int w_getShader(lua_State *L)
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{
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ShaderEffect *effect = ShaderEffect::current;
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if (effect)
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Shader *shader = Shader::current;
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if (shader)
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{
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effect->retain();
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luax_newtype(L, "ShaderEffect", GRAPHICS_SHADEREFFECT_T, (void *) effect);
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shader->retain();
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luax_newtype(L, "Shader", GRAPHICS_SHADER_T, (void *) shader);
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}
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else
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lua_pushnil(L);
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@@ -865,8 +865,8 @@ int w_isSupported(lua_State *L)
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if (!Canvas::isHdrSupported())
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supported = false;
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break;
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case Graphics::SUPPORT_SHADEREFFECT:
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if (!ShaderEffect::isSupported())
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case Graphics::SUPPORT_SHADER:
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if (!Shader::isSupported())
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supported = false;
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break;
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case Graphics::SUPPORT_NPOT:
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@@ -1285,7 +1285,7 @@ static const luaL_Reg functions[] =
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{ "newSpriteBatch", w_newSpriteBatch },
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{ "newParticleSystem", w_newParticleSystem },
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{ "newCanvas", w_newCanvas },
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{ "newShaderEffect", w_newShaderEffect },
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{ "newShader", w_newShader },
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{ "setColor", w_setColor },
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{ "getColor", w_getColor },
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@@ -1316,8 +1316,8 @@ static const luaL_Reg functions[] =
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{ "setCanvas", w_setCanvas },
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{ "getCanvas", w_getCanvas },
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{ "setShaderEffect", w_setShaderEffect },
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{ "getShaderEffect", w_getShaderEffect },
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{ "setShader", w_setShader },
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{ "getShader", w_getShader },
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{ "isSupported", w_isSupported },
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@@ -1378,7 +1378,7 @@ static const lua_CFunction types[] =
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luaopen_spritebatch,
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luaopen_particlesystem,
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luaopen_canvas,
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luaopen_shadereffect,
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luaopen_shader,
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0
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};
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