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Renamed Shader:getExternVariable to Shader:getUniformVariable. The "extern" alias for shader uniforms is considered deprecated, although it still exists.
--HG-- branch : minor
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@@ -621,7 +621,7 @@ int Shader::getTextureUnit(const std::string &name)
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return texunit;
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}
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Shader::UniformType Shader::getExternVariable(const std::string &name, int &components, int &count)
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Shader::UniformType Shader::getUniformVariable(const std::string &name, int &components, int &count)
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{
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auto it = uniforms.find(name);
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@@ -55,7 +55,7 @@ public:
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STAGE_MAX_ENUM
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};
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// Built-in uniform (extern) variables.
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// Built-in uniform variables.
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enum BuiltinUniform
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{
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BUILTIN_TRANSFORM_MATRIX = 0,
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@@ -70,7 +70,7 @@ public:
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BUILTIN_MAX_ENUM
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};
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// Types of potential uniform (extern) variables used in love's shaders.
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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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UNIFORM_FLOAT,
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@@ -169,16 +169,16 @@ public:
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/**
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* Gets the type, number of components, and number of array elements of
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* an active 'extern' (uniform) variable in the shader. If a uniform
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* variable with the specified name doesn't exist, returns UNIFORM_UNKNOWN
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* and sets the 'components' and 'count' values to 0.
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* an active uniform variable in the shader. If a uniform variable with the
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* specified name doesn't exist, returns UNIFORM_UNKNOWN and sets the
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* 'components' and 'count' values to 0.
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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[out] components Number of components of the variable (2 for vec2.)
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* @param[out] count Number of array elements, if the variable is an array.
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* @return The base type of the uniform variable.
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**/
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UniformType getExternVariable(const std::string &name, int &components, int &count);
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UniformType getUniformVariable(const std::string &name, int &components, int &count);
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GLint getAttribLocation(const std::string &name);
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@@ -221,7 +221,7 @@ public:
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private:
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// Represents a single uniform/extern shader variable.
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// Represents a single uniform shader variable.
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struct Uniform
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{
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GLint location;
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@@ -324,7 +324,7 @@ int w_Shader_send(lua_State *L)
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return luaL_argerror(L, 3, "number, boolean, table, image, or canvas expected");
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}
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int w_Shader_getExternVariable(lua_State *L)
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int w_Shader_getUniformVariable(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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@@ -333,14 +333,14 @@ int w_Shader_getExternVariable(lua_State *L)
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int arrayelements = 0;
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Shader::UniformType type = Shader::UNIFORM_UNKNOWN;
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type = shader->getExternVariable(name, components, arrayelements);
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type = shader->getUniformVariable(name, components, arrayelements);
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// Check if the variable exists (function will set components to 0 if not.)
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if (components > 0)
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{
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const char *tname = nullptr;
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if (!Shader::getConstant(type, tname))
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return luaL_error(L, "Unknown extern variable type name.");
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return luaL_error(L, "Unknown uniform variable type name.");
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lua_pushstring(L, tname);
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lua_pushinteger(L, components);
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@@ -366,7 +366,7 @@ static const luaL_Reg w_Shader_functions[] =
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{ "sendMatrix", w_Shader_sendMatrix },
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{ "sendTexture", w_Shader_sendTexture },
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{ "send", w_Shader_send },
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{ "getExternVariable", w_Shader_getExternVariable },
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{ "getUniformVariable", w_Shader_getUniformVariable },
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{ 0, 0 }
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};
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