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https://github.com/love2d/love.git
synced 2026-08-16 08:11:02 +02:00
More code restructuring.
Move all love.graphics functionality that doesn’t call OpenGL out of the OpenGL backend Graphics class. --HG-- branch : minor
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/**
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* Copyright (c) 2006-2016 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#pragma once
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// LOVE
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#include "common/Object.h"
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#include "common/StringMap.h"
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#include "Texture.h"
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// STL
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#include <string>
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#include <map>
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#include <vector>
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namespace love
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{
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namespace graphics
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{
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// A GLSL shader
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class Shader : public Object
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{
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public:
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static love::Type type;
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enum ShaderStage
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{
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STAGE_VERTEX,
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STAGE_PIXEL,
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STAGE_MAX_ENUM
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};
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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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BUILTIN_PROJECTION_MATRIX,
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BUILTIN_TRANSFORM_PROJECTION_MATRIX,
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BUILTIN_NORMAL_MATRIX,
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BUILTIN_POINT_SIZE,
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BUILTIN_SCREEN_SIZE,
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BUILTIN_VIDEO_Y_CHANNEL,
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BUILTIN_VIDEO_CB_CHANNEL,
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BUILTIN_VIDEO_CR_CHANNEL,
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BUILTIN_MAX_ENUM
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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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UNIFORM_FLOAT,
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UNIFORM_MATRIX,
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UNIFORM_INT,
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UNIFORM_BOOL,
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UNIFORM_SAMPLER,
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UNIFORM_UNKNOWN,
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UNIFORM_MAX_ENUM
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};
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struct ShaderSource
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{
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std::string vertex;
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std::string pixel;
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};
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struct MatrixSize
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{
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short columns;
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short rows;
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};
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struct UniformInfo
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{
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int location;
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int count;
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union
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{
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int components;
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MatrixSize matrix;
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};
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UniformType baseType;
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std::string name;
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union
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{
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void *data;
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float *floats;
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int *ints;
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};
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Texture **textures;
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};
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// Pointer to currently active Shader.
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static Shader *current;
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// Pointer to the default Shader.
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static Shader *defaultShader;
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static Shader *defaultVideoShader;
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virtual ~Shader();
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/**
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* Binds this Shader's program to be used when rendering.
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*
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* @param temporary True if we just want to send values to the shader with
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* no intention of rendering.
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**/
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virtual void attach(bool temporary = false) = 0;
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/**
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* Attach the default shader.
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**/
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static void attachDefault();
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/**
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* Returns any warnings this Shader may have generated.
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**/
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virtual std::string getWarnings() const = 0;
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virtual const UniformInfo *getUniformInfo(const std::string &name) const = 0;
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virtual void updateUniform(const UniformInfo *info, int count, bool internalUpdate = false) = 0;
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virtual void sendTextures(const UniformInfo *info, Texture **textures, int count, bool internalUpdate = false) = 0;
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/**
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* Gets whether a uniform with the specified name exists and is actively
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* used in the shader.
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**/
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virtual bool hasUniform(const std::string &name) const = 0;
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static bool getConstant(const char *in, ShaderStage &out);
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static bool getConstant(ShaderStage in, const char *&out);
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static bool getConstant(const char *in, UniformType &out);
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static bool getConstant(UniformType in, const char *&out);
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static bool getConstant(const char *in, VertexAttribID &out);
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static bool getConstant(VertexAttribID in, const char *&out);
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static bool getConstant(const char *in, BuiltinUniform &out);
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static bool getConstant(BuiltinUniform in, const char *&out);
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private:
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static StringMap<ShaderStage, STAGE_MAX_ENUM>::Entry stageNameEntries[];
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static StringMap<ShaderStage, STAGE_MAX_ENUM> stageNames;
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static StringMap<UniformType, UNIFORM_MAX_ENUM>::Entry uniformTypeEntries[];
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static StringMap<UniformType, UNIFORM_MAX_ENUM> uniformTypes;
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// Names for the generic vertex attributes used by love.
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static StringMap<VertexAttribID, ATTRIB_MAX_ENUM>::Entry attribNameEntries[];
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static StringMap<VertexAttribID, ATTRIB_MAX_ENUM> attribNames;
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// Names for the built-in uniform variables.
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static StringMap<BuiltinUniform, BUILTIN_MAX_ENUM>::Entry builtinNameEntries[];
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static StringMap<BuiltinUniform, BUILTIN_MAX_ENUM> builtinNames;
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}; // Shader
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} // graphics
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} // love
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