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https://github.com/love2d/love.git
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More code restructuring.
Move all love.graphics functionality that doesn’t call OpenGL out of the OpenGL backend Graphics class. --HG-- branch : minor
This commit is contained in:
@@ -18,14 +18,11 @@
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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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#ifndef LOVE_GRAPHICS_SHADER_H
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#define LOVE_GRAPHICS_SHADER_H
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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 "graphics/Shader.h"
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#include "graphics/Graphics.h"
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#include "graphics/Texture.h"
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#include "graphics/Volatile.h"
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#include "OpenGL.h"
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@@ -42,93 +39,10 @@ namespace opengl
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{
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// A GLSL shader
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class Shader : public Object, public Volatile
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class Shader final : public love::graphics::Shader, public Volatile
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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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// Default shader code (a shader is always required internally.)
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static ShaderSource defaultCode[Graphics::RENDERER_MAX_ENUM][2];
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static ShaderSource defaultVideoCode[Graphics::RENDERER_MAX_ENUM][2];
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/**
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* Creates a new Shader using a list of source codes.
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* Source must contain either vertex or pixel shader code, or both.
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@@ -138,45 +52,19 @@ public:
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virtual ~Shader();
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// Implements Volatile
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virtual bool loadVolatile();
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virtual void unloadVolatile();
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bool loadVolatile() override;
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void unloadVolatile() override;
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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 no intention of rendering.
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**/
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void attach(bool temporary = false);
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/**
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* Detach the currently bound Shader.
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* Causes the GPU rendering pipeline to use fixed functionality in place of shader programs.
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**/
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static void detach();
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/**
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* Returns any warnings this Shader may have generated.
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**/
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std::string getWarnings() const;
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const UniformInfo *getUniformInfo(const std::string &name) const;
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void updateUniform(const UniformInfo *info, int count, bool internalUpdate = false);
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void sendTextures(const UniformInfo *info, Texture **textures, int count, bool internalUpdate = false);
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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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bool hasUniform(const std::string &name) const;
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// Implements Shader.
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void attach(bool temporary = false) override;
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std::string getWarnings() const override;
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const UniformInfo *getUniformInfo(const std::string &name) const override;
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void updateUniform(const UniformInfo *info, int count, bool internalUpdate = false) override;
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void sendTextures(const UniformInfo *info, Texture **textures, int count, bool internalUpdate = false) override;
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bool hasUniform(const std::string &name) const override;
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GLint getAttribLocation(const std::string &name);
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/**
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* Internal use only.
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**/
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bool hasVertexAttrib(VertexAttribID attrib) const;
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void setVideoTextures(GLuint ytexture, GLuint cbtexture, GLuint crtexture);
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void checkSetScreenParams();
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void checkSetPointSize(float size);
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@@ -190,12 +78,6 @@ public:
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static std::string getGLSLVersion();
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static bool isSupported();
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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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private:
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struct TextureUnit
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@@ -255,23 +137,8 @@ private:
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GLuint videoTextureUnits[3];
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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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};
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}; // Shader
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} // opengl
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} // graphics
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} // love
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#endif // LOVE_GRAPHICS_SHADER_H
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