/** * Copyright (c) 2006-2016 LOVE Development Team * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. **/ #include "wrap_Shader.h" #include "graphics/wrap_Texture.h" #include "math/MathModule.h" #include #include #include namespace love { namespace graphics { namespace opengl { Shader *luax_checkshader(lua_State *L, int idx) { return luax_checktype(L, idx, GRAPHICS_SHADER_ID); } int w_Shader_getWarnings(lua_State *L) { Shader *shader = luax_checkshader(L, 1); std::string warnings = shader->getWarnings(); lua_pushstring(L, warnings.c_str()); return 1; } static int _getCount(lua_State *L, int startidx, const Shader::UniformInfo *info) { return std::min(std::max(lua_gettop(L) - startidx + 1, 1), info->count); } template static T *_getNumbers(lua_State *L, int startidx, Shader *shader, int components, int count) { T *values = shader->getScratchBuffer(components * count); if (components == 1) { for (int i = 0; i < count; ++i) values[i] = (T) luaL_checknumber(L, startidx + i); } else { for (int i = 0; i < count; i++) { luaL_checktype(L, startidx + i, LUA_TTABLE); for (int k = 1; k <= components; k++) { lua_rawgeti(L, startidx + i, k); values[i * components + k - 1] = (T) luaL_checknumber(L, -1); } lua_pop(L, components); } } return values; } int w_Shader_sendFloats(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info, bool colors) { int count = _getCount(L, startidx, info); int components = info->components; float *values = _getNumbers(L, startidx, shader, components, count); if (colors) { bool gammacorrect = love::graphics::isGammaCorrect(); const auto &m = love::math::Math::instance; for (int i = 0; i < count; i++) { for (int j = 0; j < components; j++) { // the fourth component (alpha) is always already linear, if it exists. if (gammacorrect && j < 3) values[i * components + j] = m.gammaToLinear(values[i * components + j] / 255.0f); else values[i * components + j] /= 255.0f; } } } luax_catchexcept(L, [&]() { shader->sendFloats(info, values, count); }); return 0; } int w_Shader_sendInts(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info) { int count = _getCount(L, startidx, info); int *values = _getNumbers(L, startidx, shader, info->components, count); luax_catchexcept(L, [&]() { shader->sendInts(info, values, count); }); return 0; } int w_Shader_sendBooleans(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info) { int count = _getCount(L, startidx, info); int components = info->components; // We have to send booleans as ints or floats. float *values = shader->getScratchBuffer(components * count); if (components == 1) { for (int i = 0; i < count; i++) { luaL_checktype(L, startidx + i, LUA_TBOOLEAN); values[i] = (float) lua_toboolean(L, startidx + i); } } else { for (int i = 0; i < count; i++) { luaL_checktype(L, startidx + i, LUA_TTABLE); for (int k = 1; k <= components; k++) { lua_rawgeti(L, startidx + i, k); luaL_checktype(L, -1, LUA_TBOOLEAN); values[i * components + k - 1] = (float) lua_toboolean(L, -1); } lua_pop(L, components); } } luax_catchexcept(L, [&]() { shader->sendFloats(info, values, count); }); return 0; } int w_Shader_sendMatrices(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info) { int count = _getCount(L, startidx, info); int dimension = info->components; int elements = dimension * dimension; float *values = shader->getScratchBuffer(elements * count); for (int i = 0; i < count; i++) { luaL_checktype(L, startidx + i, LUA_TTABLE); lua_rawgeti(L, startidx + i, 1); bool table_of_tables = lua_istable(L, -1); lua_pop(L, 1); if (table_of_tables) { int n = 0; for (int j = 1; j <= dimension; j++) { lua_rawgeti(L, startidx + i, j); for (int k = 1; k <= dimension; k++) { lua_rawgeti(L, -k, k); values[i * elements + n] = (float) luaL_checknumber(L, -1); n++; } lua_pop(L, dimension + 1); } } else { for (int k = 1; k <= elements; k++) { lua_rawgeti(L, startidx + i, k); values[i * elements + (k - 1)] = (float) luaL_checknumber(L, -1); } lua_pop(L, elements); } } shader->sendMatrices(info, values, count); return 0; } int w_Shader_sendTexture(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info) { // We don't support arrays of textures (yet). Texture *texture = luax_checktexture(L, startidx); luax_catchexcept(L, [&]() { shader->sendTexture(info, texture); }); return 0; } int w_Shader_send(lua_State *L) { Shader *shader = luax_checkshader(L, 1); const char *name = luaL_checkstring(L, 2); const Shader::UniformInfo *info = shader->getUniformInfo(name); if (info == nullptr) return luaL_error(L, "Shader uniform '%s' does not exist.\nA common error is to define but not use the variable.", name); int startidx = 3; switch (info->baseType) { case Shader::UNIFORM_FLOAT: return w_Shader_sendFloats(L, startidx, shader, info, false); case Shader::UNIFORM_MATRIX: return w_Shader_sendMatrices(L, startidx, shader, info); case Shader::UNIFORM_INT: return w_Shader_sendInts(L, startidx, shader, info); case Shader::UNIFORM_BOOL: return w_Shader_sendBooleans(L, startidx, shader, info); case Shader::UNIFORM_SAMPLER: return w_Shader_sendTexture(L, startidx, shader, info); default: return luaL_error(L, "Unknown variable type for shader uniform '%s", name); } } int w_Shader_sendColors(lua_State *L) { Shader *shader = luax_checkshader(L, 1); const char *name = luaL_checkstring(L, 2); const Shader::UniformInfo *info = shader->getUniformInfo(name); if (info == nullptr) return luaL_error(L, "Shader uniform '%s' does not exist.\nA common error is to define but not use the variable.", name); if (info->baseType != Shader::UNIFORM_FLOAT || info->components < 3) return luaL_error(L, "sendColor can only be used on vec3 or vec4 uniforms."); return w_Shader_sendFloats(L, 3, shader, info, true); } int w_Shader_getExternVariable(lua_State *L) { Shader *shader = luax_checkshader(L, 1); const char *name = luaL_checkstring(L, 2); int components = 0; int arrayelements = 0; Shader::UniformType type = Shader::UNIFORM_UNKNOWN; type = shader->getExternVariable(name, components, arrayelements); // Check if the variable exists (function will set components to 0 if not.) if (components > 0) { const char *tname = nullptr; if (!Shader::getConstant(type, tname)) return luaL_error(L, "Unknown extern variable type name."); lua_pushstring(L, tname); lua_pushinteger(L, components); lua_pushinteger(L, arrayelements); } else { lua_pushnil(L); lua_pushnil(L); lua_pushnil(L); } return 3; } static const luaL_Reg w_Shader_functions[] = { { "getWarnings", w_Shader_getWarnings }, { "sendInt", w_Shader_send }, { "sendBoolean", w_Shader_send }, { "sendFloat", w_Shader_send }, { "sendMatrix", w_Shader_send }, { "sendTexture", w_Shader_send }, { "send", w_Shader_send }, { "sendColor", w_Shader_sendColors }, { "getExternVariable", w_Shader_getExternVariable }, { 0, 0 } }; extern "C" int luaopen_shader(lua_State *L) { return luax_register_type(L, GRAPHICS_SHADER_ID, "Shader", w_Shader_functions, nullptr); } } // opengl } // graphics } // love