Files
love/src/modules/graphics/opengl/wrap_Shader.cpp
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388 lines
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/**
* 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 <string>
#include <iostream>
#include <algorithm>
#include <cmath>
namespace love
{
namespace graphics
{
namespace opengl
{
Shader *luax_checkshader(lua_State *L, int idx)
{
return luax_checktype<Shader>(L, idx, GRAPHICS_SHADER_ID);
}
int w_Shader_getWarnings(lua_State *L)
{
Shader *shader = luax_checkshader(L, 1);
lua_pushstring(L, shader->getWarnings().c_str());
return 1;
}
template <typename T>
static T *_getScalars(lua_State *L, Shader *shader, int count, size_t &dimension)
{
dimension = 1;
T *values = shader->getScratchBuffer<T>(count);
for (int i = 0; i < count; ++i)
{
if (lua_isnumber(L, 3 + i))
values[i] = static_cast<T>(lua_tonumber(L, 3 + i));
else if (lua_isboolean(L, 3 + i))
values[i] = static_cast<T>(lua_toboolean(L, 3 + i));
else
{
luax_typerror(L, 3 + i, "number or boolean");
return 0;
}
}
return values;
}
template <typename T>
static T *_getVectors(lua_State *L, Shader *shader, int count, size_t &dimension)
{
dimension = luax_objlen(L, 3);
T *values = shader->getScratchBuffer<T>(count * dimension);
for (int i = 0; i < count; ++i)
{
if (!lua_istable(L, 3 + i))
{
luax_typerror(L, 3 + i, "table");
return 0;
}
if (luax_objlen(L, 3 + i) != dimension)
{
luaL_error(L, "Error in argument %d: Expected table size %d, got %d.",
3+i, dimension, luax_objlen(L, 3+i));
return 0;
}
for (int k = 1; k <= (int) dimension; ++k)
{
lua_rawgeti(L, 3 + i, k);
if (lua_isnumber(L, -1))
values[i * dimension + k - 1] = static_cast<T>(lua_tonumber(L, -1));
else if (lua_isboolean(L, -1))
values[i * dimension + k - 1] = static_cast<T>(lua_toboolean(L, -1));
else
{
luax_typerror(L, -1, "number or boolean");
return 0;
}
}
lua_pop(L, int(dimension));
}
return values;
}
int w_Shader_sendInt(lua_State *L)
{
Shader *shader = luax_checkshader(L, 1);
const char *name = luaL_checkstring(L, 2);
int count = lua_gettop(L) - 2;
if (count < 1)
return luaL_error(L, "No variable to send.");
int *values = 0;
size_t dimension = 1;
if (lua_isnumber(L, 3) || lua_isboolean(L, 3))
values = _getScalars<int>(L, shader, count, dimension);
else if (lua_istable(L, 3))
values = _getVectors<int>(L, shader, count, dimension);
else
return luax_typerror(L, 3, "number, boolean, or table");
if (!values)
return luaL_error(L, "Error in arguments.");
luax_catchexcept(L, [&]() { shader->sendInt(name, (int) dimension, values, count); });
return 0;
}
static int w__Shader_sendFloat(lua_State *L, bool colors)
{
Shader *shader = luax_checkshader(L, 1);
const char *name = luaL_checkstring(L, 2);
int count = lua_gettop(L) - 2;
if (count < 1)
return luaL_error(L, "No variable to send.");
float *values = nullptr;
size_t dimension = 1;
if (lua_isnumber(L, 3) || lua_isboolean(L, 3))
values = _getScalars<float>(L, shader, count, dimension);
else if (lua_istable(L, 3))
values = _getVectors<float>(L, shader, count, dimension);
else
return luax_typerror(L, 3, "number, boolean, or table");
if (!values)
return luaL_error(L, "Error in arguments.");
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 < (int) dimension; j++)
{
// the fourth component (alpha) is always already linear, if it exists.
if (gammacorrect && j < 3)
values[i * dimension + j] = m.gammaToLinear(values[i * dimension + j] / 255.0f);
else
values[i * dimension + j] /= 255.0f;
}
}
}
luax_catchexcept(L, [&]() { shader->sendFloat(name, (int) dimension, values, count); });
return 0;
}
int w_Shader_sendFloat(lua_State *L)
{
return w__Shader_sendFloat(L, false);
}
int w_Shader_sendColor(lua_State *L)
{
return w__Shader_sendFloat(L, true);
}
int w_Shader_sendMatrix(lua_State *L)
{
int count = lua_gettop(L) - 2;
Shader *shader = luax_checkshader(L, 1);
const char *name = luaL_checkstring(L, 2);
if (!lua_istable(L, 3))
return luax_typerror(L, 3, "matrix table");
int dimension = 0;
lua_rawgeti(L, 3, 1);
if (lua_istable(L, -1))
dimension = (int) luax_objlen(L, 3);
lua_pop(L, 1);
if (dimension == 0)
{
lua_getfield(L, 3, "dimension");
if (!lua_isnoneornil(L, -1))
dimension = (int) lua_tointeger(L, -1);
else
dimension = (int) sqrtf((float) luax_objlen(L, 3));
lua_pop(L, 1);
}
if (dimension < 2 || dimension > 4)
return luaL_error(L, "Invalid matrix size: %dx%d (only 2x2, 3x3 and 4x4 matrices are supported).",
dimension, dimension);
float *values = shader->getScratchBuffer<float>(dimension * dimension * count);
for (int i = 0; i < count; ++i)
{
int other_dimension = 0;
lua_rawgeti(L, 3+i, 1);
bool table_of_tables = lua_istable(L, -1);
if (table_of_tables)
other_dimension = luax_objlen(L, -1);
lua_pop(L, 1);
if (!table_of_tables)
other_dimension = (int) sqrtf((float) luax_objlen(L, 3+i));
if (other_dimension != dimension)
{
// You unlock this door with the key of imagination. Beyond it is
// another dimension: a dimension of sound, a dimension of sight,
// a dimension of mind. You're moving into a land of both shadow
// and substance, of things and ideas. You've just crossed over
// into... the Twilight Zone.
return luaL_error(L, "Invalid matrix size at argument %d: Expected size %dx%d, got %dx%d.",
3+i, dimension, dimension, other_dimension, other_dimension);
}
if (table_of_tables)
{
int n = 0;
for (int j = 1; j <= dimension; j++)
{
lua_rawgeti(L, 3+i, j);
for (int k = 1; k <= dimension; k++)
{
lua_rawgeti(L, -k, k);
values[i * dimension * dimension + n] = (float) lua_tonumber(L, -1);
n++;
}
lua_pop(L, dimension + 1);
}
}
else
{
for (int k = 1; k <= dimension*dimension; k++)
{
lua_rawgeti(L, 3+i, k);
values[i * dimension * dimension + k - 1] = (float) lua_tonumber(L, -1);
}
lua_pop(L, dimension*dimension);
}
}
luax_catchexcept(L, [&]() { shader->sendMatrix(name, dimension, values, count); });
return 0;
}
int w_Shader_sendTexture(lua_State *L)
{
Shader *shader = luax_checkshader(L, 1);
const char *name = luaL_checkstring(L, 2);
Texture *texture = luax_checktexture(L, 3);
luax_catchexcept(L, [&](){ shader->sendTexture(name, texture); });
return 0;
}
int w_Shader_send(lua_State *L)
{
int ttype = lua_type(L, 3);
Proxy *p = nullptr;
switch (ttype)
{
case LUA_TNUMBER:
case LUA_TBOOLEAN:
// Scalar float/boolean.
return w_Shader_sendFloat(L);
break;
case LUA_TUSERDATA:
// Texture (Image or Canvas).
p = (Proxy *) lua_touserdata(L, 3);
if (typeFlags[p->type][GRAPHICS_TEXTURE_ID])
return w_Shader_sendTexture(L);
break;
case LUA_TTABLE:
// Vector or Matrix.
lua_rawgeti(L, 3, 1);
ttype = lua_type(L, -1);
lua_pop(L, 1);
if (ttype == LUA_TNUMBER || ttype == LUA_TBOOLEAN)
return w_Shader_sendFloat(L);
else if (ttype == LUA_TTABLE)
return w_Shader_sendMatrix(L);
break;
default:
break;
}
return luaL_argerror(L, 3, "number, boolean, table, image, or canvas expected");
}
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_sendInt },
{ "sendBoolean", w_Shader_sendInt },
{ "sendFloat", w_Shader_sendFloat },
{ "sendColor", w_Shader_sendColor },
{ "sendMatrix", w_Shader_sendMatrix },
{ "sendTexture", w_Shader_sendTexture },
{ "send", w_Shader_send },
{ "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