mirror of
https://github.com/love2d/love.git
synced 2026-08-12 08:30:56 +02:00
78f8cfc4dc
Returns a table with the same setup as the data format table used with love.graphics.newBuffer.
584 lines
16 KiB
C++
584 lines
16 KiB
C++
/**
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* Copyright (c) 2006-2024 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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#include "wrap_Shader.h"
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#include "wrap_Texture.h"
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#include "math/MathModule.h"
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#include "math/Transform.h"
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#include "Graphics.h"
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#include <string>
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#include <algorithm>
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#include <cmath>
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#include <limits>
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namespace love
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{
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namespace graphics
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{
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Shader *luax_checkshader(lua_State *L, int idx)
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{
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return luax_checktype<Shader>(L, idx);
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}
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int w_Shader_getWarnings(lua_State *L)
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{
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Shader *shader = luax_checkshader(L, 1);
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std::string warnings = shader->getWarnings();
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lua_pushstring(L, warnings.c_str());
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return 1;
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}
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static int _getCount(lua_State *L, int startidx, const Shader::UniformInfo *info)
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{
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return std::min(std::max(lua_gettop(L) - startidx + 1, 1), info->count);
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}
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template <typename T, typename luaT, luaT (*checknum)(lua_State *, int)>
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static void _updateNumbers(lua_State *L, int startidx, T *values, int components, int count)
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{
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if (components == 1)
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{
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for (int i = 0; i < count; ++i)
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values[i] = (T) checknum(L, startidx + i);
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}
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else
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{
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for (int i = 0; i < count; i++)
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{
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luaL_checktype(L, startidx + i, LUA_TTABLE);
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for (int k = 1; k <= components; k++)
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{
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lua_rawgeti(L, startidx + i, k);
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values[i * components + k - 1] = (T) checknum(L, -1);
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}
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lua_pop(L, components);
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}
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}
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}
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int w_Shader_sendFloats(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info, bool colors)
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{
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int count = _getCount(L, startidx, info);
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int components = info->components;
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float *values = info->floats;
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if (colors)
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_updateNumbers<float, lua_Number, luax_checknumberclamped01>(L, startidx, values, components, count);
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else
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_updateNumbers<float, lua_Number, luaL_checknumber>(L, startidx, values, components, count);
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if (colors && graphics::isGammaCorrect())
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{
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// alpha is always linear (when present).
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int gammacomponents = std::min(components, 3);
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for (int i = 0; i < count; i++)
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{
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for (int j = 0; j < gammacomponents; j++)
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values[i * components + j] = math::gammaToLinear(values[i * components + j]);
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}
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}
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luax_catchexcept(L, [&]() { shader->updateUniform(info, count); });
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return 0;
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}
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int w_Shader_sendInts(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
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{
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int count = _getCount(L, startidx, info);
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_updateNumbers<int, lua_Integer, luaL_checkinteger>(L, startidx, info->ints, info->components, count);
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luax_catchexcept(L, [&]() { shader->updateUniform(info, count); });
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return 0;
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}
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int w_Shader_sendUnsignedInts(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
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{
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int count = _getCount(L, startidx, info);
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_updateNumbers<unsigned int, lua_Integer, luaL_checkinteger>(L, startidx, info->uints, info->components, count);
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luax_catchexcept(L, [&]() { shader->updateUniform(info, count); });
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return 0;
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}
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int w_Shader_sendBooleans(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
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{
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int count = _getCount(L, startidx, info);
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int components = info->components;
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// We have to send booleans as ints.
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int *values = info->ints;
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if (components == 1)
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{
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for (int i = 0; i < count; i++)
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{
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luaL_checktype(L, startidx + i, LUA_TBOOLEAN);
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values[i] = (int) lua_toboolean(L, startidx + i);
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}
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}
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else
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{
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for (int i = 0; i < count; i++)
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{
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luaL_checktype(L, startidx + i, LUA_TTABLE);
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for (int k = 1; k <= components; k++)
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{
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lua_rawgeti(L, startidx + i, k);
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luaL_checktype(L, -1, LUA_TBOOLEAN);
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values[i * components + k - 1] = (int) lua_toboolean(L, -1);
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}
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lua_pop(L, components);
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}
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}
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luax_catchexcept(L, [&]() { shader->updateUniform(info, count); });
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return 0;
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}
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int w_Shader_sendMatrices(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
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{
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bool columnmajor = false;
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if (lua_type(L, startidx) == LUA_TSTRING)
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{
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const char *layoutstr = lua_tostring(L, startidx);
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math::Transform::MatrixLayout layout;
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if (!math::Transform::getConstant(layoutstr, layout))
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return luax_enumerror(L, "matrix layout", math::Transform::getConstants(layout), layoutstr);
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columnmajor = (layout == math::Transform::MATRIX_COLUMN_MAJOR);
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startidx++;
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}
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int count = _getCount(L, startidx, info);
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int columns = info->matrix.columns;
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int rows = info->matrix.rows;
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int elements = columns * rows;
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float *values = info->floats;
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for (int i = 0; i < count; i++)
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{
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if (columns == 4 && rows == 4 && luax_istype(L, startidx + i, math::Transform::type))
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{
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math::Transform *t = luax_totype<math::Transform>(L, startidx + i);
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memcpy(&values[i * 16], t->getMatrix().getElements(), sizeof(float) * 16);
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continue;
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}
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luaL_checktype(L, startidx + i, LUA_TTABLE);
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lua_rawgeti(L, startidx + i, 1);
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bool table_of_tables = lua_istable(L, -1);
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lua_pop(L, 1);
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if (table_of_tables)
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{
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int n = i * elements;
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if (columnmajor)
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{
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for (int column = 0; column < columns; column++)
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{
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lua_rawgeti(L, startidx + i, column + 1);
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for (int row = 0; row < rows; row++)
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{
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lua_rawgeti(L, -(row + 1), row + 1);
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values[n + (column * rows + row)] = (float) luaL_checknumber(L, -1);
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}
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lua_pop(L, rows + 1);
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}
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}
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else
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{
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for (int row = 0; row < rows; row++)
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{
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lua_rawgeti(L, startidx + i, row + 1);
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for (int column = 0; column < columns; column++)
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{
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// The table has the matrix elements laid out in row-major
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// order, but we need to store them column-major in memory.
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lua_rawgeti(L, -(column + 1), column + 1);
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values[n + (column * rows + row)] = (float) luaL_checknumber(L, -1);
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}
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lua_pop(L, columns + 1);
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}
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}
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}
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else
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{
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int n = i * elements;
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if (columnmajor)
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{
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for (int column = 0; column < columns; column++)
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{
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for (int row = 0; row < rows; row++)
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{
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lua_rawgeti(L, startidx + i, column * rows + row + 1);
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values[n + (column * rows + row)] = (float) luaL_checknumber(L, -1);
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}
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}
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}
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else
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{
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for (int column = 0; column < columns; column++)
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{
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for (int row = 0; row < rows; row++)
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{
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// The table has the matrix elements laid out in row-major
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// order, but we need to store them column-major in memory.
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lua_rawgeti(L, startidx + i, row * columns + column + 1);
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values[n + (column * rows + row)] = (float) luaL_checknumber(L, -1);
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}
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}
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}
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lua_pop(L, elements);
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}
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}
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shader->updateUniform(info, count);
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return 0;
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}
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int w_Shader_sendTextures(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
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{
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int count = _getCount(L, startidx, info);
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std::vector<Texture *> textures;
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textures.reserve(count);
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for (int i = 0; i < count; i++)
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{
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Texture *tex = luax_checktexture(L, startidx + i);
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textures.push_back(tex);
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}
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luax_catchexcept(L, [&]() { shader->sendTextures(info, textures.data(), count); });
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return 0;
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}
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int w_Shader_sendBuffers(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
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{
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int count = _getCount(L, startidx, info);
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std::vector<Buffer *> buffers;
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buffers.reserve(count);
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for (int i = 0; i < count; i++)
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{
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Buffer *buffer = luax_checktype<Buffer>(L, startidx + i);
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buffers.push_back(buffer);
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}
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luax_catchexcept(L, [&]() { shader->sendBuffers(info, buffers.data(), count); });
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return 0;
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}
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static int w_Shader_sendLuaValues(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info, const char *name)
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{
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switch (info->baseType)
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{
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case Shader::UNIFORM_FLOAT:
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return w_Shader_sendFloats(L, startidx, shader, info, false);
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case Shader::UNIFORM_MATRIX:
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return w_Shader_sendMatrices(L, startidx, shader, info);
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case Shader::UNIFORM_INT:
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return w_Shader_sendInts(L, startidx, shader, info);
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case Shader::UNIFORM_UINT:
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return w_Shader_sendUnsignedInts(L, startidx, shader, info);
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case Shader::UNIFORM_BOOL:
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return w_Shader_sendBooleans(L, startidx, shader, info);
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case Shader::UNIFORM_SAMPLER:
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case Shader::UNIFORM_STORAGETEXTURE:
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return w_Shader_sendTextures(L, startidx, shader, info);
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case Shader::UNIFORM_TEXELBUFFER:
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case Shader::UNIFORM_STORAGEBUFFER:
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return w_Shader_sendBuffers(L, startidx, shader, info);
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default:
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return luaL_error(L, "Unknown variable type for shader uniform '%s", name);
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}
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}
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static int w_Shader_sendData(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info, bool colors)
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{
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if (info->baseType == Shader::UNIFORM_SAMPLER || info->baseType == Shader::UNIFORM_STORAGETEXTURE
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|| info->baseType == Shader::UNIFORM_TEXELBUFFER || info->baseType == Shader::UNIFORM_STORAGEBUFFER)
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return luaL_error(L, "Only value types (floats, ints, vectors, matrices, etc) be sent to Shaders via Data objects.");
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math::Transform::MatrixLayout layout = math::Transform::MATRIX_ROW_MAJOR;
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int dataidx = startidx;
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if (info->baseType == Shader::UNIFORM_MATRIX)
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{
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if (lua_type(L, startidx) == LUA_TSTRING)
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{
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// (matrixlayout, data, ...)
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const char *layoutstr = lua_tostring(L, startidx);
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if (!math::Transform::getConstant(layoutstr, layout))
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return luax_enumerror(L, "matrix layout", math::Transform::getConstants(layout), layoutstr);
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startidx++;
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dataidx = startidx;
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}
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else if (lua_type(L, startidx + 1) == LUA_TSTRING)
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{
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// (data, matrixlayout, ...)
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// Should be deprecated in the future (doesn't match the argument
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// order of Shader:send(name, matrixlayout, table))
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const char *layoutstr = lua_tostring(L, startidx + 1);
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if (!math::Transform::getConstant(layoutstr, layout))
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return luax_enumerror(L, "matrix layout", math::Transform::getConstants(layout), layoutstr);
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startidx++;
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}
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}
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bool columnmajor = (layout == math::Transform::MATRIX_COLUMN_MAJOR);
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Data *data = luax_checktype<Data>(L, dataidx);
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size_t size = data->getSize();
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ptrdiff_t offset = (ptrdiff_t) luaL_optinteger(L, startidx + 1, 0);
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if (offset < 0)
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return luaL_error(L, "Offset cannot be negative.");
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else if ((size_t) offset >= size)
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return luaL_error(L, "Offset must be less than the size of the Data.");
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size_t uniformstride = info->dataSize / info->count;
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if (!lua_isnoneornil(L, startidx + 2))
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{
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lua_Integer sizearg = luaL_checkinteger(L, startidx + 2);
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if (sizearg <= 0)
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return luaL_error(L, "Size must be greater than 0.");
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else if ((size_t) sizearg > size - offset)
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return luaL_error(L, "Size and offset must fit within the Data's bounds.");
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else if (sizearg % uniformstride != 0)
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return luaL_error(L, "Size (%d) must be a multiple of the uniform's size in bytes (%d).", sizearg, uniformstride);
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else if ((size_t) sizearg > info->dataSize)
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return luaL_error(L, "Size must not be greater than the uniform's total size in bytes.");
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size = (size_t) sizearg;
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}
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else
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{
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size -= offset;
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size = std::min((size / uniformstride) * uniformstride, info->dataSize);
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}
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if (size == 0)
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return luaL_error(L, "Size to copy must be greater than 0.");
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int count = (int) (size / uniformstride);
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const char *mem = (const char *) data->getData() + offset;
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if (info->baseType != Shader::UNIFORM_MATRIX || columnmajor)
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memcpy(info->data, mem, size);
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else
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{
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int columns = info->matrix.columns;
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int rows = info->matrix.rows;
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const float *src = (const float *) mem;
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float *dst = info->floats;
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for (int i = 0; i < count; i++)
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{
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for (int row = 0; row < rows; row++)
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{
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for (int column = 0; column < columns; column++)
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dst[column * rows + row] = src[row * columns + column];
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}
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src += columns * rows;
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dst += columns * rows;
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}
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}
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if (colors && graphics::isGammaCorrect())
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{
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// alpha is always linear (when present).
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int components = info->components;
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int gammacomponents = std::min(components, 3);
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float *values = info->floats;
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for (int i = 0; i < count; i++)
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{
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for (int j = 0; j < gammacomponents; j++)
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values[i * components + j] = math::gammaToLinear(values[i * components + j]);
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}
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}
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shader->updateUniform(info, count);
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return 0;
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}
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int w_Shader_send(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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const Shader::UniformInfo *info = shader->getUniformInfo(name);
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if (info == nullptr || !info->active)
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return luaL_error(L, "Shader uniform '%s' does not exist.\nA common error is to define but not use the variable.", name);
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if (luax_istype(L, 3, Data::type) || (info->baseType == Shader::UNIFORM_MATRIX && luax_istype(L, 4, Data::type)))
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return w_Shader_sendData(L, 3, shader, info, false);
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else
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return w_Shader_sendLuaValues(L, 3, shader, info, name);
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}
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int w_Shader_sendColors(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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const Shader::UniformInfo *info = shader->getUniformInfo(name);
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if (info == nullptr || !info->active)
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return luaL_error(L, "Shader uniform '%s' does not exist.\nA common error is to define but not use the variable.", name);
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if (info->baseType != Shader::UNIFORM_FLOAT || info->components < 3)
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return luaL_error(L, "Shader:sendColor can only be used with vec3 or vec4 uniforms.");
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if (luax_istype(L, 3, Data::type))
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w_Shader_sendData(L, 3, shader, info, true);
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else
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w_Shader_sendFloats(L, 3, shader, info, true);
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luax_pushboolean(L, true);
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return 1;
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}
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int w_Shader_hasUniform(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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luax_pushboolean(L, shader->hasUniform(name));
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return 1;
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}
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int w_Shader_hasStage(lua_State* L)
|
|
{
|
|
Shader *shader = luax_checkshader(L, 1);
|
|
ShaderStageType stage;
|
|
const char *str = luaL_checkstring(L, 2);
|
|
if (!ShaderStage::getConstant(str, stage))
|
|
return luax_enumerror(L, "shader stage", str);
|
|
|
|
luax_pushboolean(L, shader->hasStage(stage));
|
|
return 1;
|
|
}
|
|
|
|
int w_Shader_getLocalThreadgroupSize(lua_State* L)
|
|
{
|
|
Shader *shader = luax_checkshader(L, 1);
|
|
|
|
if (!shader->hasStage(SHADERSTAGE_COMPUTE))
|
|
{
|
|
lua_pushnil(L);
|
|
return 1;
|
|
}
|
|
|
|
int x, y, z;
|
|
shader->getLocalThreadgroupSize(&x, &y, &z);
|
|
lua_pushinteger(L, x);
|
|
lua_pushinteger(L, y);
|
|
lua_pushinteger(L, z);
|
|
return 3;
|
|
}
|
|
|
|
int w_Shader_getBufferFormat(lua_State *L)
|
|
{
|
|
Shader *shader = luax_checkshader(L, 1);
|
|
const char *name = luaL_checkstring(L, 2);
|
|
const std::vector<Buffer::DataDeclaration> *format = shader->getBufferFormat(name);
|
|
if (name != nullptr)
|
|
{
|
|
lua_createtable(L, (int)format->size(), 0);
|
|
|
|
for (size_t i = 0; i < format->size(); i++)
|
|
{
|
|
const Buffer::DataDeclaration &member = (*format)[i];
|
|
|
|
lua_createtable(L, 0, 3);
|
|
|
|
lua_pushstring(L, member.name.c_str());
|
|
lua_setfield(L, -2, "name");
|
|
|
|
const char* formatstr = "unknown";
|
|
getConstant(member.format, formatstr);
|
|
lua_pushstring(L, formatstr);
|
|
lua_setfield(L, -2, "format");
|
|
|
|
lua_pushinteger(L, member.arrayLength);
|
|
lua_setfield(L, -2, "arraylength");
|
|
|
|
lua_rawseti(L, -2, i + 1);
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
return luaL_error(L, "Buffer '%s' does not exist in the Shader.", name);
|
|
}
|
|
|
|
int w_Shader_getDebugName(lua_State *L)
|
|
{
|
|
Shader *shader = luax_checkshader(L, 1);
|
|
const std::string &debugName = shader->getDebugName();
|
|
if (debugName.empty())
|
|
lua_pushnil(L);
|
|
else
|
|
luax_pushstring(L, debugName);
|
|
return 1;
|
|
}
|
|
|
|
static const luaL_Reg w_Shader_functions[] =
|
|
{
|
|
{ "getWarnings", w_Shader_getWarnings },
|
|
{ "send", w_Shader_send },
|
|
{ "sendColor", w_Shader_sendColors },
|
|
{ "hasUniform", w_Shader_hasUniform },
|
|
{ "hasStage", w_Shader_hasStage },
|
|
{ "getLocalThreadgroupSize", w_Shader_getLocalThreadgroupSize },
|
|
{ "getBufferFormat", w_Shader_getBufferFormat },
|
|
{ "getDebugName", w_Shader_getDebugName },
|
|
{ 0, 0 }
|
|
};
|
|
|
|
extern "C" int luaopen_shader(lua_State *L)
|
|
{
|
|
return luax_register_type(L, &Shader::type, w_Shader_functions, nullptr);
|
|
}
|
|
|
|
} // graphics
|
|
} // love
|
|
|