Files
love/src/modules/graphics/opengl/wrap_Shader.cpp
T
Alex Szpakowski 3fea174008 Cleaned up some shader code.
--HG--
branch : minor
2015-03-02 15:18:12 -04:00

391 lines
9.2 KiB
C++

/**
* Copyright (c) 2006-2015 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 <string>
#include <iostream>
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, int count, size_t &dimension)
{
dimension = 1;
T *values = new 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
{
delete[] values;
luax_typerror(L, 3 + i, "number or boolean");
return 0;
}
}
return values;
}
template <typename T>
static T *_getVectors(lua_State *L, int count, size_t &dimension)
{
dimension = lua_objlen(L, 3);
T *values = new T[count * dimension];
for (int i = 0; i < count; ++i)
{
if (!lua_istable(L, 3 + i))
{
delete[] values;
luax_typerror(L, 3 + i, "table");
return 0;
}
if (lua_objlen(L, 3 + i) != dimension)
{
delete[] values;
luaL_error(L, "Error in argument %d: Expected table size %d, got %d.",
3+i, dimension, lua_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
{
delete[] values;
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, count, dimension);
else if (lua_istable(L, 3))
values = _getVectors<int>(L, count, dimension);
else
return luax_typerror(L, 3, "number, boolean, or table");
if (!values)
return luaL_error(L, "Error in arguments.");
bool should_error = false;
try
{
shader->sendInt(name, (int) dimension, values, count);
}
catch (love::Exception &e)
{
should_error = true;
lua_pushstring(L, e.what());
}
delete[] values;
if (should_error)
return luaL_error(L, "%s", lua_tostring(L, -1));
return 0;
}
int w_Shader_sendFloat(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.");
float *values = 0;
size_t dimension = 1;
if (lua_isnumber(L, 3) || lua_isboolean(L, 3))
values = _getScalars<float>(L, count, dimension);
else if (lua_istable(L, 3))
values = _getVectors<float>(L, count, dimension);
else
return luax_typerror(L, 3, "number, boolean, or table");
if (!values)
return luaL_error(L, "Error in arguments.");
bool should_error = false;
try
{
shader->sendFloat(name, (int) dimension, values, count);
}
catch (love::Exception &e)
{
should_error = true;
lua_pushstring(L, e.what());
}
delete[] values;
if (should_error)
return luaL_error(L, "%s", lua_tostring(L, -1));
return 0;
}
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");
lua_getfield(L, 3, "dimension");
int dimension = (int) lua_tointeger(L, -1);
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 = new float[dimension * dimension * count];
for (int i = 0; i < count; ++i)
{
lua_getfield(L, 3+i, "dimension");
if (lua_tointeger(L, -1) != 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.
int other_dimension = (int) lua_tointeger(L, -1);
delete[] values;
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);
}
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, 1 + dimension);
}
luax_catchexcept(L,
[&]() { shader->sendMatrix(name, dimension, values, count); },
[&]() { delete[] values; }
);
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;
}
// Convert matrices on the stack for use with sendMatrix.
static void w_convertMatrices(lua_State *L, int idx)
{
int matrixcount = lua_gettop(L) - (idx - 1);
for (int matrix = idx; matrix < idx + matrixcount; matrix++)
{
luaL_checktype(L, matrix, LUA_TTABLE);
int dimension = (int) lua_objlen(L, matrix);
int newi = 1;
lua_createtable(L, dimension * dimension, 0);
// Collapse {{a,b,c}, {d,e,f}, ...} to {a,b,c, d,e,f, ...}
for (int i = 1; i <= (int) lua_objlen(L, matrix); i++)
{
// Push args[matrix][i] onto the stack.
lua_rawgeti(L, matrix, i);
luaL_checktype(L, -1, LUA_TTABLE);
for (int j = 1; j <= (int) lua_objlen(L, -1); j++)
{
// Push args[matrix[i][j] onto the stack.
lua_rawgeti(L, -1, j);
luaL_checktype(L, -1, LUA_TNUMBER);
// newtable[newi] = args[matrix][i][j]
lua_rawseti(L, -3, newi++);
}
lua_pop(L, 1);
}
// newtable.dimension = #args[matrix]
lua_pushinteger(L, dimension);
lua_setfield(L, -2, "dimension");
// Replace args[i] with the new table
lua_replace(L, matrix);
}
}
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)
{
w_convertMatrices(L, 3);
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 functions[] =
{
{ "getWarnings", w_Shader_getWarnings },
{ "sendInt", w_Shader_sendInt },
{ "sendBoolean", w_Shader_sendInt },
{ "sendFloat", w_Shader_sendFloat },
{ "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, functions);
}
} // opengl
} // graphics
} // love