Files
love/src/modules/graphics/opengl/wrap_Graphics.lua
T
Alex Szpakowski 470098b7e6 Shader code cleanup
--HG--
branch : minor
2017-01-27 23:19:04 -04:00

444 lines
13 KiB
Lua

R"luastring"--(
-- DO NOT REMOVE THE ABOVE LINE. It is used to load this file as a C++ string.
-- There is a matching delimiter at the bottom of the file.
--[[
Copyright (c) 2006-2017 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.
--]]
local table_concat = table.concat
local ipairs = ipairs
-- SHADERS
local GLSL = {}
GLSL.VERSION = { -- index using [target][gles]
glsl1 = {[false]="#version 120", [true]="#version 100"},
glsl3 = {[false]="#version 330 core", [true]="#version 300 es"},
}
GLSL.SYNTAX = [[
#if !defined(GL_ES) && __VERSION__ < 140
#define lowp
#define mediump
#define highp
#endif
#define number float
#define Image sampler2D
#define extern uniform]]
-- Uniforms shared by the vertex and pixel shader stages.
GLSL.UNIFORMS = [[
// According to the GLSL ES 1.0 spec, uniform precision must match between stages,
// but we can't guarantee that highp is always supported in fragment shaders...
// We *really* don't want to use mediump for these in vertex shaders though.
#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)
#define LOVE_UNIFORM_PRECISION highp
#else
#define LOVE_UNIFORM_PRECISION mediump
#endif
uniform LOVE_UNIFORM_PRECISION mat4 TransformMatrix;
uniform LOVE_UNIFORM_PRECISION mat4 ProjectionMatrix;
uniform LOVE_UNIFORM_PRECISION mat4 TransformProjectionMatrix;
uniform LOVE_UNIFORM_PRECISION mat3 NormalMatrix;
uniform mediump vec4 love_ScreenSize;]]
GLSL.FUNCTIONS = [[
#if __VERSION__ >= 130 && !defined(LOVE_GLSL1_ON_GLSL3)
#define Texel texture
#else
#if __VERSION__ >= 130
#define texture2D Texel
#define love_texture2D texture
#else
#define love_texture2D texture2D
#endif
vec4 Texel(sampler2D s, vec2 c) { return love_texture2D(s, c); }
#ifdef PIXEL
vec4 Texel(sampler2D s, vec2 c, float b) { return love_texture2D(s, c, b); }
#endif
#define texture love_texture
#endif
float gammaToLinearPrecise(float c) {
return c <= 0.04045 ? c * 0.077399380804954 : pow((c + 0.055) * 0.9478672985782, 2.4);
}
vec3 gammaToLinearPrecise(vec3 c) {
bvec3 leq = lessThanEqual(c, vec3(0.04045));
c.r = leq.r ? c.r * 0.077399380804954 : pow((c.r + 0.055) * 0.9478672985782, 2.4);
c.g = leq.g ? c.g * 0.077399380804954 : pow((c.g + 0.055) * 0.9478672985782, 2.4);
c.b = leq.b ? c.b * 0.077399380804954 : pow((c.b + 0.055) * 0.9478672985782, 2.4);
return c;
}
vec4 gammaToLinearPrecise(vec4 c) { return vec4(gammaToLinearPrecise(c.rgb), c.a); }
float linearToGammaPrecise(float c) {
return c < 0.0031308 ? c * 12.92 : 1.055 * pow(c, 1.0 / 2.4) - 0.055;
}
vec3 linearToGammaPrecise(vec3 c) {
bvec3 lt = lessThanEqual(c, vec3(0.0031308));
c.r = lt.r ? c.r * 12.92 : 1.055 * pow(c.r, 1.0 / 2.4) - 0.055;
c.g = lt.g ? c.g * 12.92 : 1.055 * pow(c.g, 1.0 / 2.4) - 0.055;
c.b = lt.b ? c.b * 12.92 : 1.055 * pow(c.b, 1.0 / 2.4) - 0.055;
return c;
}
vec4 linearToGammaPrecise(vec4 c) { return vec4(linearToGammaPrecise(c.rgb), c.a); }
// pow(x, 2.2) isn't an amazing approximation, but at least it's efficient...
mediump float gammaToLinearFast(mediump float c) { return pow(max(c, 0.0), 2.2); }
mediump vec3 gammaToLinearFast(mediump vec3 c) { return pow(max(c, vec3(0.0)), vec3(2.2)); }
mediump vec4 gammaToLinearFast(mediump vec4 c) { return vec4(gammaToLinearFast(c.rgb), c.a); }
mediump float linearToGammaFast(mediump float c) { return pow(max(c, 0.0), 1.0 / 2.2); }
mediump vec3 linearToGammaFast(mediump vec3 c) { return pow(max(c, vec3(0.0)), vec3(1.0 / 2.2)); }
mediump vec4 linearToGammaFast(mediump vec4 c) { return vec4(linearToGammaFast(c.rgb), c.a); }
#ifdef LOVE_PRECISE_GAMMA
#define gammaToLinear gammaToLinearPrecise
#define linearToGamma linearToGammaPrecise
#else
#define gammaToLinear gammaToLinearFast
#define linearToGamma linearToGammaFast
#endif
#ifdef LOVE_GAMMA_CORRECT
#define gammaCorrectColor gammaToLinear
#define unGammaCorrectColor linearToGamma
#define gammaCorrectColorPrecise gammaToLinearPrecise
#define unGammaCorrectColorPrecise linearToGammaPrecise
#define gammaCorrectColorFast gammaToLinearFast
#define unGammaCorrectColorFast linearToGammaFast
#else
#define gammaCorrectColor
#define unGammaCorrectColor
#define gammaCorrectColorPrecise
#define unGammaCorrectColorPrecise
#define gammaCorrectColorFast
#define unGammaCorrectColorFast
#endif]]
GLSL.VERTEX = {
HEADER = [[
#define LOVE_PRECISE_GAMMA
#define love_Position gl_Position
#if __VERSION__ >= 130
#define attribute in
#define varying out
#ifndef LOVE_GLSL1_ON_GLSL3
#define love_VertexID gl_VertexID
#define love_InstanceID gl_InstanceID
#endif
#endif
#ifdef GL_ES
uniform mediump float love_PointSize;
#endif]],
FUNCTIONS = [[
void updatePointSize() {
#ifdef GL_ES
gl_PointSize = love_PointSize;
#endif
}]],
MAIN = [[
attribute vec4 VertexPosition;
attribute vec4 VertexTexCoord;
attribute vec4 VertexColor;
attribute vec4 ConstantColor;
varying vec4 VaryingTexCoord;
varying vec4 VaryingColor;
vec4 position(mat4 transform_proj, vec4 vertpos);
void main() {
VaryingTexCoord = VertexTexCoord;
VaryingColor = gammaCorrectColor(VertexColor) * ConstantColor;
updatePointSize();
love_Position = position(TransformProjectionMatrix, VertexPosition);
}]],
}
GLSL.PIXEL = {
HEADER = [[
#ifdef GL_ES
precision mediump float;
#endif
#define love_MaxCanvases gl_MaxDrawBuffers
#if __VERSION__ >= 130
#define varying in
#ifdef LOVE_MULTI_CANVAS
layout(location = 0) out vec4 love_Canvases[love_MaxCanvases];
#else
layout(location = 0) out vec4 love_PixelColor;
#endif
#else
#ifdef LOVE_MULTI_CANVAS
#define love_Canvases gl_FragData
#else
#define love_PixelColor gl_FragColor
#endif
#endif
// See Shader::checkSetScreenParams in Shader.cpp.
#define love_PixelCoord (vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w))]],
FUNCTIONS = [[
uniform sampler2D love_VideoYChannel;
uniform sampler2D love_VideoCbChannel;
uniform sampler2D love_VideoCrChannel;
vec4 VideoTexel(vec2 texcoords) {
vec3 yuv;
yuv[0] = Texel(love_VideoYChannel, texcoords).r;
yuv[1] = Texel(love_VideoCbChannel, texcoords).r;
yuv[2] = Texel(love_VideoCrChannel, texcoords).r;
yuv += vec3(-0.0627451017, -0.501960814, -0.501960814);
vec4 color;
color.r = dot(yuv, vec3(1.164, 0.000, 1.596));
color.g = dot(yuv, vec3(1.164, -0.391, -0.813));
color.b = dot(yuv, vec3(1.164, 2.018, 0.000));
color.a = 1.0;
return gammaCorrectColor(color);
}]],
MAIN = [[
uniform sampler2D MainTex;
varying mediump vec4 VaryingTexCoord;
varying mediump vec4 VaryingColor;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord);
void main() {
love_PixelColor = effect(VaryingColor, MainTex, VaryingTexCoord.st, love_PixelCoord);
}]],
MAIN_MULTI_CANVAS = [[
uniform sampler2D MainTex;
varying mediump vec4 VaryingTexCoord;
varying mediump vec4 VaryingColor;
void effects(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord);
void main() {
effects(VaryingColor, MainTex, VaryingTexCoord.st, love_PixelCoord);
}]],
}
local function getLanguageTarget(code)
if not code then return nil end
return (code:match("^%s*#pragma language (%w+)")) or "glsl1"
end
local function createShaderStageCode(stage, code, lang, gles, glsl1on3, gammacorrect, multicanvas)
stage = stage:upper()
local lines = {
GLSL.VERSION[lang][gles],
"#define "..stage,
glsl1on3 and "#define LOVE_GLSL1_ON_GLSL3 1" or "",
gammacorrect and "#define LOVE_GAMMA_CORRECT 1" or "",
multicanvas and "#define LOVE_MULTI_CANVAS 1" or "",
GLSL.SYNTAX,
GLSL[stage].HEADER,
GLSL.UNIFORMS,
GLSL.FUNCTIONS,
GLSL[stage].FUNCTIONS,
multicanvas and GLSL[stage].MAIN_MULTI_CANVAS or GLSL[stage].MAIN,
(lang == "glsl3" or gles) and "#line 1" or "#line 0",
code,
}
return table_concat(lines, "\n")
end
local function isVertexCode(code)
return code:match("vec4%s+position%s*%(") ~= nil
end
local function isPixelCode(code)
if code:match("vec4%s+effect%s*%(") then
return true
elseif code:match("void%s+effects%s*%(") then
-- function for rendering to multiple canvases simultaneously
return true, true
else
return false
end
end
function love.graphics._shaderCodeToGLSL(gles, arg1, arg2)
local vertexcode, pixelcode
local is_multicanvas = false -- whether pixel code has "effects" function instead of "effect"
if arg1 then
if isVertexCode(arg1) then
vertexcode = arg1 -- first arg contains vertex shader code
end
local ispixel, isMultiCanvas = isPixelCode(arg1)
if ispixel then
pixelcode = arg1 -- first arg contains pixel shader code
is_multicanvas = isMultiCanvas
end
end
if arg2 then
if isVertexCode(arg2) then
vertexcode = arg2 -- second arg contains vertex shader code
end
local ispixel, isMultiCanvas = isPixelCode(arg2)
if ispixel then
pixelcode = arg2 -- second arg contains pixel shader code
is_multicanvas = isMultiCanvas
end
end
local supportsGLSL3 = love.graphics.getSupported().glsl3
local gammacorrect = love.graphics.isGammaCorrect()
local targetlang = getLanguageTarget(pixelcode or vertexcode)
if getLanguageTarget(vertexcode or pixelcode) ~= targetlang then
error("vertex and pixel shader languages must match", 2)
end
if targetlang == "glsl3" and not supportsGLSL3 then
error("GLSL 3 shaders are not supported on this system!", 2)
end
if targetlang ~= nil and not GLSL.VERSION[targetlang] then
error("Invalid shader language: " .. targetlang, 2)
end
local lang = targetlang or "glsl1"
local glsl1on3 = false
if lang == "glsl1" and supportsGLSL3 then
lang = "glsl3"
glsl1on3 = true
end
if vertexcode then
vertexcode = createShaderStageCode("VERTEX", vertexcode, lang, gles, glsl1on3, gammacorrect)
end
if pixelcode then
pixelcode = createShaderStageCode("PIXEL", pixelcode, lang, gles, glsl1on3, gammacorrect, is_multicanvas)
end
return vertexcode, pixelcode
end
function love.graphics._transformGLSLErrorMessages(message)
local shadertype = message:match("Cannot compile (%a+) shader code")
if not shadertype then return message end
local lines = {"Cannot compile "..shadertype.." shader code:"}
for l in message:gmatch("[^\n]+") do
-- nvidia compiler message:
-- 0(<linenumber>) : error/warning [NUMBER]: <error message>
local linenumber, what, message = l:match("^0%((%d+)%)%s*:%s*(%w+)[^:]+:%s*(.+)$")
if not linenumber then
-- ati compiler message:
-- ERROR 0:<linenumber>: error/warning(#[NUMBER]) [ERRORNAME]: <errormessage>
linenumber, what, message = l:match("^%w+: 0:(%d+):%s*(%w+)%([^%)]+%)%s*(.+)$")
if not linenumber then
-- OSX compiler message (?):
-- ERROR: 0:<linenumber>: <errormessage>
what, linenumber, message = l:match("^(%w+): %d+:(%d+): (.+)$")
end
end
if linenumber and what and message then
lines[#lines+1] = ("Line %d: %s: %s"):format(linenumber, what, message)
end
end
-- did not match any known error messages
if #lines == 1 then return message end
return table_concat(lines, "\n")
end
local defaultcode = {
vertex = [[
vec4 position(mat4 transform_proj, vec4 vertpos) {
return transform_proj * vertpos;
}]],
pixel = [[
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
return Texel(tex, texcoord) * vcolor;
}]],
videopixel = [[
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
return VideoTexel(texcoord) * vcolor;
}]],
}
local defaults = {}
local defaults_gammacorrect = {}
local langs = {
glsl1 = {target="glsl1", gles=false},
glsles1 = {target="glsl1", gles=true},
glsl3 = {target="glsl3", gles=false},
glsles3 = {target="glsl3", gles=true},
}
for lang, info in pairs(langs) do
for _, gammacorrect in ipairs{false, true} do
local t = gammacorrect and defaults_gammacorrect or defaults
t[lang] = {
vertex = createShaderStageCode("VERTEX", defaultcode.vertex, info.target, info.gles, false, gammacorrect),
pixel = createShaderStageCode("PIXEL", defaultcode.pixel, info.target, info.gles, false, gammacorrect, false),
videopixel = createShaderStageCode("PIXEL", defaultcode.videopixel, info.target, info.gles, false, gammacorrect, false),
}
end
end
love.graphics._setDefaultShaderCode(defaults, defaults_gammacorrect)
function love.graphics.newVideo(file, settings)
settings = settings == nil and {} or settings
if type(settings) ~= "table" then error("bad argument #2 to newVideo (expected table)", 2) end
local video = love.graphics._newVideo(file, settings.pixeldensity)
local source, success
if settings.audio ~= false and love.audio then
success, source = pcall(love.audio.newSource, video:getStream():getFilename(), "stream")
end
if success then
video:setSource(source)
elseif settings.audio == true then
if love.audio then
error("Video had no audio track", 2)
else
error("love.audio was not loaded", 2)
end
else
video:getStream():setSync()
end
return video
end
-- DO NOT REMOVE THE NEXT LINE. It is used to load this file as a C++ string.
--)luastring"--"