Files
love/src/modules/graphics/Shader.h
T
Alex Szpakowski 73fd45558b Implement Array, Cubemap, and Volume texture types (issue #1111).
- Add love.graphics.newArrayImage, newCubeImage, and newVolumeImage.
- Add love.graphics.newCanvas(w, h, layers) and newCanvas(w, h, layers, settings). Add ‘type’ field to the settings table of newCanvas.

- Add new love.graphics.setCanvas variants: setCanvas(canvas, slice), and setCanvas(canvastable) where canvastable is in the format: {{canvas1, layer=2}, {canvas2, face=5}}

- Add Texture:getTextureType, getDepth, getLayerCount, getMipmapCount, and getFormat.

- Remove Image:getData and Image:refresh.
- Add Image:replacePixels(imagedata [, slice] [, mipmap]).

- Update Canvas:newImageData to accept a slice argument.

- Add love.image.newCubeFaces(imagedata).

--HG--
branch : minor
2017-02-20 14:58:13 -04:00

228 lines
5.0 KiB
C++

/**
* 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.
**/
#pragma once
// LOVE
#include "common/Object.h"
#include "common/StringMap.h"
#include "Texture.h"
// STL
#include <string>
#include <map>
#include <vector>
#include <stddef.h>
namespace glslang
{
class TShader;
}
namespace love
{
namespace graphics
{
class Graphics;
// A GLSL shader
class Shader : public Object
{
public:
static love::Type type;
enum Language
{
LANGUAGE_GLSL1,
LANGUAGE_GLSLES1,
LANGUAGE_GLSL3,
LANGUAGE_GLSLES3,
LANGUAGE_MAX_ENUM
};
enum ShaderStage
{
STAGE_VERTEX,
STAGE_PIXEL,
STAGE_MAX_ENUM
};
// Built-in uniform variables.
enum BuiltinUniform
{
BUILTIN_TEXTURE_MAIN,
BUILTIN_TEXTURE_VIDEO_Y,
BUILTIN_TEXTURE_VIDEO_CB,
BUILTIN_TEXTURE_VIDEO_CR,
BUILTIN_MATRIX_TRANSFORM,
BUILTIN_MATRIX_PROJECTION,
BUILTIN_MATRIX_TRANSFORM_PROJECTION,
BUILTIN_MATRIX_NORMAL,
BUILTIN_POINT_SIZE,
BUILTIN_SCREEN_SIZE,
BUILTIN_MAX_ENUM
};
// Types of potential uniform variables used in love's shaders.
enum UniformType
{
UNIFORM_FLOAT,
UNIFORM_MATRIX,
UNIFORM_INT,
UNIFORM_UINT,
UNIFORM_BOOL,
UNIFORM_SAMPLER,
UNIFORM_UNKNOWN,
UNIFORM_MAX_ENUM
};
struct ShaderSource
{
std::string vertex;
std::string pixel;
};
struct MatrixSize
{
short columns;
short rows;
};
struct UniformInfo
{
int location;
int count;
union
{
int components;
MatrixSize matrix;
};
UniformType baseType;
TextureType textureType;
std::string name;
union
{
void *data;
float *floats;
int *ints;
unsigned int *uints;
};
Texture **textures;
};
// Pointer to currently active Shader.
static Shader *current;
// Pointer to the default Shader.
static Shader *defaultShader;
static Shader *defaultVideoShader;
Shader(const ShaderSource &source);
virtual ~Shader();
/**
* Binds this Shader's program to be used when rendering.
**/
virtual void attach() = 0;
/**
* Attach the default shader.
**/
static void attachDefault();
/**
* Returns any warnings this Shader may have generated.
**/
virtual std::string getWarnings() const = 0;
virtual const UniformInfo *getUniformInfo(const std::string &name) const = 0;
virtual const UniformInfo *getUniformInfo(BuiltinUniform builtin) const = 0;
virtual void updateUniform(const UniformInfo *info, int count) = 0;
virtual void sendTextures(const UniformInfo *info, Texture **textures, int count) = 0;
/**
* Gets whether a uniform with the specified name exists and is actively
* used in the shader.
**/
virtual bool hasUniform(const std::string &name) const = 0;
/**
* Sets the textures used when rendering a video. For internal use only.
**/
virtual void setVideoTextures(Texture *ytexture, Texture *cbtexture, Texture *crtexture) = 0;
void checkMainTextureType(TextureType textype) const;
virtual ptrdiff_t getHandle() const = 0;
static bool validate(Graphics *gfx, bool gles, const ShaderSource &source, bool checkWithDefaults, std::string &err);
static bool initialize();
static void deinitialize();
static bool getConstant(const char *in, Language &out);
static bool getConstant(Language in, const char *&out);
static bool getConstant(const char *in, ShaderStage &out);
static bool getConstant(ShaderStage in, const char *&out);
static bool getConstant(const char *in, BuiltinUniform &out);
static bool getConstant(BuiltinUniform in, const char *&out);
protected:
struct CachedShaderStage
{
int referenceCount;
ShaderStage stage;
glslang::TShader *glslangShader;
ptrdiff_t handle;
};
// Source code used for this Shader.
ShaderSource shaderSource;
static std::map<std::string, CachedShaderStage> cachedShaders;
private:
static StringMap<Language, LANGUAGE_MAX_ENUM>::Entry languageEntries[];
static StringMap<Language, LANGUAGE_MAX_ENUM> languages;
static StringMap<ShaderStage, STAGE_MAX_ENUM>::Entry stageNameEntries[];
static StringMap<ShaderStage, STAGE_MAX_ENUM> stageNames;
// Names for the built-in uniform variables.
static StringMap<BuiltinUniform, BUILTIN_MAX_ENUM>::Entry builtinNameEntries[];
static StringMap<BuiltinUniform, BUILTIN_MAX_ENUM> builtinNames;
}; // Shader
} // graphics
} // love