mirror of
https://github.com/love2d/love.git
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299 lines
6.7 KiB
C++
299 lines
6.7 KiB
C++
/**
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* Copyright (c) 2006-2013 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_Image.h"
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#include "wrap_Canvas.h"
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#include <string>
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#include <iostream>
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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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, "Shader", GRAPHICS_SHADER_T);
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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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lua_pushstring(L, shader->getWarnings().c_str());
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return 1;
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}
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template <typename T>
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static T *_getScalars(lua_State *L, int count, size_t &dimension)
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{
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dimension = 1;
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T *values = new T[count];
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for (int i = 0; i < count; ++i)
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{
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if (lua_isnumber(L, 3 + i))
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values[i] = static_cast<T>(lua_tonumber(L, 3 + i));
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else if (lua_isboolean(L, 3 + i))
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values[i] = static_cast<T>(lua_toboolean(L, 3 + i));
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else
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{
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delete[] values;
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luaL_typerror(L, 3 + i, "number or boolean");
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return 0;
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}
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}
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return values;
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}
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template <typename T>
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static T *_getVectors(lua_State *L, int count, size_t &dimension)
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{
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dimension = lua_objlen(L, 3);
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T *values = new T[count * dimension];
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for (int i = 0; i < count; ++i)
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{
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if (!lua_istable(L, 3 + i))
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{
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delete[] values;
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luaL_typerror(L, 3 + i, "table");
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return 0;
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}
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if (lua_objlen(L, 3 + i) != dimension)
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{
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delete[] values;
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luaL_error(L, "Error in argument %d: Expected table size %d, got %d.",
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3+i, dimension, lua_objlen(L, 3+i));
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return 0;
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}
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for (size_t k = 1; k <= dimension; ++k)
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{
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lua_rawgeti(L, 3 + i, k);
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if (lua_isnumber(L, -1))
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values[i * dimension + k - 1] = static_cast<T>(lua_tonumber(L, -1));
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else if (lua_isboolean(L, -1))
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values[i * dimension + k - 1] = static_cast<T>(lua_toboolean(L, -1));
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else
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{
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delete[] values;
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luaL_typerror(L, -1, "number or boolean");
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return 0;
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}
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}
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lua_pop(L, int(dimension));
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}
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return values;
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}
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int w_Shader_sendInt(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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int count = lua_gettop(L) - 2;
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if (count < 1)
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return luaL_error(L, "No variable to send.");
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int *values = 0;
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size_t dimension = 1;
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if (lua_isnumber(L, 3) || lua_isboolean(L, 3))
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values = _getScalars<int>(L, count, dimension);
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else if (lua_istable(L, 3))
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values = _getVectors<int>(L, count, dimension);
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else
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return luaL_typerror(L, 3, "number, boolean, or table");
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if (!values)
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return luaL_error(L, "Error in arguments.");
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try
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{
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shader->sendInt(name, dimension, values, count);
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}
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catch (love::Exception &e)
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{
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delete[] values;
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return luaL_error(L, "%s", e.what());
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}
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delete[] values;
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return 0;
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}
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int w_Shader_sendFloat(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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int count = lua_gettop(L) - 2;
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if (count < 1)
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return luaL_error(L, "No variable to send.");
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float *values = 0;
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size_t dimension = 1;
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if (lua_isnumber(L, 3) || lua_isboolean(L, 3))
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values = _getScalars<float>(L, count, dimension);
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else if (lua_istable(L, 3))
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values = _getVectors<float>(L, count, dimension);
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else
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return luaL_typerror(L, 3, "number, boolean, or table");
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if (!values)
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return luaL_error(L, "Error in arguments.");
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try
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{
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shader->sendFloat(name, dimension, values, count);
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}
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catch (love::Exception &e)
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{
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delete[] values;
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return luaL_error(L, "%s", e.what());
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}
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delete[] values;
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return 0;
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}
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int w_Shader_sendMatrix(lua_State *L)
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{
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int count = lua_gettop(L) - 2;
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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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if (!lua_istable(L, 3))
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return luaL_typerror(L, 3, "matrix table");
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lua_getfield(L, 3, "dimension");
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int dimension = lua_tointeger(L, -1);
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lua_pop(L, 1);
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if (dimension < 2 || dimension > 4)
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return luaL_error(L, "Invalid matrix size: %dx%d (only 2x2, 3x3 and 4x4 matrices are supported).",
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count, count);
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float *values = new float[dimension * dimension * count];
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for (int i = 0; i < count; ++i)
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{
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lua_getfield(L, 3+i, "dimension");
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if (lua_tointeger(L, -1) != dimension)
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{
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// You unlock this door with the key of imagination. Beyond it is
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// another dimension: a dimension of sound, a dimension of sight,
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// a dimension of mind. You're moving into a land of both shadow
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// and substance, of things and ideas. You've just crossed over
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// into... the Twilight Zone.
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int other_dimension = lua_tointeger(L, -1);
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delete[] values;
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return luaL_error(L, "Invalid matrix size at argument %d: Expected size %dx%d, got %dx%d.",
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3+i, dimension, dimension, other_dimension, other_dimension);
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}
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for (int k = 1; k <= dimension*dimension; ++k)
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{
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lua_rawgeti(L, 3+i, k);
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values[i * dimension * dimension + k - 1] = (float)lua_tonumber(L, -1);
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}
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lua_pop(L, 1 + dimension);
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}
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try
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{
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shader->sendMatrix(name, dimension, values, count);
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}
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catch(love::Exception &e)
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{
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delete[] values;
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return luaL_error(L, "%s", e.what());
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}
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delete[] values;
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return 0;
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}
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int w_Shader_sendImage(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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Image *img = luax_checkimage(L, 3);
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try
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{
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shader->sendImage(name, *img);
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}
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catch(love::Exception &e)
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{
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luaL_error(L, "%s", e.what());
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}
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return 0;
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}
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int w_Shader_sendCanvas(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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Canvas *canvas = luax_checkcanvas(L, 3);
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try
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{
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shader->sendCanvas(name, *canvas);
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}
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catch(love::Exception &e)
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{
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luaL_error(L, "%s", e.what());
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}
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return 0;
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}
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static const luaL_Reg functions[] =
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{
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{ "getWarnings", w_Shader_getWarnings },
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{ "sendInt", w_Shader_sendInt },
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{ "sendFloat", w_Shader_sendFloat },
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{ "sendMatrix", w_Shader_sendMatrix },
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{ "sendImage", w_Shader_sendImage },
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{ "sendCanvas", w_Shader_sendCanvas },
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{ 0, 0 }
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};
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extern "C" int luaopen_shader(lua_State *L)
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{
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return luax_register_type(L, "Shader", functions);
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}
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} // opengl
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} // graphics
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} // love
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