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c75bc199ae
ARB fragment shaders shouldn't support GLSL 1.2 anyway.
332 lines
8.1 KiB
C++
332 lines
8.1 KiB
C++
/**
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* Copyright (c) 2006-2012 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 "PixelEffect.h"
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#include "GLee.h"
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#include "Graphics.h"
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namespace
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{
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// temporarily attaches a shader program (for setting uniforms, etc)
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// reattaches the originally active program when destroyed
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struct TemporaryAttacher
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{
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TemporaryAttacher(love::graphics::opengl::PixelEffect *sp) : s(sp)
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{
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glGetIntegerv(GL_CURRENT_PROGRAM, &activeProgram);
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s->attach();
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}
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~TemporaryAttacher()
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{
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glUseProgram(activeProgram);
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}
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love::graphics::opengl::PixelEffect *s;
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GLint activeProgram;
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};
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} // anonymous namespace
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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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PixelEffect *PixelEffect::current = NULL;
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std::map<std::string, GLint> PixelEffect::_texture_unit_pool;
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GLint PixelEffect::_current_texture_unit = 0;
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GLint PixelEffect::_max_texture_units = 0;
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GLint PixelEffect::getTextureUnit(const std::string &name)
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{
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std::map<std::string, GLint>::const_iterator it = _texture_unit_pool.find(name);
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if (it != _texture_unit_pool.end())
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return it->second;
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if (++_current_texture_unit >= _max_texture_units)
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throw love::Exception("No more texture units available");
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_texture_unit_pool[name] = _current_texture_unit;
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return _current_texture_unit;
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}
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PixelEffect::PixelEffect(const std::string &code)
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: _program(0)
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, _code(code)
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{
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &_max_texture_units);
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loadVolatile();
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}
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bool PixelEffect::loadVolatile()
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{
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_program = glCreateProgram();
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// should only fail if this is called between a glBegin()/glEnd() pair
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if (_program == 0)
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throw love::Exception("Cannot create shader program object.");
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GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
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// should only fail if this is called between a glBegin()/glEnd() pair
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if (shader == 0)
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{
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glDeleteProgram(_program);
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throw love::Exception("Cannot create shader object.");
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}
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// compile fragment shader code
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const char *src = _code.c_str();
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GLint strlen = _code.length();
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glShaderSource(shader, 1, (const GLchar **)&src, &strlen);
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glCompileShader(shader);
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GLint compile_ok;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_ok);
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if (GL_FALSE == compile_ok)
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{
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// get compiler error
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &strlen);
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char *error_str = new char[strlen];
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glGetShaderInfoLog(shader, strlen, NULL, error_str);
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std::string tmp(error_str);
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// cleanup before throw
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delete[] error_str;
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glDeleteShader(shader);
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glDeleteProgram(_program);
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// XXX: errorlog may contain escape sequences.
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throw love::Exception("Cannot compile shader:\n%s", tmp.c_str());
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}
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// link fragment shader
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GLint link_ok;
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glAttachShader(_program, shader);
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glLinkProgram(_program);
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glGetProgramiv(_program, GL_LINK_STATUS, &link_ok);
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if (GL_FALSE == link_ok)
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{
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// this should not happen if compiling is ok, but one can never be too careful
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// get linker error
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std::string tmp(getWarnings());
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// cleanup before throw
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glDeleteShader(shader);
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glDeleteProgram(_program);
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throw love::Exception("Cannot compile shader:\n%s", tmp.c_str());
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}
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glDeleteShader(shader);
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return true;
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}
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PixelEffect::~PixelEffect()
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{
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unloadVolatile();
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}
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void PixelEffect::unloadVolatile()
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{
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glDeleteProgram(_program);
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}
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std::string PixelEffect::getGLSLVersion()
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{
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// GL_SHADING_LANGUAGE_VERSION may not be available in OpenGL < 2.0.
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const char *tmp = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
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if (NULL == tmp)
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return "0.0";
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// the version string always begins with a version number of the format
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// major_number.minor_number
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// or
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// major_number.minor_number.release_number
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// we can keep release_number, since it does not affect the check below.
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std::string versionString(tmp);
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size_t minorEndPos = versionString.find(' ');
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return versionString.substr(0, minorEndPos);
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}
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bool PixelEffect::isSupported()
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{
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return GLEE_VERSION_2_0 && getGLSLVersion() >= "1.2";
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}
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std::string PixelEffect::getWarnings() const
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{
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GLint strlen, nullpos;
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glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &strlen);
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char *temp_str = new char[strlen+1];
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// be extra sure that the error string will be 0-terminated
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memset(temp_str, '\0', strlen+1);
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glGetProgramInfoLog(_program, strlen, &nullpos, temp_str);
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temp_str[nullpos] = '\0';
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std::string warnings(temp_str);
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delete[] temp_str;
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return warnings;
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}
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void PixelEffect::attach()
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{
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glUseProgram(_program);
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current = this;
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}
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void PixelEffect::detach()
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{
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glUseProgram(0);
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current = NULL;
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}
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void PixelEffect::sendFloat(const std::string &name, int size, const GLfloat *vec, int count)
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{
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TemporaryAttacher attacher(this);
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GLint location = getUniformLocation(name);
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if (size < 1 || size > 4)
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{
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throw love::Exception("Invalid variable size: %d (expected 1-4).", size);
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}
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switch (size)
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{
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case 4:
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glUniform4fv(location, count, vec);
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break;
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case 3:
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glUniform3fv(location, count, vec);
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break;
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case 2:
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glUniform2fv(location, count, vec);
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break;
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case 1:
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default:
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glUniform1fv(location, count, vec);
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break;
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}
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// throw error if needed
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checkSetUniformError();
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}
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void PixelEffect::sendMatrix(const std::string &name, int size, const GLfloat *m, int count)
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{
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TemporaryAttacher attacher(this);
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GLint location = getUniformLocation(name);
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if (size < 2 || size > 4)
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{
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throw love::Exception("Invalid matrix size: %dx%d "
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"(can only set 2x2, 3x3 or 4x4 matrices).", size,size);
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}
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switch (size)
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{
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case 4:
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glUniformMatrix4fv(location, count, GL_FALSE, m);
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break;
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case 3:
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glUniformMatrix3fv(location, count, GL_FALSE, m);
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break;
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case 2:
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default:
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glUniformMatrix2fv(location, count, GL_FALSE, m);
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break;
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}
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// throw error if needed
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checkSetUniformError();
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}
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void PixelEffect::sendImage(const std::string &name, const Image &image)
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{
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GLint texture_unit = getTextureUnit(name);
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TemporaryAttacher attacher(this);
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GLint location = getUniformLocation(name);
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glActiveTexture(GL_TEXTURE0 + texture_unit);
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bindTexture(image.getTextureName(), true); // guarantee it gets bound
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glUniform1i(location, texture_unit);
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// reset texture unit
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glActiveTexture(GL_TEXTURE0);
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// throw error if needed
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checkSetUniformError();
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}
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void PixelEffect::sendCanvas(const std::string &name, const Canvas &canvas)
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{
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GLint texture_unit = getTextureUnit(name);
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TemporaryAttacher attacher(this);
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GLint location = getUniformLocation(name);
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glActiveTexture(GL_TEXTURE0 + texture_unit);
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bindTexture(canvas.getTextureName(), true); // guarantee it gets bound
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glUniform1i(location, texture_unit);
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// reset texture unit
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glActiveTexture(GL_TEXTURE0);
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// throw error if needed
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checkSetUniformError();
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}
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GLint PixelEffect::getUniformLocation(const std::string &name)
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{
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std::map<std::string, GLint>::const_iterator it = _uniforms.find(name);
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if (it != _uniforms.end())
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return it->second;
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GLint location = glGetUniformLocation(_program, name.c_str());
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if (location == -1)
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{
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throw love::Exception(
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"Cannot get location of shader variable `%s'.\n"
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"A common error is to define but not use the variable.", name.c_str());
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}
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_uniforms[name] = location;
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return location;
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}
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void PixelEffect::checkSetUniformError()
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{
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GLenum error_code = glGetError();
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if (GL_INVALID_OPERATION == error_code)
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{
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throw love::Exception(
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"Invalid operation:\n"
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"- Trying to send the wrong value type to shader variable, or\n"
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"- Trying to send array values with wrong dimension, or\n"
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"- Invalid variable name.");
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}
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}
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} // opengl
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} // graphics
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} // love
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