Files
love/src/modules/graphics/opengl/wrap_Mesh.cpp
T
Alex Szpakowski aa69a695d3 Canvases can now be used in SpriteBatches, ParticleSystems, and Meshes (resolves issue #782).
Canvases and Images are now subclasses of the new Texture class.
Added setTexture and getTexture methods for Meshes, ParticleSystems, and SpriteBatches (the old set/getImage methods are deprecated but not removed.)
Canvas texture coordinates are no longer flipped.
2014-01-03 17:07:12 -04:00

364 lines
7.8 KiB
C++

/**
* Copyright (c) 2006-2013 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.
**/
// LOVE
#include "wrap_Mesh.h"
#include "Image.h"
#include "Canvas.h"
// C++
#include <typeinfo>
namespace love
{
namespace graphics
{
namespace opengl
{
Mesh *luax_checkmesh(lua_State *L, int idx)
{
return luax_checktype<Mesh>(L, idx, "Mesh", GRAPHICS_MESH_T);
}
int w_Mesh_setVertex(lua_State *L)
{
Mesh *t = luax_checkmesh(L, 1);
size_t i = size_t(luaL_checkinteger(L, 2) - 1);
Vertex v;
if (lua_istable(L, 3))
{
for (int i = 1; i <= 8; i++)
lua_rawgeti(L, 3, i);
v.x = luaL_checknumber(L, -8);
v.y = luaL_checknumber(L, -7);
v.s = luaL_checknumber(L, -6);
v.t = luaL_checknumber(L, -5);
v.r = luaL_optinteger(L, -4, 255);
v.g = luaL_optinteger(L, -3, 255);
v.b = luaL_optinteger(L, -2, 255);
v.a = luaL_optinteger(L, -1, 255);
lua_pop(L, 8);
}
else
{
v.x = luaL_checknumber(L, 3);
v.y = luaL_checknumber(L, 4);
v.s = luaL_checknumber(L, 5);
v.t = luaL_checknumber(L, 6);
v.r = luaL_optinteger(L, 7, 255);
v.g = luaL_optinteger(L, 8, 255);
v.b = luaL_optinteger(L, 9, 255);
v.a = luaL_optinteger(L, 10, 255);
}
EXCEPT_GUARD(t->setVertex(i, v);)
return 0;
}
int w_Mesh_getVertex(lua_State *L)
{
Mesh *t = luax_checkmesh(L, 1);
size_t i = (size_t) (luaL_checkinteger(L, 2) - 1);
Vertex v;
EXCEPT_GUARD(v = t->getVertex(i);)
lua_pushnumber(L, v.x);
lua_pushnumber(L, v.y);
lua_pushnumber(L, v.s);
lua_pushnumber(L, v.t);
lua_pushnumber(L, v.r);
lua_pushnumber(L, v.g);
lua_pushnumber(L, v.b);
lua_pushnumber(L, v.a);
return 8;
}
int w_Mesh_setVertices(lua_State *L)
{
Mesh *t = luax_checkmesh(L, 1);
size_t vertex_count = lua_objlen(L, 2);
std::vector<Vertex> vertices;
vertices.reserve(vertex_count);
// Get the vertices from the table.
for (size_t i = 1; i <= vertex_count; i++)
{
lua_rawgeti(L, 2, i);
if (lua_type(L, -1) != LUA_TTABLE)
return luax_typerror(L, 2, "table of tables");
for (int j = 1; j <= 8; j++)
lua_rawgeti(L, -j, j);
Vertex v;
v.x = (float) luaL_checknumber(L, -8);
v.y = (float) luaL_checknumber(L, -7);
v.s = (float) luaL_checknumber(L, -6);
v.t = (float) luaL_checknumber(L, -5);
v.r = (unsigned char) luaL_optinteger(L, -4, 255);
v.g = (unsigned char) luaL_optinteger(L, -3, 255);
v.b = (unsigned char) luaL_optinteger(L, -2, 255);
v.a = (unsigned char) luaL_optinteger(L, -1, 255);
lua_pop(L, 9);
vertices.push_back(v);
}
EXCEPT_GUARD(t->setVertices(vertices);)
return 0;
}
int w_Mesh_getVertices(lua_State *L)
{
Mesh *t = luax_checkmesh(L, 1);
const Vertex *vertices = t->getVertices();
size_t count = t->getVertexCount();
lua_createtable(L, count, 0);
for (size_t i = 0; i < count; i++)
{
// Create vertex table.
lua_createtable(L, 8, 0);
lua_pushnumber(L, vertices[i].x);
lua_rawseti(L, -2, 1);
lua_pushnumber(L, vertices[i].y);
lua_rawseti(L, -2, 2);
lua_pushnumber(L, vertices[i].s);
lua_rawseti(L, -2, 3);
lua_pushnumber(L, vertices[i].t);
lua_rawseti(L, -2, 4);
lua_pushnumber(L, vertices[i].r);
lua_rawseti(L, -2, 5);
lua_pushnumber(L, vertices[i].g);
lua_rawseti(L, -2, 6);
lua_pushnumber(L, vertices[i].b);
lua_rawseti(L, -2, 7);
lua_pushnumber(L, vertices[i].a);
lua_rawseti(L, -2, 8);
// Insert vertex table into vertices table.
lua_rawseti(L, -2, i + 1);
}
// Return vertices table.
return 1;
}
int w_Mesh_getVertexCount(lua_State *L)
{
Mesh *t = luax_checkmesh(L, 1);
lua_pushinteger(L, t->getVertexCount());
return 1;
}
int w_Mesh_setVertexMap(lua_State *L)
{
Mesh *t = luax_checkmesh(L, 1);
bool is_table = lua_istable(L, 2);
int nargs = is_table ? lua_objlen(L, 2) : lua_gettop(L) - 1;
std::vector<uint32> vertexmap;
vertexmap.reserve(nargs);
for (int i = 0; i < nargs; i++)
{
if (is_table)
{
lua_rawgeti(L, 2, i + 1);
vertexmap.push_back(uint32(luaL_checkinteger(L, -1) - 1));
lua_pop(L, 1);
}
else
vertexmap.push_back(uint32(luaL_checkinteger(L, i + 2) - 1));
}
EXCEPT_GUARD(t->setVertexMap(vertexmap);)
return 0;
}
int w_Mesh_getVertexMap(lua_State *L)
{
Mesh *t = luax_checkmesh(L, 1);
const uint32 *vertex_map = 0;
EXCEPT_GUARD(vertex_map = t->getVertexMap();)
size_t elements = t->getVertexMapCount();
lua_createtable(L, elements, 0);
for (size_t i = 0; i < elements; i++)
{
lua_pushinteger(L, lua_Integer(vertex_map[i]) + 1);
lua_rawseti(L, -2, i + 1);
}
return 1;
}
int w_Mesh_setTexture(lua_State *L)
{
Mesh *t = luax_checkmesh(L, 1);
if (lua_isnoneornil(L, 2))
t->setTexture();
else
{
Texture *tex = luax_checktype<Texture>(L, 2, "Texture", GRAPHICS_TEXTURE_T);
t->setTexture(tex);
}
return 0;
}
int w_Mesh_getTexture(lua_State *L)
{
Mesh *t = luax_checkmesh(L, 1);
Texture *tex = t->getTexture();
if (tex == nullptr)
return 0;
tex->retain();
// FIXME: big hack right here.
if (typeid(*tex) == typeid(Image))
luax_pushtype(L, "Image", GRAPHICS_IMAGE_T, tex);
else if (typeid(*tex) == typeid(Canvas))
luax_pushtype(L, "Canvas", GRAPHICS_CANVAS_T, tex);
else
{
tex->release();
return luaL_error(L, "Unable to determine texture type.");
}
return 1;
}
int w_Mesh_setDrawMode(lua_State *L)
{
Mesh *t = luax_checkmesh(L, 1);
const char *str = luaL_checkstring(L, 2);
Mesh::DrawMode mode;
if (!Mesh::getConstant(str, mode))
return luaL_error(L, "Invalid mesh draw mode: %s", str);
t->setDrawMode(mode);
return 0;
}
int w_Mesh_getDrawMode(lua_State *L)
{
Mesh *t = luax_checkmesh(L, 1);
Mesh::DrawMode mode = t->getDrawMode();
const char *str;
if (!Mesh::getConstant(mode, str))
return luaL_error(L, "Unknown mesh draw mode.");
lua_pushstring(L, str);
return 1;
}
int w_Mesh_setVertexColors(lua_State *L)
{
Mesh *t = luax_checkmesh(L, 1);
t->setVertexColors(luax_toboolean(L, 2));
return 0;
}
int w_Mesh_hasVertexColors(lua_State *L)
{
Mesh *t = luax_checkmesh(L, 1);
luax_pushboolean(L, t->hasVertexColors());
return 1;
}
int w_Mesh_setWireframe(lua_State *L)
{
Mesh *t = luax_checkmesh(L, 1);
t->setWireframe(luax_toboolean(L, 2));
return 0;
}
int w_Mesh_isWireframe(lua_State *L)
{
Mesh *t = luax_checkmesh(L, 1);
luax_pushboolean(L, t->isWireframe());
return 1;
}
static const luaL_Reg functions[] =
{
{ "setVertex", w_Mesh_setVertex },
{ "getVertex", w_Mesh_getVertex },
{ "setVertices", w_Mesh_setVertices },
{ "getVertices", w_Mesh_getVertices },
{ "getVertexCount", w_Mesh_getVertexCount },
{ "setVertexMap", w_Mesh_setVertexMap },
{ "getVertexMap", w_Mesh_getVertexMap },
{ "setTexture", w_Mesh_setTexture },
{ "getTexture", w_Mesh_getTexture },
{ "setDrawMode", w_Mesh_setDrawMode },
{ "getDrawMode", w_Mesh_getDrawMode },
{ "setVertexColors", w_Mesh_setVertexColors },
{ "hasVertexColors", w_Mesh_hasVertexColors },
{ "setWireframe", w_Mesh_setWireframe },
{ "isWireframe", w_Mesh_isWireframe },
// Deprecated since 0.9.1.
{ "setImage", w_Mesh_setTexture },
{ "getImage", w_Mesh_getTexture },
{ 0, 0 }
};
extern "C" int luaopen_mesh(lua_State *L)
{
return luax_register_type(L, "Mesh", functions);
}
} // opengl
} // graphics
} // love