mirror of
https://github.com/love2d/love.git
synced 2026-08-16 00:02:12 +02:00
313 lines
8.1 KiB
C++
313 lines
8.1 KiB
C++
/**
|
|
* Copyright (c) 2006-2016 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.
|
|
**/
|
|
|
|
#include "wrap_Shader.h"
|
|
#include "graphics/wrap_Texture.h"
|
|
#include "math/MathModule.h"
|
|
|
|
#include <string>
|
|
#include <algorithm>
|
|
#include <cmath>
|
|
|
|
namespace love
|
|
{
|
|
namespace graphics
|
|
{
|
|
namespace opengl
|
|
{
|
|
|
|
Shader *luax_checkshader(lua_State *L, int idx)
|
|
{
|
|
return luax_checktype<Shader>(L, idx, GRAPHICS_SHADER_ID);
|
|
}
|
|
|
|
int w_Shader_getWarnings(lua_State *L)
|
|
{
|
|
Shader *shader = luax_checkshader(L, 1);
|
|
std::string warnings = shader->getWarnings();
|
|
lua_pushstring(L, warnings.c_str());
|
|
return 1;
|
|
}
|
|
|
|
static int _getCount(lua_State *L, int startidx, const Shader::UniformInfo *info)
|
|
{
|
|
return std::min(std::max(lua_gettop(L) - startidx + 1, 1), info->count);
|
|
}
|
|
|
|
template <typename T>
|
|
static T *_getNumbers(lua_State *L, int startidx, Shader *shader, int components, int count)
|
|
{
|
|
T *values = shader->getScratchBuffer<T>(components * count);
|
|
|
|
if (components == 1)
|
|
{
|
|
for (int i = 0; i < count; ++i)
|
|
values[i] = (T) luaL_checknumber(L, startidx + i);
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
luaL_checktype(L, startidx + i, LUA_TTABLE);
|
|
|
|
for (int k = 1; k <= components; k++)
|
|
{
|
|
lua_rawgeti(L, startidx + i, k);
|
|
values[i * components + k - 1] = (T) luaL_checknumber(L, -1);
|
|
}
|
|
|
|
lua_pop(L, components);
|
|
}
|
|
}
|
|
|
|
return values;
|
|
}
|
|
|
|
int w_Shader_sendFloats(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info, bool colors)
|
|
{
|
|
int count = _getCount(L, startidx, info);
|
|
int components = info->components;
|
|
|
|
float *values = _getNumbers<float>(L, startidx, shader, components, count);
|
|
|
|
if (colors)
|
|
{
|
|
bool gammacorrect = love::graphics::isGammaCorrect();
|
|
const auto &m = love::math::Math::instance;
|
|
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
for (int j = 0; j < components; j++)
|
|
{
|
|
// the fourth component (alpha) is always already linear, if it exists.
|
|
if (gammacorrect && j < 3)
|
|
values[i * components + j] = m.gammaToLinear(values[i * components + j] / 255.0f);
|
|
else
|
|
values[i * components + j] /= 255.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
luax_catchexcept(L, [&]() { shader->sendFloats(info, values, count); });
|
|
return 0;
|
|
}
|
|
|
|
int w_Shader_sendInts(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
|
|
{
|
|
int count = _getCount(L, startidx, info);
|
|
int *values = _getNumbers<int>(L, startidx, shader, info->components, count);
|
|
luax_catchexcept(L, [&]() { shader->sendInts(info, values, count); });
|
|
return 0;
|
|
}
|
|
|
|
int w_Shader_sendBooleans(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
|
|
{
|
|
int count = _getCount(L, startidx, info);
|
|
int components = info->components;
|
|
|
|
// We have to send booleans as ints or floats.
|
|
float *values = shader->getScratchBuffer<float>(components * count);
|
|
|
|
if (components == 1)
|
|
{
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
luaL_checktype(L, startidx + i, LUA_TBOOLEAN);
|
|
values[i] = (float) lua_toboolean(L, startidx + i);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
luaL_checktype(L, startidx + i, LUA_TTABLE);
|
|
|
|
for (int k = 1; k <= components; k++)
|
|
{
|
|
lua_rawgeti(L, startidx + i, k);
|
|
luaL_checktype(L, -1, LUA_TBOOLEAN);
|
|
values[i * components + k - 1] = (float) lua_toboolean(L, -1);
|
|
}
|
|
|
|
lua_pop(L, components);
|
|
}
|
|
}
|
|
|
|
luax_catchexcept(L, [&]() { shader->sendFloats(info, values, count); });
|
|
return 0;
|
|
}
|
|
|
|
int w_Shader_sendMatrices(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
|
|
{
|
|
int count = _getCount(L, startidx, info);
|
|
int dimension = info->components;
|
|
int elements = dimension * dimension;
|
|
|
|
float *values = shader->getScratchBuffer<float>(elements * count);
|
|
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
luaL_checktype(L, startidx + i, LUA_TTABLE);
|
|
|
|
lua_rawgeti(L, startidx + i, 1);
|
|
bool table_of_tables = lua_istable(L, -1);
|
|
lua_pop(L, 1);
|
|
|
|
if (table_of_tables)
|
|
{
|
|
int n = 0;
|
|
|
|
for (int j = 1; j <= dimension; j++)
|
|
{
|
|
lua_rawgeti(L, startidx + i, j);
|
|
|
|
for (int k = 1; k <= dimension; k++)
|
|
{
|
|
lua_rawgeti(L, -k, k);
|
|
values[i * elements + n] = (float) luaL_checknumber(L, -1);
|
|
n++;
|
|
}
|
|
|
|
lua_pop(L, dimension + 1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int k = 1; k <= elements; k++)
|
|
{
|
|
lua_rawgeti(L, startidx + i, k);
|
|
values[i * elements + (k - 1)] = (float) luaL_checknumber(L, -1);
|
|
}
|
|
|
|
lua_pop(L, elements);
|
|
}
|
|
}
|
|
|
|
shader->sendMatrices(info, values, count);
|
|
return 0;
|
|
}
|
|
|
|
int w_Shader_sendTexture(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
|
|
{
|
|
// We don't support arrays of textures (yet).
|
|
Texture *texture = luax_checktexture(L, startidx);
|
|
luax_catchexcept(L, [&]() { shader->sendTexture(info, texture); });
|
|
return 0;
|
|
}
|
|
|
|
int w_Shader_send(lua_State *L)
|
|
{
|
|
Shader *shader = luax_checkshader(L, 1);
|
|
const char *name = luaL_checkstring(L, 2);
|
|
|
|
const Shader::UniformInfo *info = shader->getUniformInfo(name);
|
|
if (info == nullptr)
|
|
return luaL_error(L, "Shader uniform '%s' does not exist.\nA common error is to define but not use the variable.", name);
|
|
|
|
int startidx = 3;
|
|
|
|
switch (info->baseType)
|
|
{
|
|
case Shader::UNIFORM_FLOAT:
|
|
return w_Shader_sendFloats(L, startidx, shader, info, false);
|
|
case Shader::UNIFORM_MATRIX:
|
|
return w_Shader_sendMatrices(L, startidx, shader, info);
|
|
case Shader::UNIFORM_INT:
|
|
return w_Shader_sendInts(L, startidx, shader, info);
|
|
case Shader::UNIFORM_BOOL:
|
|
return w_Shader_sendBooleans(L, startidx, shader, info);
|
|
case Shader::UNIFORM_SAMPLER:
|
|
return w_Shader_sendTexture(L, startidx, shader, info);
|
|
default:
|
|
return luaL_error(L, "Unknown variable type for shader uniform '%s", name);
|
|
}
|
|
}
|
|
|
|
int w_Shader_sendColors(lua_State *L)
|
|
{
|
|
Shader *shader = luax_checkshader(L, 1);
|
|
const char *name = luaL_checkstring(L, 2);
|
|
|
|
const Shader::UniformInfo *info = shader->getUniformInfo(name);
|
|
if (info == nullptr)
|
|
return luaL_error(L, "Shader uniform '%s' does not exist.\nA common error is to define but not use the variable.", name);
|
|
|
|
if (info->baseType != Shader::UNIFORM_FLOAT || info->components < 3)
|
|
return luaL_error(L, "sendColor can only be used on vec3 or vec4 uniforms.");
|
|
|
|
return w_Shader_sendFloats(L, 3, shader, info, true);
|
|
}
|
|
|
|
int w_Shader_getExternVariable(lua_State *L)
|
|
{
|
|
Shader *shader = luax_checkshader(L, 1);
|
|
const char *name = luaL_checkstring(L, 2);
|
|
|
|
int components = 0;
|
|
int arrayelements = 0;
|
|
Shader::UniformType type = Shader::UNIFORM_UNKNOWN;
|
|
|
|
type = shader->getExternVariable(name, components, arrayelements);
|
|
|
|
// Check if the variable exists (function will set components to 0 if not.)
|
|
if (components > 0)
|
|
{
|
|
const char *tname = nullptr;
|
|
if (!Shader::getConstant(type, tname))
|
|
return luaL_error(L, "Unknown extern variable type name.");
|
|
|
|
lua_pushstring(L, tname);
|
|
lua_pushinteger(L, components);
|
|
lua_pushinteger(L, arrayelements);
|
|
}
|
|
else
|
|
{
|
|
lua_pushnil(L);
|
|
lua_pushnil(L);
|
|
lua_pushnil(L);
|
|
}
|
|
|
|
return 3;
|
|
}
|
|
|
|
static const luaL_Reg w_Shader_functions[] =
|
|
{
|
|
{ "getWarnings", w_Shader_getWarnings },
|
|
{ "sendInt", w_Shader_send },
|
|
{ "sendBoolean", w_Shader_send },
|
|
{ "sendFloat", w_Shader_send },
|
|
{ "sendMatrix", w_Shader_send },
|
|
{ "sendTexture", w_Shader_send },
|
|
{ "send", w_Shader_send },
|
|
{ "sendColor", w_Shader_sendColors },
|
|
{ "getExternVariable", w_Shader_getExternVariable },
|
|
{ 0, 0 }
|
|
};
|
|
|
|
extern "C" int luaopen_shader(lua_State *L)
|
|
{
|
|
return luax_register_type(L, GRAPHICS_SHADER_ID, "Shader", w_Shader_functions, nullptr);
|
|
}
|
|
|
|
} // opengl
|
|
} // graphics
|
|
} // love
|
|
|