Files
love/src/modules/graphics/opengl/wrap_Shader.cpp
T

313 lines
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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