lovr/src/api/types/shader.c

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#include "api/lovr.h"
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#include "graphics/graphics.h"
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#include "graphics/shader.h"
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#include "math/transform.h"
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int l_lovrShaderSend(lua_State* L) {
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Shader* shader = luax_checktype(L, 1, Shader);
const char* name = luaL_checkstring(L, 2);
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lua_settop(L, 3);
int id = lovrShaderGetUniformId(shader, name);
if (id == -1) {
return luaL_error(L, "Unknown shader variable '%s'", name);
}
GLenum type;
int size;
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lovrShaderGetUniformType(shader, name, &type, &size);
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lovrGraphicsBindProgram(shader->id);
float data[16];
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int n;
vec_float_t values;
vec_init(&values);
switch (type) {
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case GL_SAMPLER_2D:
case GL_SAMPLER_CUBE:
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case GL_INT:
lovrShaderSendInt(shader, id, luaL_checkinteger(L, 3));
break;
case GL_FLOAT:
lovrShaderSendFloat(shader, id, luaL_checknumber(L, 3));
break;
case GL_FLOAT_VEC2:
luaL_checktype(L, 3, LUA_TTABLE);
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lua_rawgeti(L, 3, 1);
if (!lua_istable(L, -1)) {
lua_newtable(L);
lua_pushvalue(L, 3);
lua_rawseti(L, -2, 1);
} else {
lua_pop(L, 1);
}
n = lua_objlen(L, -1);
if (n < size) {
return luaL_error(L, "Expected %d vec3s, got %d", size, n);
}
for (int i = 0; i < size; i++) {
lua_rawgeti(L, -1, i + 1);
for (int j = 0; j < 2; j++) {
lua_rawgeti(L, -1, j + 1);
vec_push(&values, lua_tonumber(L, -1));
lua_pop(L, 1);
}
lua_pop(L, 1);
}
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lovrShaderSendFloatVec2(shader, id, size, values.data);
break;
case GL_FLOAT_VEC3:
luaL_checktype(L, 3, LUA_TTABLE);
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lua_rawgeti(L, 3, 1);
if (!lua_istable(L, -1)) {
lua_newtable(L);
lua_pushvalue(L, 3);
lua_rawseti(L, -2, 1);
} else {
lua_pop(L, 1);
}
n = lua_objlen(L, -1);
if (n < size) {
return luaL_error(L, "Expected %d vec3s, got %d", size, n);
}
for (int i = 0; i < size; i++) {
lua_rawgeti(L, -1, i + 1);
for (int j = 0; j < 3; j++) {
lua_rawgeti(L, -1, j + 1);
vec_push(&values, lua_tonumber(L, -1));
lua_pop(L, 1);
}
lua_pop(L, 1);
}
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lovrShaderSendFloatVec3(shader, id, size, values.data);
break;
case GL_FLOAT_VEC4:
luaL_checktype(L, 3, LUA_TTABLE);
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lua_rawgeti(L, 3, 1);
if (!lua_istable(L, -1)) {
lua_newtable(L);
lua_pushvalue(L, 3);
lua_rawseti(L, -2, 1);
} else {
lua_pop(L, 1);
}
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n = lua_objlen(L, -1);
if (n < size) {
return luaL_error(L, "Expected %d vec3s, got %d", size, n);
}
for (int i = 0; i < size; i++) {
lua_rawgeti(L, -1, i + 1);
for (int j = 0; j < 4; j++) {
lua_rawgeti(L, -1, j + 1);
vec_push(&values, lua_tonumber(L, -1));
lua_pop(L, 1);
}
lua_pop(L, 1);
}
lovrShaderSendFloatVec4(shader, id, size, values.data);
break;
case GL_FLOAT_MAT2:
luaL_checktype(L, 3, LUA_TTABLE);
for (int i = 0; i < 4; i++) {
lua_rawgeti(L, 3, i + 1);
data[i] = lua_tonumber(L, -1);
lua_pop(L, 1);
}
lovrShaderSendFloatMat2(shader, id, data);
break;
case GL_FLOAT_MAT3:
luaL_checktype(L, 3, LUA_TTABLE);
for (int i = 0; i < 9; i++) {
lua_rawgeti(L, 3, i + 1);
data[i] = lua_tonumber(L, -1);
lua_pop(L, 1);
}
lovrShaderSendFloatMat3(shader, id, data);
break;
case GL_FLOAT_MAT4:
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if (lua_isuserdata(L, 3)) {
Transform* transform = luax_checktype(L, 3, Transform);
memcpy(data, transform->matrix, 16 * sizeof(float));
} else {
luaL_checktype(L, 3, LUA_TTABLE);
for (int i = 0; i < 16; i++) {
lua_rawgeti(L, 3, i + 1);
data[i] = lua_tonumber(L, -1);
lua_pop(L, 1);
}
}
lovrShaderSendFloatMat4(shader, id, data);
break;
default:
return luaL_error(L, "Unknown uniform type %d", type);
}
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vec_deinit(&values);
return 0;
}
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const luaL_Reg lovrShader[] = {
{ "send", l_lovrShaderSend },
{ NULL, NULL }
};