lovr/src/api/types/shader.c

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#include "api.h"
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#include "graphics/shader.h"
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#include "math/transform.h"
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struct TempData {
void* data;
size_t size;
};
static struct TempData tempData;
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int l_lovrShaderHasUniform(lua_State* L) {
Shader* shader = luax_checktype(L, 1, Shader);
const char* name = luaL_checkstring(L, 2);
lua_pushboolean(L, lovrShaderHasUniform(shader, name));
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return 1;
}
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 count;
int components;
size_t size;
UniformType type;
bool present = lovrShaderGetUniform(shader, name, &count, &components, &size, &type);
if (!present) {
return luaL_error(L, "Unknown shader variable '%s'", name);
}
if (tempData.size < size) {
tempData.size = size;
tempData.data = realloc(tempData.data, tempData.size);
}
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int* ints = (int*) tempData.data;
float* floats = (float*) tempData.data;
Texture** textures = (Texture**) tempData.data;
int n = 1;
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if (components > 1 && lua_istable(L, 3)) {
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 != count) {
return luaL_error(L, "Expected %d element%s for array '%s', got %d", count, count == 1 ? "" : "s", name, n);
}
}
Blob* blob = luax_totype(L, 3, Blob);
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switch (type) {
case UNIFORM_FLOAT:
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if (blob) {
n = count;
floats = (float*) blob->data;
size_t count = n * components;
size_t capacity = blob->size / sizeof(float);
const char* s = capacity == 1 ? "" : "s";
lovrAssert(capacity >= count, "Blob can only hold %d float%s, at least %d needed", capacity, s, count);
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} else if (components == 1) {
floats[0] = luaL_checknumber(L, 3);
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} else {
luaL_checktype(L, 3, LUA_TTABLE);
for (int i = 0; i < n; i++) {
lua_rawgeti(L, -1, i + 1);
if (lua_type(L, -1) != LUA_TTABLE || (int) lua_objlen(L, -1) != components) {
return luaL_error(L, "Expected %d components for uniform '%s' #%d, got %d", components, name, lua_objlen(L, -1));
}
for (int j = 0; j < components; j++) {
lua_rawgeti(L, -1, j + 1);
floats[i * components + j] = luaL_checknumber(L, -1);
lua_pop(L, 1);
}
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lua_pop(L, 1);
}
}
lovrShaderSetFloat(shader, name, floats, n * components);
break;
case UNIFORM_INT:
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if (blob) {
n = count;
ints = (int*) blob->data;
size_t count = n * components;
size_t capacity = blob->size / sizeof(int);
const char* s = capacity == 1 ? "" : "s";
lovrAssert(capacity >= count, "Blob can only hold %d int%s, at least %d needed", capacity, s, count);
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} else if (components == 1) {
ints[0] = luaL_checkinteger(L, 3);
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} else {
luaL_checktype(L, 3, LUA_TTABLE);
for (int i = 0; i < n; i++) {
lua_rawgeti(L, -1, i + 1);
if (lua_type(L, -1) != LUA_TTABLE || (int) lua_objlen(L, -1) != components) {
return luaL_error(L, "Expected %d components for uniform '%s' #%d, got %d", components, name, lua_objlen(L, -1));
}
for (int j = 0; j < components; j++) {
lua_rawgeti(L, -1, j + 1);
ints[i * components + j] = luaL_checkinteger(L, -1);
lua_pop(L, 1);
}
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lua_pop(L, 1);
}
}
lovrShaderSetInt(shader, name, ints, n * components);
break;
case UNIFORM_MATRIX:
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if (blob) {
n = count;
floats = (float*) blob->data;
size_t count = n * components * components;
size_t capacity = blob->size / sizeof(float);
const char* s = capacity == 1 ? "x" : "ces";
lovrAssert(capacity >= count, "Blob can only hold %d matri%s, at least %d needed", capacity, s, count);
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} else if (components == 4 && lua_isuserdata(L, 3)) {
Transform* transform = luax_checktype(L, 3, Transform);
memcpy(floats, transform->matrix, 16 * sizeof(float));
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} else {
luaL_checktype(L, 3, LUA_TTABLE);
for (int i = 0; i < n; i++) {
lua_rawgeti(L, -1, i + 1);
for (int j = 0; j < components * components; j++) {
lua_rawgeti(L, -1, j + 1);
floats[i * components * components + j] = luaL_checknumber(L, -1);
lua_pop(L, 1);
}
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lua_pop(L, 1);
}
}
lovrShaderSetMatrix(shader, name, floats, n * components * components);
break;
case UNIFORM_SAMPLER:
if (components == 1) {
textures[0] = luax_checktype(L, 3, Texture);
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} else {
luaL_checktype(L, 3, LUA_TTABLE);
for (int i = 0; i < n; i++) {
lua_rawgeti(L, -1, i + 1);
textures[i] = luax_checktype(L, -1, Texture);
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lua_pop(L, 1);
}
}
lovrShaderSetTexture(shader, name, textures, n);
break;
default: break;
}
return 0;
}
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const luaL_Reg lovrShader[] = {
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{ "hasUniform", l_lovrShaderHasUniform },
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{ "send", l_lovrShaderSend },
{ NULL, NULL }
};