mirror of https://github.com/bjornbytes/lovr.git
Allow loading shaders from files;
The first argument is always the vertex shader. The second argument is always the fragment shader.
This commit is contained in:
parent
5cb11f4b2c
commit
06c71ed07c
|
@ -99,10 +99,12 @@ GLuint linkShaders(GLuint vertexShader, GLuint fragmentShader) {
|
|||
}
|
||||
|
||||
Shader* lovrShaderCreate(const char* vertexSource, const char* fragmentSource) {
|
||||
vertexSource = vertexSource == NULL ? lovrDefaultVertexShader : vertexSource;
|
||||
char fullVertexSource[1024];
|
||||
snprintf(fullVertexSource, sizeof(fullVertexSource), "%s\n%s", lovrShaderVertexPrefix, vertexSource);
|
||||
GLuint vertexShader = compileShader(GL_VERTEX_SHADER, fullVertexSource);
|
||||
|
||||
fragmentSource = fragmentSource == NULL ? lovrDefaultFragmentShader : fragmentSource;
|
||||
char fullFragmentSource[1024];
|
||||
snprintf(fullFragmentSource, sizeof(fullFragmentSource), "%s\n%s", lovrShaderFragmentPrefix, fragmentSource);
|
||||
GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fullFragmentSource);
|
||||
|
|
|
@ -537,8 +537,22 @@ int l_lovrGraphicsNewModel(lua_State* L) {
|
|||
}
|
||||
|
||||
int l_lovrGraphicsNewShader(lua_State* L) {
|
||||
const char* vertexSource = luaL_checkstring(L, 1);
|
||||
const char* fragmentSource = luaL_checkstring(L, 2);
|
||||
for (int i = 0; i < 2; i++) {
|
||||
if (lua_isnoneornil(L, i + 1)) continue;
|
||||
const char* source = luaL_checkstring(L, i + 1);
|
||||
if (!lovrFilesystemIsFile(source)) continue;
|
||||
int bytesRead;
|
||||
char* contents = lovrFilesystemRead(source, &bytesRead);
|
||||
if (bytesRead <= 0) {
|
||||
return luaL_error(L, "Could not read shader from file '%s'", source);
|
||||
}
|
||||
lua_pushlstring(L, contents, bytesRead);
|
||||
lua_replace(L, i + 1);
|
||||
free(contents);
|
||||
}
|
||||
|
||||
const char* vertexSource = lua_tostring(L, 1);
|
||||
const char* fragmentSource = lua_tostring(L, 2);
|
||||
luax_pushshader(L, lovrShaderCreate(vertexSource, fragmentSource));
|
||||
return 1;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue