| 1 | /** |
| 2 | * Copyright (c) 2006-2023 LOVE Development Team |
| 3 | * |
| 4 | * This software is provided 'as-is', without any express or implied |
| 5 | * warranty. In no event will the authors be held liable for any damages |
| 6 | * arising from the use of this software. |
| 7 | * |
| 8 | * Permission is granted to anyone to use this software for any purpose, |
| 9 | * including commercial applications, and to alter it and redistribute it |
| 10 | * freely, subject to the following restrictions: |
| 11 | * |
| 12 | * 1. The origin of this software must not be misrepresented; you must not |
| 13 | * claim that you wrote the original software. If you use this software |
| 14 | * in a product, an acknowledgment in the product documentation would be |
| 15 | * appreciated but is not required. |
| 16 | * 2. Altered source versions must be plainly marked as such, and must not be |
| 17 | * misrepresented as being the original software. |
| 18 | * 3. This notice may not be removed or altered from any source distribution. |
| 19 | **/ |
| 20 | |
| 21 | #include "wrap_Shader.h" |
| 22 | #include "wrap_Texture.h" |
| 23 | #include "math/MathModule.h" |
| 24 | #include "math/Transform.h" |
| 25 | #include "Graphics.h" |
| 26 | |
| 27 | #include <string> |
| 28 | #include <algorithm> |
| 29 | #include <cmath> |
| 30 | #include <limits> |
| 31 | |
| 32 | namespace love |
| 33 | { |
| 34 | namespace graphics |
| 35 | { |
| 36 | |
| 37 | Shader *luax_checkshader(lua_State *L, int idx) |
| 38 | { |
| 39 | return luax_checktype<Shader>(L, idx); |
| 40 | } |
| 41 | |
| 42 | int w_Shader_getWarnings(lua_State *L) |
| 43 | { |
| 44 | Shader *shader = luax_checkshader(L, 1); |
| 45 | std::string warnings = shader->getWarnings(); |
| 46 | lua_pushstring(L, warnings.c_str()); |
| 47 | return 1; |
| 48 | } |
| 49 | |
| 50 | static int _getCount(lua_State *L, int startidx, const Shader::UniformInfo *info) |
| 51 | { |
| 52 | return std::min(std::max(lua_gettop(L) - startidx + 1, 1), info->count); |
| 53 | } |
| 54 | |
| 55 | template <typename T, typename luaT, luaT (*checknum)(lua_State *, int)> |
| 56 | static void _updateNumbers(lua_State *L, int startidx, T *values, int components, int count) |
| 57 | { |
| 58 | if (components == 1) |
| 59 | { |
| 60 | for (int i = 0; i < count; ++i) |
| 61 | values[i] = (T) checknum(L, startidx + i); |
| 62 | } |
| 63 | else |
| 64 | { |
| 65 | for (int i = 0; i < count; i++) |
| 66 | { |
| 67 | luaL_checktype(L, startidx + i, LUA_TTABLE); |
| 68 | |
| 69 | for (int k = 1; k <= components; k++) |
| 70 | { |
| 71 | lua_rawgeti(L, startidx + i, k); |
| 72 | values[i * components + k - 1] = (T) checknum(L, -1); |
| 73 | } |
| 74 | |
| 75 | lua_pop(L, components); |
| 76 | } |
| 77 | } |
| 78 | } |
| 79 | |
| 80 | int w_Shader_sendFloats(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info, bool colors) |
| 81 | { |
| 82 | int count = _getCount(L, startidx, info); |
| 83 | int components = info->components; |
| 84 | float *values = info->floats; |
| 85 | |
| 86 | if (colors) |
| 87 | _updateNumbers<float, lua_Number, luax_checknumberclamped01>(L, startidx, values, components, count); |
| 88 | else |
| 89 | _updateNumbers<float, lua_Number, luaL_checknumber>(L, startidx, values, components, count); |
| 90 | |
| 91 | if (colors && graphics::isGammaCorrect()) |
| 92 | { |
| 93 | // alpha is always linear (when present). |
| 94 | int gammacomponents = std::min(components, 3); |
| 95 | |
| 96 | for (int i = 0; i < count; i++) |
| 97 | { |
| 98 | for (int j = 0; j < gammacomponents; j++) |
| 99 | values[i * components + j] = math::gammaToLinear(values[i * components + j]); |
| 100 | } |
| 101 | } |
| 102 | |
| 103 | luax_catchexcept(L, [&]() { shader->updateUniform(info, count); }); |
| 104 | return 0; |
| 105 | } |
| 106 | |
| 107 | int w_Shader_sendInts(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info) |
| 108 | { |
| 109 | int count = _getCount(L, startidx, info); |
| 110 | _updateNumbers<int, lua_Integer, luaL_checkinteger>(L, startidx, info->ints, info->components, count); |
| 111 | luax_catchexcept(L, [&]() { shader->updateUniform(info, count); }); |
| 112 | return 0; |
| 113 | } |
| 114 | |
| 115 | int w_Shader_sendUnsignedInts(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info) |
| 116 | { |
| 117 | int count = _getCount(L, startidx, info); |
| 118 | _updateNumbers<unsigned int, lua_Integer, luaL_checkinteger>(L, startidx, info->uints, info->components, count); |
| 119 | luax_catchexcept(L, [&]() { shader->updateUniform(info, count); }); |
| 120 | return 0; |
| 121 | } |
| 122 | |
| 123 | int w_Shader_sendBooleans(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info) |
| 124 | { |
| 125 | int count = _getCount(L, startidx, info); |
| 126 | int components = info->components; |
| 127 | |
| 128 | // We have to send booleans as ints. |
| 129 | int *values = info->ints; |
| 130 | |
| 131 | if (components == 1) |
| 132 | { |
| 133 | for (int i = 0; i < count; i++) |
| 134 | { |
| 135 | luaL_checktype(L, startidx + i, LUA_TBOOLEAN); |
| 136 | values[i] = (int) lua_toboolean(L, startidx + i); |
| 137 | } |
| 138 | } |
| 139 | else |
| 140 | { |
| 141 | for (int i = 0; i < count; i++) |
| 142 | { |
| 143 | luaL_checktype(L, startidx + i, LUA_TTABLE); |
| 144 | |
| 145 | for (int k = 1; k <= components; k++) |
| 146 | { |
| 147 | lua_rawgeti(L, startidx + i, k); |
| 148 | luaL_checktype(L, -1, LUA_TBOOLEAN); |
| 149 | values[i * components + k - 1] = (int) lua_toboolean(L, -1); |
| 150 | } |
| 151 | |
| 152 | lua_pop(L, components); |
| 153 | } |
| 154 | } |
| 155 | |
| 156 | luax_catchexcept(L, [&]() { shader->updateUniform(info, count); }); |
| 157 | return 0; |
| 158 | } |
| 159 | |
| 160 | int w_Shader_sendMatrices(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info) |
| 161 | { |
| 162 | bool columnmajor = false; |
| 163 | |
| 164 | if (lua_type(L, startidx) == LUA_TSTRING) |
| 165 | { |
| 166 | const char *layoutstr = lua_tostring(L, startidx); |
| 167 | math::Transform::MatrixLayout layout; |
| 168 | if (!math::Transform::getConstant(layoutstr, layout)) |
| 169 | return luax_enumerror(L, "matrix layout" , math::Transform::getConstants(layout), layoutstr); |
| 170 | |
| 171 | columnmajor = (layout == math::Transform::MATRIX_COLUMN_MAJOR); |
| 172 | startidx++; |
| 173 | } |
| 174 | |
| 175 | int count = _getCount(L, startidx, info); |
| 176 | int columns = info->matrix.columns; |
| 177 | int rows = info->matrix.rows; |
| 178 | int elements = columns * rows; |
| 179 | |
| 180 | float *values = info->floats; |
| 181 | |
| 182 | for (int i = 0; i < count; i++) |
| 183 | { |
| 184 | if (columns == 4 && rows == 4 && luax_istype(L, startidx + i, math::Transform::type)) |
| 185 | { |
| 186 | math::Transform *t = luax_totype<math::Transform>(L, startidx + i); |
| 187 | memcpy(&values[i * 16], t->getMatrix().getElements(), sizeof(float) * 16); |
| 188 | continue; |
| 189 | } |
| 190 | |
| 191 | luaL_checktype(L, startidx + i, LUA_TTABLE); |
| 192 | |
| 193 | lua_rawgeti(L, startidx + i, 1); |
| 194 | bool table_of_tables = lua_istable(L, -1); |
| 195 | lua_pop(L, 1); |
| 196 | |
| 197 | if (table_of_tables) |
| 198 | { |
| 199 | int n = i * elements; |
| 200 | |
| 201 | if (columnmajor) |
| 202 | { |
| 203 | for (int column = 0; column < columns; column++) |
| 204 | { |
| 205 | lua_rawgeti(L, startidx + i, column + 1); |
| 206 | |
| 207 | for (int row = 0; row < rows; row++) |
| 208 | { |
| 209 | lua_rawgeti(L, -(row + 1), row + 1); |
| 210 | values[n + (column * rows + row)] = (float) luaL_checknumber(L, -1); |
| 211 | } |
| 212 | |
| 213 | lua_pop(L, rows + 1); |
| 214 | } |
| 215 | } |
| 216 | else |
| 217 | { |
| 218 | for (int row = 0; row < rows; row++) |
| 219 | { |
| 220 | lua_rawgeti(L, startidx + i, row + 1); |
| 221 | |
| 222 | for (int column = 0; column < columns; column++) |
| 223 | { |
| 224 | // The table has the matrix elements laid out in row-major |
| 225 | // order, but we need to store them column-major in memory. |
| 226 | lua_rawgeti(L, -(column + 1), column + 1); |
| 227 | values[n + (column * rows + row)] = (float) luaL_checknumber(L, -1); |
| 228 | } |
| 229 | |
| 230 | lua_pop(L, columns + 1); |
| 231 | } |
| 232 | } |
| 233 | } |
| 234 | else |
| 235 | { |
| 236 | int n = i * elements; |
| 237 | |
| 238 | if (columnmajor) |
| 239 | { |
| 240 | for (int column = 0; column < columns; column++) |
| 241 | { |
| 242 | for (int row = 0; row < rows; row++) |
| 243 | { |
| 244 | lua_rawgeti(L, startidx + i, column * rows + row + 1); |
| 245 | values[n + (column * rows + row)] = (float) luaL_checknumber(L, -1); |
| 246 | } |
| 247 | } |
| 248 | } |
| 249 | else |
| 250 | { |
| 251 | for (int column = 0; column < columns; column++) |
| 252 | { |
| 253 | for (int row = 0; row < rows; row++) |
| 254 | { |
| 255 | // The table has the matrix elements laid out in row-major |
| 256 | // order, but we need to store them column-major in memory. |
| 257 | lua_rawgeti(L, startidx + i, row * columns + column + 1); |
| 258 | values[n + (column * rows + row)] = (float) luaL_checknumber(L, -1); |
| 259 | } |
| 260 | } |
| 261 | } |
| 262 | |
| 263 | lua_pop(L, elements); |
| 264 | } |
| 265 | } |
| 266 | |
| 267 | shader->updateUniform(info, count); |
| 268 | return 0; |
| 269 | } |
| 270 | |
| 271 | int w_Shader_sendTextures(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info) |
| 272 | { |
| 273 | int count = _getCount(L, startidx, info); |
| 274 | |
| 275 | std::vector<Texture *> textures; |
| 276 | textures.reserve(count); |
| 277 | |
| 278 | for (int i = 0; i < count; i++) |
| 279 | { |
| 280 | Texture *tex = luax_checktexture(L, startidx + i); |
| 281 | if (tex->getTextureType() != info->textureType) |
| 282 | return luaL_argerror(L, startidx + i, "invalid texture type for uniform" ); |
| 283 | textures.push_back(tex); |
| 284 | } |
| 285 | |
| 286 | luax_catchexcept(L, [&]() { shader->sendTextures(info, textures.data(), count); }); |
| 287 | return 0; |
| 288 | } |
| 289 | |
| 290 | static int w_Shader_sendLuaValues(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info, const char *name) |
| 291 | { |
| 292 | switch (info->baseType) |
| 293 | { |
| 294 | case Shader::UNIFORM_FLOAT: |
| 295 | return w_Shader_sendFloats(L, startidx, shader, info, false); |
| 296 | case Shader::UNIFORM_MATRIX: |
| 297 | return w_Shader_sendMatrices(L, startidx, shader, info); |
| 298 | case Shader::UNIFORM_INT: |
| 299 | return w_Shader_sendInts(L, startidx, shader, info); |
| 300 | case Shader::UNIFORM_UINT: |
| 301 | return w_Shader_sendUnsignedInts(L, startidx, shader, info); |
| 302 | case Shader::UNIFORM_BOOL: |
| 303 | return w_Shader_sendBooleans(L, startidx, shader, info); |
| 304 | case Shader::UNIFORM_SAMPLER: |
| 305 | return w_Shader_sendTextures(L, startidx, shader, info); |
| 306 | default: |
| 307 | return luaL_error(L, "Unknown variable type for shader uniform '%s" , name); |
| 308 | } |
| 309 | } |
| 310 | |
| 311 | static int w_Shader_sendData(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info, bool colors) |
| 312 | { |
| 313 | if (info->baseType == Shader::UNIFORM_SAMPLER) |
| 314 | return luaL_error(L, "Uniform sampler values (textures) cannot be sent to Shaders via Data objects." ); |
| 315 | |
| 316 | math::Transform::MatrixLayout layout = math::Transform::MATRIX_ROW_MAJOR; |
| 317 | int dataidx = startidx; |
| 318 | if (info->baseType == Shader::UNIFORM_MATRIX) |
| 319 | { |
| 320 | if (lua_type(L, startidx) == LUA_TSTRING) |
| 321 | { |
| 322 | // (matrixlayout, data, ...) |
| 323 | const char *layoutstr = lua_tostring(L, startidx); |
| 324 | if (!math::Transform::getConstant(layoutstr, layout)) |
| 325 | return luax_enumerror(L, "matrix layout" , math::Transform::getConstants(layout), layoutstr); |
| 326 | |
| 327 | startidx++; |
| 328 | dataidx = startidx; |
| 329 | } |
| 330 | else if (lua_type(L, startidx + 1) == LUA_TSTRING) |
| 331 | { |
| 332 | // (data, matrixlayout, ...) |
| 333 | // Should be deprecated in the future (doesn't match the argument |
| 334 | // order of Shader:send(name, matrixlayout, table)) |
| 335 | const char *layoutstr = lua_tostring(L, startidx + 1); |
| 336 | if (!math::Transform::getConstant(layoutstr, layout)) |
| 337 | return luax_enumerror(L, "matrix layout" , math::Transform::getConstants(layout), layoutstr); |
| 338 | |
| 339 | startidx++; |
| 340 | } |
| 341 | } |
| 342 | |
| 343 | bool columnmajor = (layout == math::Transform::MATRIX_COLUMN_MAJOR); |
| 344 | |
| 345 | Data *data = luax_checktype<Data>(L, dataidx); |
| 346 | size_t size = data->getSize(); |
| 347 | |
| 348 | ptrdiff_t offset = (ptrdiff_t) luaL_optinteger(L, startidx + 1, 0); |
| 349 | if (offset < 0) |
| 350 | return luaL_error(L, "Offset cannot be negative." ); |
| 351 | else if ((size_t) offset >= size) |
| 352 | return luaL_error(L, "Offset must be less than the size of the Data." ); |
| 353 | |
| 354 | size_t uniformstride = info->dataSize / info->count; |
| 355 | |
| 356 | if (!lua_isnoneornil(L, startidx + 2)) |
| 357 | { |
| 358 | lua_Integer sizearg = luaL_checkinteger(L, startidx + 2); |
| 359 | if (sizearg <= 0) |
| 360 | return luaL_error(L, "Size must be greater than 0." ); |
| 361 | else if ((size_t) sizearg > size - offset) |
| 362 | return luaL_error(L, "Size and offset must fit within the Data's bounds." ); |
| 363 | else if (sizearg % uniformstride != 0) |
| 364 | return luaL_error(L, "Size (%d) must be a multiple of the uniform's size in bytes (%d)." , sizearg, uniformstride); |
| 365 | else if ((size_t) sizearg > info->dataSize) |
| 366 | return luaL_error(L, "Size must not be greater than the uniform's total size in bytes." ); |
| 367 | |
| 368 | size = (size_t) sizearg; |
| 369 | } |
| 370 | else |
| 371 | { |
| 372 | size -= offset; |
| 373 | size = std::min((size / uniformstride) * uniformstride, info->dataSize); |
| 374 | } |
| 375 | |
| 376 | if (size == 0) |
| 377 | return luaL_error(L, "Size to copy must be greater than 0." ); |
| 378 | |
| 379 | int count = (int) (size / uniformstride); |
| 380 | const char *mem = (const char *) data->getData() + offset; |
| 381 | |
| 382 | if (info->baseType != Shader::UNIFORM_MATRIX || columnmajor) |
| 383 | memcpy(info->data, mem, size); |
| 384 | else |
| 385 | { |
| 386 | int columns = info->matrix.columns; |
| 387 | int rows = info->matrix.rows; |
| 388 | |
| 389 | const float *src = (const float *) mem; |
| 390 | float *dst = info->floats; |
| 391 | |
| 392 | for (int i = 0; i < count; i++) |
| 393 | { |
| 394 | for (int row = 0; row < rows; row++) |
| 395 | { |
| 396 | for (int column = 0; column < columns; column++) |
| 397 | dst[column * rows + row] = src[row * columns + column]; |
| 398 | } |
| 399 | |
| 400 | src += columns * rows; |
| 401 | dst += columns * rows; |
| 402 | } |
| 403 | } |
| 404 | |
| 405 | if (colors && graphics::isGammaCorrect()) |
| 406 | { |
| 407 | // alpha is always linear (when present). |
| 408 | int components = info->components; |
| 409 | int gammacomponents = std::min(components, 3); |
| 410 | float *values = info->floats; |
| 411 | |
| 412 | for (int i = 0; i < count; i++) |
| 413 | { |
| 414 | for (int j = 0; j < gammacomponents; j++) |
| 415 | values[i * components + j] = math::gammaToLinear(values[i * components + j]); |
| 416 | } |
| 417 | } |
| 418 | |
| 419 | shader->updateUniform(info, count); |
| 420 | return 0; |
| 421 | } |
| 422 | |
| 423 | int w_Shader_send(lua_State *L) |
| 424 | { |
| 425 | Shader *shader = luax_checkshader(L, 1); |
| 426 | const char *name = luaL_checkstring(L, 2); |
| 427 | |
| 428 | const Shader::UniformInfo *info = shader->getUniformInfo(name); |
| 429 | if (info == nullptr) |
| 430 | return luaL_error(L, "Shader uniform '%s' does not exist.\nA common error is to define but not use the variable." , name); |
| 431 | |
| 432 | int startidx = 3; |
| 433 | |
| 434 | if (luax_istype(L, startidx, Data::type) || (info->baseType == Shader::UNIFORM_MATRIX && luax_istype(L, startidx + 1, Data::type))) |
| 435 | return w_Shader_sendData(L, startidx, shader, info, false); |
| 436 | else |
| 437 | return w_Shader_sendLuaValues(L, startidx, shader, info, name); |
| 438 | } |
| 439 | |
| 440 | int w_Shader_sendColors(lua_State *L) |
| 441 | { |
| 442 | Shader *shader = luax_checkshader(L, 1); |
| 443 | const char *name = luaL_checkstring(L, 2); |
| 444 | |
| 445 | const Shader::UniformInfo *info = shader->getUniformInfo(name); |
| 446 | if (info == nullptr) |
| 447 | return luaL_error(L, "Shader uniform '%s' does not exist.\nA common error is to define but not use the variable." , name); |
| 448 | |
| 449 | if (info->baseType != Shader::UNIFORM_FLOAT || info->components < 3) |
| 450 | return luaL_error(L, "sendColor can only be used on vec3 or vec4 uniforms." ); |
| 451 | |
| 452 | if (luax_istype(L, 3, Data::type)) |
| 453 | return w_Shader_sendData(L, 3, shader, info, true); |
| 454 | else |
| 455 | return w_Shader_sendFloats(L, 3, shader, info, true); |
| 456 | } |
| 457 | |
| 458 | int w_Shader_hasUniform(lua_State *L) |
| 459 | { |
| 460 | Shader *shader = luax_checkshader(L, 1); |
| 461 | const char *name = luaL_checkstring(L, 2); |
| 462 | luax_pushboolean(L, shader->hasUniform(name)); |
| 463 | return 1; |
| 464 | } |
| 465 | |
| 466 | static const luaL_Reg w_Shader_functions[] = |
| 467 | { |
| 468 | { "getWarnings" , w_Shader_getWarnings }, |
| 469 | { "send" , w_Shader_send }, |
| 470 | { "sendColor" , w_Shader_sendColors }, |
| 471 | { "hasUniform" , w_Shader_hasUniform }, |
| 472 | { 0, 0 } |
| 473 | }; |
| 474 | |
| 475 | extern "C" int luaopen_shader(lua_State *L) |
| 476 | { |
| 477 | return luax_register_type(L, &Shader::type, w_Shader_functions, nullptr); |
| 478 | } |
| 479 | |
| 480 | } // graphics |
| 481 | } // love |
| 482 | |
| 483 | |