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Improvements to shader API; use handles instead of raw pointers.

This commit is contained in:
fgenesis 2013-06-15 04:11:11 +02:00
parent 486e8f92ad
commit 6962a3e3ab
5 changed files with 145 additions and 67 deletions

View file

@ -378,7 +378,6 @@ static void compile_time_assertions()
compile_assert(oo(Path) == oo(Avatar));
compile_assert(oo(Path) == oo(BaseText));
compile_assert(oo(Path) == oo(PauseQuad));
compile_assert(oo(Path) == oo(Shader));
#undef oo
}
#endif
@ -7750,6 +7749,7 @@ luaFunc(text_setWidth)
luaFunc(loadShader)
{
int handle = 0;
const char *vertRaw = getCString(L, 1);
const char *fragRaw = getCString(L, 2);
std::string vert, frag;
@ -7757,62 +7757,68 @@ luaFunc(loadShader)
findFile_helper(vertRaw, vert);
if(fragRaw)
findFile_helper(fragRaw, frag);
Shader *sh = new Shader();
sh->load(vert, frag);
if(!sh->isLoaded())
{
delete sh;
sh = NULL;
}
luaReturnPtr(sh);
if(core->afterEffectManager)
handle = core->afterEffectManager->loadShaderFile(vert.c_str(), frag.c_str());
luaReturnInt(handle);
}
luaFunc(createShader)
{
Shader *sh = new Shader();
sh->loadSrc(getCString(L, 1), getCString(L, 2));
if(!sh->isLoaded())
{
delete sh;
sh = NULL;
}
luaReturnPtr(sh);
int handle = 0;
if(core->afterEffectManager)
handle = core->afterEffectManager->loadShaderSrc(getCString(L, 1), getCString(L, 2));
luaReturnInt(handle);
}
luaFunc(shader_setAsAfterEffect)
{
int idx = lua_tointeger(L, 2);
if(idx < core->afterEffectManager->scriptShader.size())
core->afterEffectManager->scriptShader[idx] = lua_isuserdata(L, 1) ? getShader(L, 1) : NULL;
int handle = lua_tointeger(L, 1);
int pos = lua_tointeger(L, 2);
bool done = false;
if(core->afterEffectManager)
done = core->afterEffectManager->setShaderPipelinePos(handle, pos);
luaReturnBool(done);
}
luaFunc(shader_setNumAfterEffects)
{
if(core->afterEffectManager)
core->afterEffectManager->setShaderPipelineSize(lua_tointeger(L, 1));
luaReturnNil();
}
luaFunc(shader_setInt)
{
Shader *sh = getShader(L, 1);
if(core->afterEffectManager)
{
Shader *sh = core->afterEffectManager->getShaderPtr(lua_tointeger(L, 1));
const char *name = getCString(L, 2);
if(sh && name)
sh->setInt(name, lua_tointeger(L, 3), lua_tointeger(L, 4), lua_tointeger(L, 5), lua_tointeger(L, 6));
}
luaReturnNil();
}
luaFunc(shader_setFloat)
{
Shader *sh = getShader(L, 1);
if(core->afterEffectManager)
{
Shader *sh = core->afterEffectManager->getShaderPtr(lua_tointeger(L, 1));
const char *name = getCString(L, 2);
if(sh && name)
sh->setFloat(name, lua_tonumber(L, 3), lua_tonumber(L, 4), lua_tonumber(L, 5), lua_tonumber(L, 6));
}
luaReturnNil();
}
luaFunc(shader_delete)
{
Shader *sh = getShader(L);
delete sh;
size_t sz = core->afterEffectManager->scriptShader.size();
for(size_t i = 0; i < sz; ++i)
if(core->afterEffectManager->scriptShader[i] == sh)
core->afterEffectManager->scriptShader[i] = NULL;
if(core->afterEffectManager)
core->afterEffectManager->unloadShader(lua_tointeger(L, 1));
luaReturnNil();
}
@ -8693,6 +8699,7 @@ static const struct {
luaRegister(loadShader),
luaRegister(createShader),
luaRegister(shader_setAsAfterEffect),
luaRegister(shader_setNumAfterEffects),
luaRegister(shader_setFloat),
luaRegister(shader_setInt),
luaRegister(shader_delete),

View file

@ -34,7 +34,7 @@ AfterEffectManager::AfterEffectManager(int xDivs, int yDivs)
active = false;
numEffects = 0;
bRenderGridPoints = true;
scriptShader.resize(10, 0);
shaderPipeline.resize(10, 0);
screenWidth = core->getWindowWidth();
screenHeight = core->getWindowHeight();
@ -65,26 +65,7 @@ void AfterEffectManager::loadShaders()
{
deleteShaders();
Shader *sh = new Shader();
sh->load("data/shaders/test.vert", "data/shaders/test.frag");
if(sh->isLoaded())
scriptShader[0] = sh;
else
delete sh;
sh = new Shader();
sh->load("data/shaders/test2.vert", "data/shaders/test2.frag");
if(sh->isLoaded())
scriptShader[1] = sh;
else
delete sh;
sh = new Shader();
sh->load("data/shaders/test3.vert", "data/shaders/test3.frag");
if(sh->isLoaded())
scriptShader[2] = sh;
else
delete sh;
// ...Load shaders here...
}
AfterEffectManager::~AfterEffectManager()
@ -119,12 +100,15 @@ void AfterEffectManager::deleteEffects()
void AfterEffectManager::deleteShaders()
{
for(size_t i = 0; i < scriptShader.size(); ++i)
for(size_t i = 0; i < shaderPipeline.size(); ++i)
shaderPipeline[i] = 0;
for(size_t i = 0; i < loadedShaders.size(); ++i)
{
if(scriptShader[i])
if(loadedShaders[i])
{
delete scriptShader[i];
scriptShader[i] = 0;
delete loadedShaders[i];
loadedShaders[i] = 0;
}
}
}
@ -210,14 +194,14 @@ void AfterEffectManager::renderGrid()
int firstShader = -1;
int lastShader = -1;
Shader *activeShader = 0;
for (size_t i = 0; i < scriptShader.size(); ++i)
for (size_t i = 0; i < shaderPipeline.size(); ++i)
{
if(scriptShader[i])
if(shaderPipeline[i])
{
if(firstShader < 0)
{
firstShader = i;
activeShader = scriptShader[i];
activeShader = shaderPipeline[i];
}
lastShader = i;
}
@ -290,7 +274,7 @@ void AfterEffectManager::renderGrid()
for(int i = firstShader + 1; i <= lastShader; ++i)
{
activeShader = scriptShader[i];
activeShader = shaderPipeline[i];
if(!activeShader)
continue;
@ -567,3 +551,79 @@ void RippleEffect::update(float dt, Vector ** drawGrid, int xDivs, int yDivs)
}
}
}
int AfterEffectManager::loadShaderFile(const char *vert, const char *frag)
{
Shader *sh = new Shader();
sh->load(vert, frag);
if(!sh->isLoaded())
{
delete sh;
return 0;
}
return _insertShader(sh);
}
int AfterEffectManager::loadShaderSrc(const char *vert, const char *frag)
{
Shader *sh = new Shader();
sh->loadSrc(vert, frag);
if(!sh->isLoaded())
{
delete sh;
return 0;
}
return _insertShader(sh);
}
Shader *AfterEffectManager::getShaderPtr(int handle)
{
size_t idx = handle - 1;
return idx < loadedShaders.size() ? loadedShaders[idx] : 0;
}
void AfterEffectManager::setShaderPipelineSize(size_t size)
{
shaderPipeline.resize(size, 0);
}
bool AfterEffectManager::setShaderPipelinePos(int handle, size_t pos)
{
if(pos < shaderPipeline.size())
{
shaderPipeline[pos] = getShaderPtr(handle);
return true;
}
return false;
}
// returns handle (= index + 1)
int AfterEffectManager::_insertShader(Shader *sh)
{
for(size_t i = 0; i < loadedShaders.size(); ++i)
{
if(!loadedShaders[i])
{
loadedShaders[i] = sh;
return i+1;
}
}
loadedShaders.push_back(sh);
return loadedShaders.size();
}
void AfterEffectManager::unloadShader(int handle)
{
Shader *sh = getShaderPtr(handle);
if(!sh)
return;
for(size_t i = 0; i < shaderPipeline.size(); ++i)
if(shaderPipeline[i] == sh)
shaderPipeline[i] = 0;
size_t idx = handle - 1;
loadedShaders[idx] = 0;
delete sh;
}

View file

@ -108,11 +108,23 @@ public:
int screenWidth, screenHeight;
int textureWidth, textureHeight;
std::vector<Shader*> scriptShader;
Vector ** drawGrid;
// returns handle > 0 on success
int loadShaderFile(const char *vert, const char *frag);
int loadShaderSrc(const char *vert, const char *frag);
Shader *getShaderPtr(int handle);
void setShaderPipelineSize(size_t size);
bool setShaderPipelinePos(int handle, size_t pos);
void unloadShader(int handle);
protected:
int _insertShader(Shader *sh);
std::vector<Shader*> shaderPipeline; // Shaders are applied in this order. Can contain the same pointer more than once.
std::vector<Shader*> loadedShaders;
FrameBuffer backupBuffer;
};

View file

@ -131,7 +131,6 @@ end:
Shader::Shader()
{
addType(SCO_SHADER);
numUniforms = -1;
uniformsDirty = false;

View file

@ -24,7 +24,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "Base.h"
#include "ScriptObject.h"
class Shader : public ScriptObject
class Shader
{
public:
Shader();