mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2025-07-04 06:54:39 +00:00
Improvements to shader API; use handles instead of raw pointers.
This commit is contained in:
parent
486e8f92ad
commit
6962a3e3ab
5 changed files with 145 additions and 67 deletions
|
@ -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),
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -131,7 +131,6 @@ end:
|
|||
|
||||
Shader::Shader()
|
||||
{
|
||||
addType(SCO_SHADER);
|
||||
numUniforms = -1;
|
||||
uniformsDirty = false;
|
||||
|
||||
|
|
|
@ -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();
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue