125 lines
3.1 KiB
Lua
125 lines
3.1 KiB
Lua
--[[
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This file is part of Ice Lua Components.
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Ice Lua Components is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Ice Lua Components is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Ice Lua Components. If not, see <http://www.gnu.org/licenses/>.
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]]
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do
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local shader_stack = {}
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function shader_push_nil()
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shader_stack[1+#shader_stack] = true
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client.glsl_use(nil)
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end
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function shader_pop_nil()
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if shader_stack[#shader_stack] ~= true then
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error("mismatched shader pop")
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end
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shader_stack[#shader_stack] = nil
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if #shader_stack == 0 or shader_stack[#shader_stack] == true then
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client.glsl_use(nil)
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else
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local shader = shader_stack[#shader_stack]
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shader.activate()
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end
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end
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function shader_new(settings)
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local this = {
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name = settings.name or "???",
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vert = settings.vert or error("must provide vert shader source"),
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frag = settings.frag or error("must provide frag shader source"),
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attribs = settings.attribs or nil,
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unif = {},
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}
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if this.attribs then
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if common.version.num >= 8421376+14 then
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this.prog, this.result = client.glsl_create(this.vert, this.frag, this.attribs)
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else
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this.prog, this.result = nil, "Vertex attributes not supported - upgrade to 0.2.1-14!"
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end
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else
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this.prog, this.result = client.glsl_create(this.vert, this.frag)
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end
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print("*** Shader", this.name, this.prog, this.result)
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if not this.prog then
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return nil, this.result
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end
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function this.push()
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shader_stack[1+#shader_stack] = this
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this.activate()
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end
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function this.pop()
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if shader_stack[#shader_stack] ~= this then
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error("mismatched shader pop")
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end
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shader_stack[#shader_stack] = nil
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if #shader_stack == 0 or shader_stack[#shader_stack] == true then
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client.glsl_use(nil)
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else
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local shader = shader_stack[#shader_stack]
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shader.activate()
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end
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end
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function this.activate()
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local k, v
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client.glsl_use(this.prog)
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for k, v in pairs(this.unif) do
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local loc = client.glsl_get_uniform_loc(this.prog, k)
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if loc then
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if #(v[2]) < 1 or #(v[2]) > 4 then
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error("too many dimensions for uniform")
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end
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if v[1] == "f" then
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client.glsl_set_uniform_f(loc, unpack(v[2]))
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elseif v[1] == "i" then
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client.glsl_set_uniform_i(loc, unpack(v[2]))
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elseif v[1] == "ui" then
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client.glsl_set_uniform_ui(loc, unpack(v[2]))
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else
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error("invalid uniform type")
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end
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end
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end
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end
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function this.set_uniform_f(name, ...)
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this.unif[name] = {"f", {...}}
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end
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function this.set_uniform_i(name, ...)
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this.unif[name] = {"i", {...}}
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end
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function this.set_uniform_ui(name, ...)
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this.unif[name] = {"ui", {...}}
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end
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return this, this.result
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end
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end
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