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#include "shader.h"
int honey_shader_mt_ref = LUA_NOREF;
void honey_setup_shader(lua_State* L)
{
honey_lua_create_table
(L, 2,
HONEY_TABLE, "__index", 7,
/* honey.shader.prototype */
HONEY_FUNCTION, "use", honey_shader_use,
HONEY_FUNCTION, "set_int", honey_shader_set_int,
HONEY_FUNCTION, "set_float", honey_shader_set_float,
HONEY_FUNCTION, "set_vec3", honey_shader_set_vec3,
HONEY_FUNCTION, "set_vec4", honey_shader_set_vec4,
HONEY_FUNCTION, "set_mat3", honey_shader_set_mat3,
HONEY_FUNCTION, "set_mat4", honey_shader_set_mat4,
HONEY_FUNCTION, "__gc", honey_shader_delete);
honey_shader_mt_ref = luaL_ref(L, LUA_REGISTRYINDEX);
lua_pushcfunction(L, honey_shader_new);
lua_setfield(L, -2, "shader");
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
int honey_shader_new(lua_State* L)
{
char* vertex_shader_source, *fragment_shader_source;
honey_lua_parse_arguments
(L, 1,
2, HONEY_STRING, &vertex_shader_source, HONEY_STRING, &fragment_shader_source);
int success;
char error[1024];
int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1,
(const char* const*) &vertex_shader_source, NULL);
glCompileShader(vertex_shader);
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex_shader, 1024, NULL, error);
honey_lua_throw_error(L, "error compiling vertex shader: %s",
error);
}
int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1,
(const char* const*) &fragment_shader_source, NULL);
glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragment_shader, 1024, NULL, error);
honey_lua_throw_error(L, "error compiling fragment shader: %s",
error);
}
int program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
glGetShaderiv(program, GL_LINK_STATUS, &success);
if (!success) {
glGetShaderInfoLog(program, 1024, NULL, error);
honey_lua_throw_error(L, "error linking shader program: %s",
error);
}
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
int* shader = lua_newuserdata(L, sizeof(int));
*shader = program;
if (honey_shader_mt_ref == LUA_NOREF ||
honey_shader_mt_ref == LUA_REFNIL)
honey_lua_throw_error
(L, "cannot create shader as there is no shader metatable set up.");
lua_rawgeti(L, LUA_REGISTRYINDEX, honey_shader_mt_ref);
lua_setmetatable(L, -2);
return 1;
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
int honey_shader_use(lua_State* L)
{
int *shader;
honey_lua_parse_arguments
(L, 1,
1, HONEY_USERDATA, &shader);
glUseProgram(*shader);
return 0;
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
int honey_shader_set_int(lua_State* L)
{
int *shader, value;
char* name;
honey_lua_parse_arguments
(L, 1,
3,
HONEY_USERDATA, &shader,
HONEY_STRING, &name,
HONEY_INTEGER, &value);
glUseProgram(*shader);
unsigned int location = glGetUniformLocation(*shader, name);
glUniform1i(location, value);
return 0;
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
int honey_shader_set_float(lua_State* L)
{
int *shader; char* name; float value;
honey_lua_parse_arguments
(L, 1, 3,
HONEY_USERDATA, &shader,
HONEY_STRING, &name,
HONEY_NUMBER, &value);
glUseProgram(*shader);
unsigned int location = glGetUniformLocation(*shader, name);
glUniform1f(location, value);
return 0;
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
int honey_shader_set_vec3(lua_State* L)
{
int *shader; char* name; honey_glm_array* array;
honey_lua_parse_arguments
(L, 1, 3,
HONEY_USERDATA, &shader,
HONEY_STRING, &name,
HONEY_USERDATA, &array);
if (array->type != VEC3)
honey_lua_throw_error(L,
"expected glm array of type VEC3 (%d), but got %d instead",
VEC3,
array->type);
glUseProgram(*shader);
unsigned int location = glGetUniformLocation(*shader, name);
glUniform3fv(location, 1, array->data);
return 0;
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
int honey_shader_set_vec4(lua_State* L)
{
int *shader; char* name; honey_glm_array* array;
honey_lua_parse_arguments
(L, 1, 3,
HONEY_USERDATA, &shader,
HONEY_STRING, &name,
HONEY_USERDATA, &array);
if (array->type != VEC4)
honey_lua_throw_error(L,
"expected glm array of type VEC4 (%d), but got %d instead",
VEC4,
array->type);
glUseProgram(*shader);
unsigned int location = glGetUniformLocation(*shader, name);
glUniform4fv(location, 1, array->data);
return 0;
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
int honey_shader_set_mat3(lua_State* L)
{
int *shader; char* name; honey_glm_array* array;
honey_lua_parse_arguments
(L, 1, 3,
HONEY_USERDATA, &shader,
HONEY_STRING, &name,
HONEY_USERDATA, &array);
if (array->type != MAT3)
honey_lua_throw_error(L,
"expected glm array of type MAT3 (%d), but got %d instead",
MAT3,
array->type);
glUseProgram(*shader);
unsigned int location = glGetUniformLocation(*shader, name);
glUniformMatrix3fv(location, 1, GL_FALSE, array->data);
return 0;
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
int honey_shader_set_mat4(lua_State* L)
{
int *shader; char* name; honey_glm_array* array;
honey_lua_parse_arguments
(L, 1, 3,
HONEY_USERDATA, &shader,
HONEY_STRING, &name,
HONEY_USERDATA, &array);
if (array->type != MAT4)
honey_lua_throw_error(L,
"expected glm array of type MAT4 (%d), but got %d instead",
MAT4,
array->type);
glUseProgram(*shader);
unsigned int location = glGetUniformLocation(*shader, name);
glUniformMatrix4fv(location, 1, GL_FALSE, array->data);
return 0;
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
int honey_shader_delete(lua_State* L)
{
int *shader;
honey_lua_parse_arguments
(L, 1, 1, HONEY_USERDATA, &shader);
glDeleteProgram(*shader);
return 0;
}
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