Lua GLSL Api: Difference between revisions
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95.0 - - gl: add callout UniformArray(number location, number type, table uniforms) -> nil (type can be one of {0 = int, 1 = float}) - gl.CreateShader: support uniform arrays (table values with more than 4 and up to 32 elements) - gl.Creat |
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[ uniform = { uniformName = number value, ...} ,] | [ uniform = { uniformName = number value, ...} ,] | ||
[ uniformInt = { uniformName = number value, ...} ,] | [ uniformInt = { uniformName = number value, ...} ,] | ||
[ uniformArray = { uniformName = number value, ...} ,] <span class=note>table with > 4 and <= 32 elements</span> | |||
[ uniformMatrix = { uniformName = number value, ...} ,] | [ uniformMatrix = { uniformName = number value, ...} ,] | ||
[ geoInputType = number inType,] | [ geoInputType = number inType,] | ||
[ geoOutputType = number outType,] | [ geoOutputType = number outType,] | ||
[ geoOutputVerts = number maxVerts,] | [ geoOutputVerts = number maxVerts,] | ||
[ definitions = "string of shader #defines", ] | |||
}) -> number shaderID | }) -> number shaderID | ||
| Line 45: | Line 47: | ||
'''gl.UniformInt''' | '''gl.UniformInt''' | ||
( number locationID, number int1 [,number int2 [,number int3 [,number int4]]] ) -> nil | ( number locationID, number int1 [,number int2 [,number int3 [,number int4]]] ) -> nil | ||
'''gl.UniformArray''' {{new|95.0}} | |||
( number locationID, number type, table uniforms ) -> nil | |||
<span class="note">type can be one of {0 = int, 1 = float}</span> | |||
'''gl.UniformMatrix''' | '''gl.UniformMatrix''' | ||
Revision as of 04:28, 27 December 2013
Development < Lua Scripting < Lua GLSL Api
These functions are ONLY available if the graphic board supports GLSL.
Please test in your scripts if one of them exists before you use them!
gl.CreateShader
({ [ vertex = "glsl code" ,]
[ geometry = "glsl code" ,]
[ fragment = "glsl code" ,]
[ uniform = { uniformName = number value, ...} ,]
[ uniformInt = { uniformName = number value, ...} ,]
[ uniformArray = { uniformName = number value, ...} ,] table with > 4 and <= 32 elements
[ uniformMatrix = { uniformName = number value, ...} ,]
[ geoInputType = number inType,]
[ geoOutputType = number outType,]
[ geoOutputVerts = number maxVerts,]
[ definitions = "string of shader #defines", ]
}) -> number shaderID
gl.DeleteShader
( number shaderID ) -> nil
gl.ActiveShader can be used in none drawing events (to update uniforms etc.)!
( number shaderID, function [, arg1 [, arg2, ..]] ) -> nil
gl.UseShader
( number shaderID ) -> boolean linked
gl.GetShaderLog
( ) -> string "errorLog"
gl.SetShaderParameter needed by geometry shader programs (check the opengl shader4 extension for glProgramParameteri)
( number shaderID, number param, number value ) -> nil
gl.GetActiveUniforms
( number shaderID ) -> {
[1] = { name = "name", type = "type", length = number length, size = number size },
...
}
gl.GetUniformLocation
( number shaderID, name uniformName ) -> number locationID
gl.Uniform
( number locationID, number f1 [,number f2 [,number f3 [,number f4]]] ) -> nil
gl.UniformInt
( number locationID, number int1 [,number int2 [,number int3 [,number int4]]] ) -> nil
gl.UniformArray New in version 95.0
( number locationID, number type, table uniforms ) -> nil
type can be one of {0 = int, 1 = float}
gl.UniformMatrix
( number locationID, "shadow" | "camera" | "caminv" | "camprj" | number m1, number m2, number m3, number m4 | number m1, ... , number m9 | number m1, ... , number m16 ) -> nil