Difference between revisions of "Shader:send"
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{{newin|[[0.9.0]]|090|type=function|text=It has been renamed from [[PixelEffect:send]]}} | {{newin|[[0.9.0]]|090|type=function|text=It has been renamed from [[PixelEffect:send]]}} | ||
− | Sends one or more values to a special ('' | + | Sends one or more values to a special (''uniform'') variable inside the shader. Uniform variables have to be marked using the ''uniform'' or ''extern'' keyword, e.g. |
<source lang="glsl"> | <source lang="glsl"> | ||
− | + | uniform float time; // "float" is the typical number type used in GLSL shaders. | |
− | + | uniform float vars[2]; | |
− | + | uniform vec2 light_pos; | |
+ | uniform vec4 colors[4]; | ||
</source> | </source> | ||
Line 12: | Line 13: | ||
<source lang="lua"> | <source lang="lua"> | ||
shader:send("time", t) | shader:send("time", t) | ||
+ | shader:send("vars",a,b) | ||
shader:send("light_pos", {light_x, light_y}) | shader:send("light_pos", {light_x, light_y}) | ||
shader:send("colors", {r1, g1, b1, a1}, {r2, g2, b2, a2}, {r3, g3, b3, a3}, {r4, g4, b4, a4}) | shader:send("colors", {r1, g1, b1, a1}, {r2, g2, b2, a2}, {r3, g3, b3, a3}, {r4, g4, b4, a4}) | ||
Line 17: | Line 19: | ||
− | + | Uniform / extern variables are read-only in the shader code and remain constant until modified by a Shader:send call. Uniform variables can be accessed in both the Vertex and Pixel components of a shader, as long as the variable is declared in each. | |
+ | |||
+ | {{notice|There is a bug in version [[0.10.2]] which causes Shader:send to ignore the last argument when sending arrays. A simple workaround is to add an extra dummy argument when sending multiple values to a uniform array.}} | ||
== Function == | == Function == | ||
Line 26: | Line 30: | ||
=== Arguments === | === Arguments === | ||
{{param|string|name|Name of the number to send to the shader.}} | {{param|string|name|Name of the number to send to the shader.}} | ||
− | {{param|number|number|Number to send to store in the | + | {{param|number|number|Number to send to store in the uniform variable.}} |
− | {{param|number|...|Additional numbers to send | + | {{param|number|...|Additional numbers to send if the uniform variable is an array.}} |
=== Returns === | === Returns === | ||
Nothing. | Nothing. | ||
+ | === Notes === | ||
+ | Because all numbers in Lua are floating point, in versions prior to [[0.10.2]] you must use the function [[Shader:sendInt]] to send values to <code>uniform int</code> variables in the shader's code. | ||
== Function == | == Function == | ||
Line 38: | Line 44: | ||
=== Arguments === | === Arguments === | ||
{{param|string|name|Name of the vector to send to the shader.}} | {{param|string|name|Name of the vector to send to the shader.}} | ||
− | {{param|table|vector|Numbers to send to the | + | {{param|table|vector|Numbers to send to the uniform variable as a vector. The number of elements in the table determines the type of the vector (e.g. two numbers -> vec2). At least two and at most four numbers can be used.}} |
− | {{param|table|...|Additional vectors to send | + | {{param|table|...|Additional vectors to send if the uniform variable is an array. All vectors need to be of the same size (e.g. only vec3's).}} |
+ | |||
=== Returns === | === Returns === | ||
Nothing. | Nothing. | ||
Line 50: | Line 57: | ||
=== Arguments === | === Arguments === | ||
{{param|string|name|Name of the matrix to send to the shader.}} | {{param|string|name|Name of the matrix to send to the shader.}} | ||
− | {{param|table|matrix|2x2, 3x3, or 4x4 matrix to send to the | + | {{param|table|matrix|2x2, 3x3, or 4x4 matrix to send to the uniform variable. Using table form: <code><nowiki>{{a,b,c,d}, {e,f,g,h}, ... }</nowiki></code> or (since version [[0.10.2]]) <code>{a,b,c,d, e,f,g,h, ...}</code>. The order in 0.10.2 is column-major; starting in [[11.0]] it's row-major instead.}} |
− | {{param|table|...|Additional matrices of the same type as ''matrix'' to store in the | + | {{param|table|...|Additional matrices of the same type as ''matrix'' to store in a uniform array.}} |
+ | |||
+ | === Returns === | ||
+ | Nothing. | ||
+ | |||
+ | == Function == | ||
+ | === Synopsis === | ||
+ | <source lang="lua"> | ||
+ | Shader:send( name, texture ) | ||
+ | </source> | ||
+ | === Arguments === | ||
+ | {{param|string|name|Name of the [[Texture]] to send to the shader.}} | ||
+ | {{param|Texture|texture|Texture ([[Image]] or [[Canvas]]) to send to the uniform variable.}} | ||
=== Returns === | === Returns === | ||
Nothing. | Nothing. | ||
Line 58: | Line 77: | ||
=== Synopsis === | === Synopsis === | ||
<source lang="lua"> | <source lang="lua"> | ||
− | Shader:send( name, | + | Shader:send( name, boolean, ... ) |
</source> | </source> | ||
=== Arguments === | === Arguments === | ||
− | {{param|string|name|Name of the | + | {{param|string|name|Name of the boolean to send to the shader.}} |
− | {{param| | + | {{param|boolean|boolean|Boolean to send to store in the uniform variable.}} |
− | {{param| | + | {{param|boolean|...|Additional booleans to send if the uniform variable is an array.}} |
=== Returns === | === Returns === | ||
Nothing. | Nothing. | ||
== Function == | == Function == | ||
+ | {{newin|[[11.0]]|110|type=variant}} | ||
=== Synopsis === | === Synopsis === | ||
<source lang="lua"> | <source lang="lua"> | ||
− | Shader:send( name, | + | Shader:send( name, matrixlayout, matrix, ... ) |
</source> | </source> | ||
=== Arguments === | === Arguments === | ||
− | {{param|string|name|Name of the | + | {{param|string|name|Name of the matrix to send to the shader.}} |
− | {{param| | + | {{param|MatrixLayout|matrixlayout|The layout (row- or column-major) of the matrix.}} |
− | {{param| | + | {{param|table|matrix|2x2, 3x3, or 4x4 matrix to send to the uniform variable. Using table form: <code><nowiki>{{a,b,c,d}, {e,f,g,h}, ... }</nowiki></code> or <code>{a,b,c,d, e,f,g,h, ...}</code>.}} |
+ | {{param|table|...|Additional matrices of the same type as ''matrix'' to store in a uniform array.}} | ||
+ | |||
+ | == Function == | ||
+ | {{newin|[[11.0]]|110|type=variant}} | ||
+ | Sends uniform values to the Shader sourced from the contents of a [[Data]] object. This directly copies the bytes of the data. | ||
+ | === Synopsis === | ||
+ | <source lang="lua"> | ||
+ | Shader:send( name, data, offset, size ) | ||
+ | </source> | ||
+ | === Arguments === | ||
+ | {{param|string|name|Name of the uniform to send to the shader.}} | ||
+ | {{param|Data|data|Data object containing the values to send.}} | ||
+ | {{param|number|offset (0)|Offset in bytes from the start of the Data object.}} | ||
+ | {{param|number|size (all)|Size in bytes of the data to send. If nil, as many bytes as the specified uniform uses will be copied.}} | ||
=== Returns === | === Returns === | ||
Nothing. | Nothing. | ||
== Function == | == Function == | ||
+ | {{newin|[[11.0]]|110|type=variant}} | ||
+ | Sends uniform matrices to the Shader sourced from the contents of a [[Data]] object. This directly copies the bytes of the data. | ||
=== Synopsis === | === Synopsis === | ||
<source lang="lua"> | <source lang="lua"> | ||
− | Shader:send( name, | + | Shader:send( name, data, matrixlayout, offset, size ) |
</source> | </source> | ||
=== Arguments === | === Arguments === | ||
− | {{param|string|name|Name of the | + | {{param|string|name|Name of the uniform matrix to send to the shader.}} |
− | {{param| | + | {{param|Data|data|Data object containing the values to send.}} |
− | {{param|number| | + | {{param|MatrixLayout|matrixlayout|The layout (row- or column-major) of the matrix in memory.}} |
+ | {{param|number|offset (0)|Offset in bytes from the start of the Data object.}} | ||
+ | {{param|number|size (all)|Size in bytes of the data to send. If nil, as many bytes as the specified uniform uses will be copied.}} | ||
=== Returns === | === Returns === | ||
Nothing. | Nothing. | ||
Line 95: | Line 133: | ||
[[Category:Functions]] | [[Category:Functions]] | ||
{{#set:Description=Sends one or more values to the shader.}} | {{#set:Description=Sends one or more values to the shader.}} | ||
+ | |||
== Other Languages == | == Other Languages == | ||
{{i18n|Shader:send}} | {{i18n|Shader:send}} |
Latest revision as of 02:37, 5 April 2018
Available since LÖVE 0.9.0 |
It has been renamed from PixelEffect:send. |
Sends one or more values to a special (uniform) variable inside the shader. Uniform variables have to be marked using the uniform or extern keyword, e.g.
uniform float time; // "float" is the typical number type used in GLSL shaders.
uniform float vars[2];
uniform vec2 light_pos;
uniform vec4 colors[4];
The corresponding send calls would be
shader:send("time", t)
shader:send("vars",a,b)
shader:send("light_pos", {light_x, light_y})
shader:send("colors", {r1, g1, b1, a1}, {r2, g2, b2, a2}, {r3, g3, b3, a3}, {r4, g4, b4, a4})
Uniform / extern variables are read-only in the shader code and remain constant until modified by a Shader:send call. Uniform variables can be accessed in both the Vertex and Pixel components of a shader, as long as the variable is declared in each.
There is a bug in version 0.10.2 which causes Shader:send to ignore the last argument when sending arrays. A simple workaround is to add an extra dummy argument when sending multiple values to a uniform array. |
Contents
Function
Synopsis
Shader:send( name, number, ... )
Arguments
string name
- Name of the number to send to the shader.
number number
- Number to send to store in the uniform variable.
number ...
- Additional numbers to send if the uniform variable is an array.
Returns
Nothing.
Notes
Because all numbers in Lua are floating point, in versions prior to 0.10.2 you must use the function Shader:sendInt to send values to uniform int
variables in the shader's code.
Function
Synopsis
Shader:send( name, vector, ... )
Arguments
string name
- Name of the vector to send to the shader.
table vector
- Numbers to send to the uniform variable as a vector. The number of elements in the table determines the type of the vector (e.g. two numbers -> vec2). At least two and at most four numbers can be used.
table ...
- Additional vectors to send if the uniform variable is an array. All vectors need to be of the same size (e.g. only vec3's).
Returns
Nothing.
Function
Synopsis
Shader:send( name, matrix, ... )
Arguments
string name
- Name of the matrix to send to the shader.
table matrix
- 2x2, 3x3, or 4x4 matrix to send to the uniform variable. Using table form:
{{a,b,c,d}, {e,f,g,h}, ... }
or (since version 0.10.2){a,b,c,d, e,f,g,h, ...}
. The order in 0.10.2 is column-major; starting in 11.0 it's row-major instead. table ...
- Additional matrices of the same type as matrix to store in a uniform array.
Returns
Nothing.
Function
Synopsis
Shader:send( name, texture )
Arguments
string name
- Name of the Texture to send to the shader.
Texture texture
- Texture (Image or Canvas) to send to the uniform variable.
Returns
Nothing.
Function
Synopsis
Shader:send( name, boolean, ... )
Arguments
string name
- Name of the boolean to send to the shader.
boolean boolean
- Boolean to send to store in the uniform variable.
boolean ...
- Additional booleans to send if the uniform variable is an array.
Returns
Nothing.
Function
Available since LÖVE 11.0 |
This variant is not supported in earlier versions. |
Synopsis
Shader:send( name, matrixlayout, matrix, ... )
Arguments
string name
- Name of the matrix to send to the shader.
MatrixLayout matrixlayout
- The layout (row- or column-major) of the matrix.
table matrix
- 2x2, 3x3, or 4x4 matrix to send to the uniform variable. Using table form:
{{a,b,c,d}, {e,f,g,h}, ... }
or{a,b,c,d, e,f,g,h, ...}
. table ...
- Additional matrices of the same type as matrix to store in a uniform array.
Function
Available since LÖVE 11.0 |
This variant is not supported in earlier versions. |
Sends uniform values to the Shader sourced from the contents of a Data object. This directly copies the bytes of the data.
Synopsis
Shader:send( name, data, offset, size )
Arguments
string name
- Name of the uniform to send to the shader.
Data data
- Data object containing the values to send.
number offset (0)
- Offset in bytes from the start of the Data object.
number size (all)
- Size in bytes of the data to send. If nil, as many bytes as the specified uniform uses will be copied.
Returns
Nothing.
Function
Available since LÖVE 11.0 |
This variant is not supported in earlier versions. |
Sends uniform matrices to the Shader sourced from the contents of a Data object. This directly copies the bytes of the data.
Synopsis
Shader:send( name, data, matrixlayout, offset, size )
Arguments
string name
- Name of the uniform matrix to send to the shader.
Data data
- Data object containing the values to send.
MatrixLayout matrixlayout
- The layout (row- or column-major) of the matrix in memory.
number offset (0)
- Offset in bytes from the start of the Data object.
number size (all)
- Size in bytes of the data to send. If nil, as many bytes as the specified uniform uses will be copied.
Returns
Nothing.
See Also
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