Difference between revisions of "Shader:setConstant"
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(Created page with "__NOTOC__ '''Available since:''' Gideros 2015.06.30<br/> === Description === To change the value of a uniform from lua <source lang="lua"> = Shader:setConstant(uniform namedat...") |
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__NOTOC__ | __NOTOC__ | ||
'''Available since:''' Gideros 2015.06.30<br/> | '''Available since:''' Gideros 2015.06.30<br/> | ||
+ | '''Class:''' [[Shader]]<br/> | ||
+ | |||
=== Description === | === Description === | ||
− | + | Changes the value of a uniform from Lua code. | |
− | < | + | <syntaxhighlight lang="lua"> |
− | + | Shader:setConstant(uniformName,dataType,mult,data) | |
− | </ | + | </syntaxhighlight> |
− | ''' | + | |
− | ''' | + | === Parameters === |
− | '''mult | + | '''uniformName''': (string) the uniform name to change<br/> |
− | '''data | + | '''dataType''': (int) the type of data to set (one of the Shader.Cxxx constants)<br/> |
+ | '''mult''': (number) number of elements of the given type to set<br/> | ||
+ | '''data''': (varies) and the actual data to set, either as a table or as multiple arguments<br/> | ||
+ | |||
+ | === Examples === | ||
+ | '''setConstant in a loop''' | ||
+ | <syntaxhighlight lang="lua"> | ||
+ | -- loop | ||
+ | local timer = 0 | ||
+ | stage:addEventListener(Event.ENTER_FRAME, function(e) | ||
+ | timer += 0.018 | ||
+ | shaderwave:setConstant("time", Shader.CFLOAT, 1, timer) | ||
+ | bitmap:setX(bitmap:getX() + 1) | ||
+ | if bitmap:getX() > 400 then bitmap:setX(-80) end | ||
+ | end) | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | '''An outline shader setConstant 44 activated''' | ||
+ | <syntaxhighlight lang="lua"> | ||
+ | spriteOutline = {} | ||
+ | |||
+ | spriteOutline.VS_GL = [[ | ||
+ | |||
+ | uniform highp mat4 vMatrix; | ||
+ | |||
+ | attribute highp vec3 vVertex; | ||
+ | attribute mediump vec2 vTexCoord; | ||
+ | |||
+ | varying mediump vec2 fTexCoord; | ||
+ | |||
+ | void main() { | ||
+ | vec4 vertex = vec4(vVertex, 1.0); | ||
+ | gl_Position = vMatrix*vertex; | ||
+ | fTexCoord = vTexCoord; | ||
+ | } | ||
+ | ]] | ||
+ | |||
+ | spriteOutline.FS_GL = [[ | ||
+ | |||
+ | #ifdef GL_ES | ||
+ | precision highp float; | ||
+ | #endif | ||
+ | |||
+ | const float offseta = 0.010; | ||
+ | |||
+ | uniform lowp vec4 fColor; | ||
+ | uniform mediump vec4 fTexSize; | ||
+ | uniform lowp sampler2D fTexture; | ||
+ | |||
+ | uniform lowp int fSwitch; | ||
+ | |||
+ | varying mediump vec2 fTexCoord; | ||
+ | |||
+ | vec4 getSample(float x, float y, float offset, float num) | ||
+ | { | ||
+ | vec4 result = vec4(0); | ||
+ | float size = 360.0 / num; | ||
+ | |||
+ | for (float a; a <= 360.0; a += size) | ||
+ | { | ||
+ | vec2 coord = vec2(cos(a) * offset + x, sin(a) * offset + y); | ||
+ | |||
+ | result += texture2D(fTexture, coord); | ||
+ | } | ||
+ | |||
+ | return result; | ||
+ | } | ||
+ | |||
+ | void main() | ||
+ | { | ||
+ | vec4 col = texture2D(fTexture, fTexCoord); | ||
+ | |||
+ | float nums = 32.0; | ||
+ | |||
+ | if (fSwitch == 44) // fSwitch can be changed in code, 44 is some random value for documentation purposes | ||
+ | { | ||
+ | vec4 nb = getSample(fTexCoord.x, fTexCoord.y, 0.020, nums); | ||
+ | |||
+ | if (col.a > 0. && nb.a < nums) | ||
+ | { | ||
+ | col.a = nb.a / nums; | ||
+ | col.r = 0.0; | ||
+ | col.g = 0.0; | ||
+ | col.b = 0.0; | ||
+ | } | ||
+ | } | ||
+ | |||
+ | gl_FragColor = col; | ||
+ | } | ||
+ | ]] | ||
+ | |||
+ | spriteOutline.Shader=Shader.new(spriteOutline.VS_GL, spriteOutline.FS_GL, Shader.FLAG_FROM_CODE, | ||
+ | { | ||
+ | {name="vMatrix",type=Shader.CMATRIX,sys=Shader.SYS_WVP,vertex=true}, | ||
+ | {name="fColor",type=Shader.CFLOAT4,sys=Shader.SYS_COLOR,vertex=false}, | ||
+ | {name="fTexture",type=Shader.CTEXTURE,vertex=false}, | ||
+ | {name="fSwitch",type=Shader.CINT,vertex=false}, | ||
+ | }, | ||
+ | { | ||
+ | {name="vVertex",type=Shader.DFLOAT,mult=3,slot=0,offset=0}, | ||
+ | {name="vColor",type=Shader.DUBYTE,mult=4,slot=1,offset=0}, | ||
+ | {name="vTexCoord",type=Shader.DFLOAT,mult=2,slot=2,offset=0}, | ||
+ | } | ||
+ | ) | ||
+ | |||
+ | local sprite = Bitmap.new(Texture.new("gfx/test.png")) | ||
+ | spriteOutline.Shader:setConstant("fSwitch", Shader.CINT, 1, 44) -- set fSwitch value to be 44 | ||
+ | sprite:setShader(spriteOutline.Shader) | ||
+ | stage:addChild(sprite) | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | {{Shader}} |
Latest revision as of 04:08, 6 November 2023
Available since: Gideros 2015.06.30
Class: Shader
Description
Changes the value of a uniform from Lua code.
Shader:setConstant(uniformName,dataType,mult,data)
Parameters
uniformName: (string) the uniform name to change
dataType: (int) the type of data to set (one of the Shader.Cxxx constants)
mult: (number) number of elements of the given type to set
data: (varies) and the actual data to set, either as a table or as multiple arguments
Examples
setConstant in a loop
-- loop
local timer = 0
stage:addEventListener(Event.ENTER_FRAME, function(e)
timer += 0.018
shaderwave:setConstant("time", Shader.CFLOAT, 1, timer)
bitmap:setX(bitmap:getX() + 1)
if bitmap:getX() > 400 then bitmap:setX(-80) end
end)
An outline shader setConstant 44 activated
spriteOutline = {}
spriteOutline.VS_GL = [[
uniform highp mat4 vMatrix;
attribute highp vec3 vVertex;
attribute mediump vec2 vTexCoord;
varying mediump vec2 fTexCoord;
void main() {
vec4 vertex = vec4(vVertex, 1.0);
gl_Position = vMatrix*vertex;
fTexCoord = vTexCoord;
}
]]
spriteOutline.FS_GL = [[
#ifdef GL_ES
precision highp float;
#endif
const float offseta = 0.010;
uniform lowp vec4 fColor;
uniform mediump vec4 fTexSize;
uniform lowp sampler2D fTexture;
uniform lowp int fSwitch;
varying mediump vec2 fTexCoord;
vec4 getSample(float x, float y, float offset, float num)
{
vec4 result = vec4(0);
float size = 360.0 / num;
for (float a; a <= 360.0; a += size)
{
vec2 coord = vec2(cos(a) * offset + x, sin(a) * offset + y);
result += texture2D(fTexture, coord);
}
return result;
}
void main()
{
vec4 col = texture2D(fTexture, fTexCoord);
float nums = 32.0;
if (fSwitch == 44) // fSwitch can be changed in code, 44 is some random value for documentation purposes
{
vec4 nb = getSample(fTexCoord.x, fTexCoord.y, 0.020, nums);
if (col.a > 0. && nb.a < nums)
{
col.a = nb.a / nums;
col.r = 0.0;
col.g = 0.0;
col.b = 0.0;
}
}
gl_FragColor = col;
}
]]
spriteOutline.Shader=Shader.new(spriteOutline.VS_GL, spriteOutline.FS_GL, Shader.FLAG_FROM_CODE,
{
{name="vMatrix",type=Shader.CMATRIX,sys=Shader.SYS_WVP,vertex=true},
{name="fColor",type=Shader.CFLOAT4,sys=Shader.SYS_COLOR,vertex=false},
{name="fTexture",type=Shader.CTEXTURE,vertex=false},
{name="fSwitch",type=Shader.CINT,vertex=false},
},
{
{name="vVertex",type=Shader.DFLOAT,mult=3,slot=0,offset=0},
{name="vColor",type=Shader.DUBYTE,mult=4,slot=1,offset=0},
{name="vTexCoord",type=Shader.DFLOAT,mult=2,slot=2,offset=0},
}
)
local sprite = Bitmap.new(Texture.new("gfx/test.png"))
spriteOutline.Shader:setConstant("fSwitch", Shader.CINT, 1, 44) -- set fSwitch value to be 44
sprite:setShader(spriteOutline.Shader)
stage:addChild(sprite)