Files
WickedEngine/WickedEngine/wiLua.cpp
T
Turánszki János 180ddc3586 0.49 (#160)
* renderer updates: material shadertype, customshaders

* custom shader updates

* hologram fix

* editor windows refactor

* major gui update:
- gui no longer lifetime manager
- window no longer needs gui to construct
- removed gui constructors/destructors
- rewritten every editor window

* renderer update

* gui hasfocus fix

* editor fix

* renderpath upgrades: hybrid forward-deferred

* fix

* water ripple refactor

* cmake fix

* cmake fix

* renderer fix

* volumetric light fix

* customshader stencilref

* cmake fix

* rtdeferred fix

* editor update

* raytraced shadows denoise

* anisotropic shader

* sss stencil greater

* added cartoon shader

* using precomputed tangents

* added unlit object shader

* importer update

* editor update

* editor fix

* vulkan envmap rendering fix

* terrain shader simplification (normal texture mapping instead of triplanar)

* added subsurface profiles, reduced gbuffer

* denoise disocclusion fallback

* editor fix

* more sorting priority for blend than instancing

* hairparticle culling

* particle updates; font update instancing instead of index buffer; vulkan/dx12 fixes;

* shader fixes

* hairparticle trianglestrip and no cross section

* editor fix

* cam wnd update

* terrain shader fix
2020-10-17 13:17:07 +02:00

463 lines
10 KiB
C++

#include "wiLua.h"
#include "wiLua_Globals.h"
#include "wiBackLog.h"
#include "wiHelper.h"
#include "MainComponent_BindLua.h"
#include "RenderPath_BindLua.h"
#include "RenderPath2D_BindLua.h"
#include "LoadingScreen_BindLua.h"
#include "RenderPath3D_BindLua.h"
#include "Texture_BindLua.h"
#include "wiRenderer_BindLua.h"
#include "wiAudio_BindLua.h"
#include "wiSprite_BindLua.h"
#include "wiImageParams_BindLua.h"
#include "SpriteAnim_BindLua.h"
#include "wiScene_BindLua.h"
#include "Vector_BindLua.h"
#include "Matrix_BindLua.h"
#include "wiInput_BindLua.h"
#include "wiSpriteFont_BindLua.h"
#include "wiBackLog_BindLua.h"
#include "wiNetwork_BindLua.h"
#include "wiIntersect_BindLua.h"
#include <sstream>
#include <memory>
#include <vector>
#include <mutex>
#define WILUA_ERROR_PREFIX "[Lua Error] "
using namespace std;
namespace wiLua
{
struct LuaInternal
{
lua_State* m_luaState = NULL;
int m_status = 0; //last call status
~LuaInternal()
{
lua_close(m_luaState);
}
};
LuaInternal luainternal;
std::mutex lock;
int Internal_DoFile(lua_State* L)
{
int argc = SGetArgCount(L);
if (argc > 0)
{
std::string filename = SGetString(L, 1);
std::vector<uint8_t> filedata;
if (wiHelper::FileRead(filename, filedata))
{
std::string command = string(filedata.begin(), filedata.end());
int status = luaL_loadstring(L, command.c_str());
if (status == 0)
{
status = lua_pcall(L, 0, LUA_MULTRET, 0);
}
if (status != 0)
{
const char* str = lua_tostring(L, -1);
if (str == nullptr)
return 0;
stringstream ss("");
ss << WILUA_ERROR_PREFIX << str;
wiBackLog::post(ss.str().c_str());
lua_pop(L, 1); // remove error message
}
}
}
else
{
SError(L, "dofile(string filename) not enough arguments!");
}
return 0;
}
void Initialize()
{
luainternal.m_luaState = luaL_newstate();
luaL_openlibs(luainternal.m_luaState);
RegisterFunc("dofile", Internal_DoFile);
RunText(wiLua_Globals);
MainComponent_BindLua::Bind();
RenderPath_BindLua::Bind();
RenderPath2D_BindLua::Bind();
LoadingScreen_BindLua::Bind();
RenderPath3D_BindLua::Bind();
Texture_BindLua::Bind();
wiRenderer_BindLua::Bind();
wiAudio_BindLua::Bind();
wiSprite_BindLua::Bind();
wiImageParams_BindLua::Bind();
SpriteAnim_BindLua::Bind();
wiScene_BindLua::Bind();
Vector_BindLua::Bind();
Matrix_BindLua::Bind();
wiInput_BindLua::Bind();
wiSpriteFont_BindLua::Bind();
wiBackLog_BindLua::Bind();
wiNetwork_BindLua::Bind();
wiIntersect_BindLua::Bind();
wiBackLog::post("wiLua Initialized");
}
lua_State* GetLuaState()
{
return luainternal.m_luaState;
}
bool Success()
{
return luainternal.m_status == 0;
}
bool Failed()
{
return luainternal.m_status != 0;
}
string GetErrorMsg()
{
if (Failed()) {
lock.lock();
string retVal = lua_tostring(luainternal.m_luaState, -1);
lock.unlock();
return retVal;
}
return string("");
}
string PopErrorMsg()
{
lock.lock();
string retVal = lua_tostring(luainternal.m_luaState, -1);
lua_pop(luainternal.m_luaState, 1); // remove error message
lock.unlock();
return retVal;
}
void PostErrorMsg()
{
if (Failed())
{
lock.lock();
const char* str = lua_tostring(luainternal.m_luaState, -1);
lock.unlock();
if (str == nullptr)
return;
stringstream ss("");
ss << WILUA_ERROR_PREFIX << str;
wiBackLog::post(ss.str().c_str());
lock.lock();
lua_pop(luainternal.m_luaState, 1); // remove error message
lock.unlock();
}
}
bool RunFile(const std::string& filename)
{
std::vector<uint8_t> filedata;
if (wiHelper::FileRead(filename, filedata))
{
return RunText(string(filedata.begin(), filedata.end()));
}
return false;
//lock.lock();
//m_status = luaL_loadfile(m_luaState, filename.c_str());
//lock.unlock();
//
//if (Success()) {
// return RunScript();
//}
//PostErrorMsg();
//return false;
}
bool RunScript()
{
lock.lock();
luainternal.m_status = lua_pcall(luainternal.m_luaState, 0, LUA_MULTRET, 0);
lock.unlock();
if (Failed())
{
PostErrorMsg();
return false;
}
return true;
}
bool RunText(const std::string& script)
{
lock.lock();
luainternal.m_status = luaL_loadstring(luainternal.m_luaState, script.c_str());
lock.unlock();
if (Success())
{
return RunScript();
}
PostErrorMsg();
return false;
}
bool RegisterFunc(const std::string& name, lua_CFunction function)
{
lock.lock();
lua_register(luainternal.m_luaState, name.c_str(), function);
lock.unlock();
PostErrorMsg();
return Success();
}
void RegisterLibrary(const std::string& tableName, const luaL_Reg* functions)
{
lock.lock();
if (luaL_newmetatable(luainternal.m_luaState, tableName.c_str()) != 0)
{
//table is not yet present
lua_pushvalue(luainternal.m_luaState, -1);
lua_setfield(luainternal.m_luaState, -2, "__index"); // Object.__index = Object
lock.unlock();
AddFuncArray(functions);
}
else
{
lock.unlock();
}
}
bool RegisterObject(const std::string& tableName, const std::string& name, void* object)
{
RegisterLibrary(tableName, nullptr);
lock.lock();
// does this call need to be checked? eg. userData == nullptr?
void** userData = static_cast<void**>(lua_newuserdata(luainternal.m_luaState, sizeof(void*)));
*(userData) = object;
luaL_setmetatable(luainternal.m_luaState, tableName.c_str());
lua_setglobal(luainternal.m_luaState, name.c_str());
lock.unlock();
return true;
}
void AddFunc(const std::string& name, lua_CFunction function)
{
lock.lock();
lua_pushcfunction(luainternal.m_luaState, function);
lua_setfield(luainternal.m_luaState, -2, name.c_str());
lock.unlock();
}
void AddFuncArray(const luaL_Reg* functions)
{
if (functions != nullptr)
{
lock.lock();
luaL_setfuncs(luainternal.m_luaState, functions, 0);
lock.unlock();
}
}
void AddInt(const std::string& name, int data)
{
lock.lock();
lua_pushinteger(luainternal.m_luaState, data);
lua_setfield(luainternal.m_luaState, -2, name.c_str());
lock.unlock();
}
void SetDeltaTime(double dt)
{
lock.lock();
lua_getglobal(luainternal.m_luaState, "setDeltaTime");
SSetDouble(luainternal.m_luaState, dt);
lua_call(luainternal.m_luaState, 1, 0);
lock.unlock();
}
void FixedUpdate()
{
TrySignal("wickedengine_fixed_update_tick");
}
void Update()
{
TrySignal("wickedengine_update_tick");
}
void Render()
{
TrySignal("wickedengine_render_tick");
}
inline void SignalHelper(lua_State* L, const std::string& name)
{
lua_getglobal(L, "signal");
SSetString(L, name.c_str());
lua_call(L, 1, 0);
}
void Signal(const std::string& name)
{
lock.lock();
SignalHelper(luainternal.m_luaState, name);
lock.unlock();
}
bool TrySignal(const std::string& name)
{
if (!lock.try_lock())
return false;
SignalHelper(luainternal.m_luaState, name);
lock.unlock();
return true;
}
void KillProcesses()
{
RunText("killProcesses();");
}
string SGetString(lua_State* L, int stackpos)
{
const char* str = lua_tostring(L, stackpos);
if (str != nullptr)
return str;
return string("");
}
bool SIsString(lua_State* L, int stackpos)
{
return lua_isstring(L, stackpos) != 0;
}
bool SIsNumber(lua_State* L, int stackpos)
{
return lua_isnumber(L, stackpos) != 0;
}
int SGetInt(lua_State* L, int stackpos)
{
return static_cast<int>(SGetLongLong(L, stackpos));
}
long SGetLong(lua_State* L, int stackpos)
{
return static_cast<long>(SGetLongLong(L, stackpos));
}
long long SGetLongLong(lua_State* L, int stackpos)
{
return lua_tointeger(L, stackpos);
}
float SGetFloat(lua_State* L, int stackpos)
{
return static_cast<float>(SGetDouble(L, stackpos));
}
XMFLOAT2 SGetFloat2(lua_State* L, int stackpos)
{
return XMFLOAT2(SGetFloat(L, stackpos), SGetFloat(L, stackpos + 1));
}
XMFLOAT3 SGetFloat3(lua_State* L, int stackpos)
{
return XMFLOAT3(SGetFloat(L, stackpos), SGetFloat(L, stackpos + 1), SGetFloat(L, stackpos + 2));
}
XMFLOAT4 SGetFloat4(lua_State* L, int stackpos)
{
return XMFLOAT4(SGetFloat(L, stackpos), SGetFloat(L, stackpos + 1), SGetFloat(L, stackpos + 2), SGetFloat(L, stackpos + 3));
}
double SGetDouble(lua_State* L, int stackpos)
{
return lua_tonumber(L, stackpos);
}
bool SGetBool(lua_State* L, int stackpos)
{
return lua_toboolean(L, stackpos) != 0;
}
int SGetArgCount(lua_State* L)
{
return lua_gettop(L);
}
void* SGetUserData(lua_State* L)
{
return lua_touserdata(L, 1);
}
void SSetInt(lua_State* L, int data)
{
lua_pushinteger(L, (lua_Integer)data);
}
void SSetLong(lua_State* L, long data)
{
lua_pushinteger(L, (lua_Integer)data);
}
void SSetLongLong(lua_State* L, long long data)
{
lua_pushinteger(L, (lua_Integer)data);
}
void SSetFloat(lua_State* L, float data)
{
lua_pushnumber(L, (lua_Number)data);
}
void SSetFloat2(lua_State* L, const XMFLOAT2& data)
{
SSetFloat(L, data.x);
SSetFloat(L, data.y);
}
void SSetFloat3(lua_State* L, const XMFLOAT3& data)
{
SSetFloat(L, data.x);
SSetFloat(L, data.y);
SSetFloat(L, data.z);
}
void SSetFloat4(lua_State* L, const XMFLOAT4& data)
{
SSetFloat(L, data.x);
SSetFloat(L, data.y);
SSetFloat(L, data.z);
SSetFloat(L, data.w);
}
void SSetDouble(lua_State* L, double data)
{
lua_pushnumber(L, (lua_Number)data);
}
void SSetString(lua_State* L, const std::string& data)
{
lua_pushstring(L, data.c_str());
}
void SSetBool(lua_State* L, bool data)
{
lua_pushboolean(L, static_cast<int>(data));
}
void SSetPointer(lua_State* L, void* data)
{
lua_pushlightuserdata(L, data);
}
void SSetNull(lua_State* L)
{
lua_pushnil(L);
}
void SError(lua_State* L, const std::string& error)
{
//retrieve line number for error info
lua_Debug ar;
lua_getstack(L, 1, &ar);
lua_getinfo(L, "nSl", &ar);
int line = ar.currentline;
stringstream ss("");
ss << WILUA_ERROR_PREFIX << "Line " << line << ": ";
if (!error.empty())
{
ss << error;
}
wiBackLog::post(ss.str().c_str());
}
void SAddMetatable(lua_State* L, const std::string& name)
{
luaL_newmetatable(L, name.c_str());
}
}