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- Subject: Re: Using Lua for OpenGL Shaders
- From: Wesley Smith <wesley.hoke@...>
- Date: Mon, 26 Apr 2010 10:04:53 -0700
On Mon, Apr 26, 2010 at 9:43 AM, Joe Andresen <joe.andresen@gmail.com> wrote:
> This is very interesting, but if i were to use this i would need a way of
> coupling the input of a shader with the actual shader. the shader code
> itself is half the battle.
Sure. I'm not exactly sure what you mean by actual shader (C++
object, GLSL shader object ID, ....? ). Here's the C++ class
implementation that interfaces with shader definitions I posted
before:
http://www.mat.ucsb.edu/projects/luaAV/browser/branches/luaav3/modules/Muro/src/glo/Shader.cpp
There are a number of other files that do the actual GLSL work and
some more that provide bindings from C++ to Lua itself. It ends up
looking like
local mtl = Shader{
ctx = context_name,
file = file_to_shader,
param = {
param1 = val1,
param2 = val2,
}
}
function draw()
mtl:bind()
-- draw
mtl:unbind()
end
wes