lovr.graphics.newShaderBlock
Creates a new ShaderBlock from a table of variable definitions with their names and types.
shaderBlock = lovr.graphics.newShaderBlock(type, uniforms, flags)
Arguments
Name | Type | Default | Description |
type | BlockType | Whether the block will be used for read-only uniform data or compute shaders. | |
uniforms | table | A table where the keys are uniform names and the values are uniform types. Uniform arrays can be specified by supplying a table as the uniform's value containing the type and the array size. | |
flags | table | {} | Optional settings. |
.usage | BufferUsage | 'dynamic' | How the data in the block will be updated. |
.readable | boolean | false | Whether the data in the block can be read using ShaderBlock:read .
|
Returns
Name | Type | Description |
shaderBlock | ShaderBlock | The new ShaderBlock. |
Notes
compute
blocks can only be true if compute shaders are supported, see lovr.graphics.getFeatures
. Compute blocks may be slightly slower than uniform blocks, but they can also be much, much larger. Uniform blocks are usually limited to around 16 kilobytes in size, depending on hardware.
Example
Create a ShaderBlock to hold a block of useful shader data.
function lovr.load()
block = lovr.graphics.newShaderBlock('uniform', {
time = 'float',
lightCount = 'int',
lightPositions = { 'vec3', 16 },
lightColors = { 'vec3', 16 },
objectCount = 'int',
objectTransforms = { 'mat4', 256 }
}, 'uniform')
shader = lovr.graphics.newShader(
block:getShaderCode('Block') .. -- Define the block in the shader
[[
vec4 lovrMain() {
// ...use the object transforms from the block
return lovrProjection * lovrTransform * lovrVertex;
}
]],
block:getShaderCode('Block') ..
[[
vec4 lovrMain() {
// ...use the lights from the block
return lovrGraphicsColor * texture(lovrDiffuseTexture, lovrTexCoord);
}
]]
)
-- Bind the block to the shader
shader:sendBlock('Block', block)
end
-- Update the data in the block every frame
function lovr.update(dt)
block:send('time', lovr.timer.getTime())
block:send('lightCount', lightCount)
block:send('lightPositions', { { x, y, z}, { x, y, z } })
-- etc.
end
See also
lovr.graphics.newShader
lovr.graphics.newComputeShader
lovr.graphics