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authorchai <chaifix@163.com>2019-02-26 08:48:54 +0800
committerchai <chaifix@163.com>2019-02-26 08:48:54 +0800
commit3f457498b9c39d40a16a0ec6328880854f8cf4de (patch)
tree061ef9974b4da4c472909a65e6ebd10e8156c1b3 /Source/Asura.Engine/Graphics/Port/Shader.cpp
parent684f71790401727cc45f4dad1822ddae46305072 (diff)
*misc
Diffstat (limited to 'Source/Asura.Engine/Graphics/Port/Shader.cpp')
-rw-r--r--Source/Asura.Engine/Graphics/Port/Shader.cpp105
1 files changed, 105 insertions, 0 deletions
diff --git a/Source/Asura.Engine/Graphics/Port/Shader.cpp b/Source/Asura.Engine/Graphics/Port/Shader.cpp
new file mode 100644
index 0000000..887cfae
--- /dev/null
+++ b/Source/Asura.Engine/Graphics/Port/Shader.cpp
@@ -0,0 +1,105 @@
+#include "../Shader.h"
+
+using namespace Luax;
+
+namespace AsuraEngine
+{
+ namespace Graphics
+ {
+
+ ///
+ /// shaderΪ
+ ///
+ int Shader::l_Use(lua_State* L)
+ {
+ LuaxState state = LuaxState(L);
+
+ }
+
+ ///
+ /// shaderΪǻ
+ ///
+ int Shader::l_Unuse(lua_State* L)
+ {
+ LuaxState state = LuaxState(L);
+
+ }
+
+ ///
+ /// ɫйshaderɹtrueʧܷfalse
+ ///
+ int Shader::l_Load(lua_State* L)
+ {
+ LuaxState state = LuaxState(L);
+
+ }
+
+ ///
+ /// жshaderǷuniformзtrue,򷵻false
+ ///
+ int Shader::l_HasUniform(lua_State* L)
+ {
+ LuaxState state = LuaxState(L);
+
+ }
+
+ ///
+ /// uniformslocationûuniformnil򷵻ضӦloc
+ ///
+ int Shader::l_GetUniformLocation(lua_State* L)
+ {
+ LuaxState state = LuaxState(L);
+
+ }
+
+ int Shader::l_SetBuiltInUniforms(lua_State* L)
+ {
+ LuaxState state = LuaxState(L);
+
+ }
+
+ int Shader::l_SetUniformFloat(lua_State* L)
+ {
+ LuaxState state = LuaxState(L);
+
+ }
+
+ int Shader::l_SetUniformTexture(lua_State* L)
+ {
+ LuaxState state = LuaxState(L);
+
+ }
+
+ int Shader::l_SetUniformVector2(lua_State* L)
+ {
+ LuaxState state = LuaxState(L);
+
+ }
+
+ int Shader::l_SetUniformVector3(lua_State* L)
+ {
+ LuaxState state = LuaxState(L);
+
+ }
+
+ int Shader::l_SetUniformVector4(lua_State* L)
+ {
+ LuaxState state = LuaxState(L);
+
+ }
+
+ int Shader::l_SetUniformColor(lua_State* L)
+ {
+ LuaxState state = LuaxState(L);
+
+ }
+
+ //עluaijԱ
+ int Shader::RegisterLuaClass(lua_State* L)
+ {
+ LuaxState state = LuaxState(L);
+
+ }
+
+ }
+} \ No newline at end of file