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authorchai <chaifix@163.com>2019-03-16 13:03:50 +0800
committerchai <chaifix@163.com>2019-03-16 13:03:50 +0800
commit1ab2501db0f9e14f138292880e37120e7a6184de (patch)
tree2d1cfa82a9a6a3a0f16e516f100b2acb6f7e0e4e /Source/Asura.Engine/graphics/binding/shader.binding.cpp
parent95d27af75eb2aff8020e073eff8dfeb074b5bba6 (diff)
*luax
Diffstat (limited to 'Source/Asura.Engine/graphics/binding/shader.binding.cpp')
-rw-r--r--Source/Asura.Engine/graphics/binding/shader.binding.cpp119
1 files changed, 119 insertions, 0 deletions
diff --git a/Source/Asura.Engine/graphics/binding/shader.binding.cpp b/Source/Asura.Engine/graphics/binding/shader.binding.cpp
new file mode 100644
index 0000000..3f24bb7
--- /dev/null
+++ b/Source/Asura.Engine/graphics/binding/shader.binding.cpp
@@ -0,0 +1,119 @@
+#include "../Shader.h"
+
+using namespace Luax;
+
+namespace AsuraEngine
+{
+ namespace Graphics
+ {
+
+ ///
+ /// shaderΪ
+ ///
+ int Shader::l_Use(lua_State* L)
+ {
+ LUAX_STATE(L);
+
+ }
+
+ ///
+ /// shaderΪǻ
+ ///
+ int Shader::l_Unuse(lua_State* L)
+ {
+ LUAX_STATE(L);
+
+ }
+
+ ///
+ /// ɫйshaderɹtrueʧܷfalse
+ ///
+ int Shader::l_Load(lua_State* L)
+ {
+ LUAX_STATE(L);
+
+ }
+
+ ///
+ /// жshaderǷuniformзtrue,򷵻false
+ ///
+ int Shader::l_HasUniform(lua_State* L)
+ {
+ LUAX_STATE(L);
+
+ }
+
+ ///
+ /// uniformslocationûuniformnil򷵻ضӦloc
+ ///
+ int Shader::l_GetUniformLocation(lua_State* L)
+ {
+ LUAX_STATE(L);
+
+ }
+
+ int Shader::l_SetBuiltInUniforms(lua_State* L)
+ {
+ LUAX_STATE(L);
+
+ }
+
+ int Shader::l_SetUniformFloat(lua_State* L)
+ {
+ LUAX_STATE(L);
+
+ }
+
+ int Shader::l_SetUniformTexture(lua_State* L)
+ {
+ LUAX_STATE(L);
+
+ }
+
+ int Shader::l_SetUniformVector2(lua_State* L)
+ {
+ LUAX_STATE(L);
+
+ }
+
+ int Shader::l_SetUniformVector3(lua_State* L)
+ {
+ LUAX_STATE(L);
+
+ }
+
+ int Shader::l_SetUniformVector4(lua_State* L)
+ {
+ LUAX_STATE(L);
+
+ }
+
+ int Shader::l_SetUniformColor(lua_State* L)
+ {
+ LUAX_STATE(L);
+
+ }
+
+ void Shader::RegisterLuaxInterface(LuaxState& state)
+ {
+
+ }
+
+ void Shader::RegisterLuaxClass(LuaxState& state)
+ {
+
+ LuaxEnum EBuiltIn[] = {
+ {0, 0}
+ };
+
+ state.RegisterEnum("EBuiltIn", EBuiltIn);
+
+ }
+
+ void Shader::RegisterLuaxPostprocess(LuaxState& state)
+ {
+
+ }
+
+ }
+} \ No newline at end of file