diff options
author | chai <chaifix@163.com> | 2019-03-16 13:03:50 +0800 |
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committer | chai <chaifix@163.com> | 2019-03-16 13:03:50 +0800 |
commit | 1ab2501db0f9e14f138292880e37120e7a6184de (patch) | |
tree | 2d1cfa82a9a6a3a0f16e516f100b2acb6f7e0e4e /Source/Asura.Engine/graphics/binding/shader.binding.cpp | |
parent | 95d27af75eb2aff8020e073eff8dfeb074b5bba6 (diff) |
*luax
Diffstat (limited to 'Source/Asura.Engine/graphics/binding/shader.binding.cpp')
-rw-r--r-- | Source/Asura.Engine/graphics/binding/shader.binding.cpp | 119 |
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); + + } + + /// + /// uniformslocationûuniformnilضӦloc + /// + 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) + { + + } + + } +}
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