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-rw-r--r--Source/modules/asura-core/Graphics/binding/_shader.cpp131
1 files changed, 131 insertions, 0 deletions
diff --git a/Source/modules/asura-core/Graphics/binding/_shader.cpp b/Source/modules/asura-core/Graphics/binding/_shader.cpp
new file mode 100644
index 0000000..85fd388
--- /dev/null
+++ b/Source/modules/asura-core/Graphics/binding/_shader.cpp
@@ -0,0 +1,131 @@
+#include "../shader.h"
+
+using namespace std;
+using namespace Luax;
+
+namespace_begin(AsuraEngine)
+namespace_begin(Graphics)
+
+
+ LUAX_REGISTRY(Shader)
+ {
+ LUAX_REGISTER_METHODS(state,
+ { "New", _New },
+ { "Load", _Load },
+ { "Update", _Update },
+ { "HasUniform", _HasUniform },
+ { "GetUniformLocation", _GetUniformLocation },
+ { "SetBuiltInUniforms", _SetBuiltInUniforms },
+ { "SetUniformFloat", _SetUniformFloat },
+ { "SetUniformTexture", _SetUniformTexture },
+ { "SetUniformVector2", _SetUniformVector2 },
+ { "SetUniformVector3", _SetUniformVector3 },
+ { "SetUniformVector4", _SetUniformVector4 },
+ { "SetUniformColor", _SetUniformColor },
+ { "SetBuiltInUniforms", _SetBuiltInUniforms }
+ );
+ }
+
+ LUAX_POSTPROCESS(Shader)
+ {
+
+ }
+
+ // Shader.New()
+ LUAX_IMPL_METHOD(Shader, _New)
+ {
+ LUAX_STATE(L);
+
+ return 0;
+ }
+
+ // shader:Load()
+ LUAX_IMPL_METHOD(Shader, _Load)
+ {
+ LUAX_PREPARE(L, Shader);
+
+ return 0;
+ }
+
+ // shader:Update()
+ LUAX_IMPL_METHOD(Shader, _Update)
+ {
+ LUAX_PREPARE(L, Shader);
+
+ return 0;
+ }
+
+ // shader:HasUniform()
+ LUAX_IMPL_METHOD(Shader, _HasUniform)
+ {
+ LUAX_PREPARE(L, Shader);
+
+ return 0;
+ }
+
+ // shader:GetUniformLocation()
+ LUAX_IMPL_METHOD(Shader, _GetUniformLocation)
+ {
+ LUAX_PREPARE(L, Shader);
+
+ return 0;
+ }
+
+ // shader:SetBuiltInUniforms()
+ LUAX_IMPL_METHOD(Shader, _SetBuiltInUniforms)
+ {
+ LUAX_PREPARE(L, Shader);
+
+ return 0;
+ }
+
+ // shader:SetUniformFloat()
+ LUAX_IMPL_METHOD(Shader, _SetUniformFloat)
+ {
+ LUAX_PREPARE(L, Shader);
+
+ return 0;
+ }
+
+ // shader:SetUniformTexture()
+ LUAX_IMPL_METHOD(Shader, _SetUniformTexture)
+ {
+ LUAX_PREPARE(L, Shader);
+
+ return 0;
+ }
+
+ // shader:SetUniformVector2()
+ LUAX_IMPL_METHOD(Shader, _SetUniformVector2)
+ {
+ LUAX_PREPARE(L, Shader);
+
+ return 0;
+ }
+
+ // shader:SetUniformVector3()
+ LUAX_IMPL_METHOD(Shader, _SetUniformVector3)
+ {
+ LUAX_PREPARE(L, Shader);
+
+ return 0;
+ }
+
+ // shader:SetUniformVector4()
+ LUAX_IMPL_METHOD(Shader, _SetUniformVector4)
+ {
+ LUAX_PREPARE(L, Shader);
+
+ return 0;
+ }
+
+ // shader:SetUniformColor()
+ LUAX_IMPL_METHOD(Shader, _SetUniformColor)
+ {
+ LUAX_PREPARE(L, Shader);
+
+ return 0;
+ }
+
+ }
+}