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#include "../shader.h"
using namespace std;
using namespace Luax;
namespace AsuraEngine
{
namespace 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;
}
}
}
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