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authorchai <chaifix@163.com>2021-10-29 18:48:10 +0800
committerchai <chaifix@163.com>2021-10-29 18:48:10 +0800
commit2381fe08be1a0c99d9541761b85064b8ece3f253 (patch)
tree5f04464b7c2ebf3d718b61e959d23f903dd4c6b0 /Runtime/Scripting/Rendering
parent796b4b05ec62eb5d58a634854998f485072e8a2b (diff)
+md5
Diffstat (limited to 'Runtime/Scripting/Rendering')
-rw-r--r--Runtime/Scripting/Rendering/Shader.bind.cpp48
1 files changed, 24 insertions, 24 deletions
diff --git a/Runtime/Scripting/Rendering/Shader.bind.cpp b/Runtime/Scripting/Rendering/Shader.bind.cpp
index 83f8477..0137447 100644
--- a/Runtime/Scripting/Rendering/Shader.bind.cpp
+++ b/Runtime/Scripting/Rendering/Shader.bind.cpp
@@ -107,70 +107,70 @@ LUA_BIND_IMPL_METHOD(Shader, _UnUse)
return 1;
}
-// shader:SetVector2(name, vec2)
-// shader:SetVector2(name, {})
+// shader.SetVector2(name, vec2)
+// shader.SetVector2(name, {})
LUA_BIND_IMPL_METHOD(Shader, _SetVector2)
{
LUA_BIND_PREPARE(L, Shader);
- LUA_BIND_CHECK(L, "UST");
+ LUA_BIND_CHECK(L, "ST");
- cc8* name = state.GetValue(2, "");
- Internal::Vector2 v2 = state.GetValue<Internal::Vector2>(3, Internal::Vector2::zero);
+ cc8* name = state.GetValue(1, "");
+ Internal::Vector2 v2 = state.GetValue<Internal::Vector2>(2, Internal::Vector2::zero);
g_GfxDevice.SetUniformVec2(name, v2);
return 1;
}
-// shader:SetVector3(name, vec3)
-// shader:SetVector3(name, {})
+// shader.SetVector3(name, vec3)
+// shader.SetVector3(name, {})
LUA_BIND_IMPL_METHOD(Shader, _SetVector3)
{
LUA_BIND_PREPARE(L, Shader);
- LUA_BIND_CHECK(L, "UST");
+ LUA_BIND_CHECK(L, "ST");
- cc8* name = state.GetValue(2, "");
- Internal::Vector3 v3 = state.GetValue<Internal::Vector3>(3, Internal::Vector3::zero);
+ cc8* name = state.GetValue(1, "");
+ Internal::Vector3 v3 = state.GetValue<Internal::Vector3>(2, Internal::Vector3::zero);
g_GfxDevice.SetUniformVec3(name, v3);
return 1;
}
-// shader:SetVector4(name, vec4)
-// shader:SetVector4(name, {})
+// shader.SetVector4(name, vec4)
+// shader.SetVector4(name, {})
LUA_BIND_IMPL_METHOD(Shader, _SetVector4)
{
LUA_BIND_PREPARE(L, Shader);
- LUA_BIND_CHECK(L, "UST");
+ LUA_BIND_CHECK(L, "ST");
- cc8* name = state.GetValue(2, "");
- Internal::Vector4 v4 = state.GetValue<Internal::Vector4>(3, Internal::Vector4::zero);
+ cc8* name = state.GetValue(1, "");
+ Internal::Vector4 v4 = state.GetValue<Internal::Vector4>(2, Internal::Vector4::zero);
g_GfxDevice.SetUniformVec4(name, v4);
return 1;
}
-// shader:SetMatrix4(name, mat4)
-// shader:SetMatrix4(name, {})
+// shader.SetMatrix4(name, mat4)
+// shader.SetMatrix4(name, {})
LUA_BIND_IMPL_METHOD(Shader, _SetMatrix4)
{
LUA_BIND_PREPARE(L, Shader);
- LUA_BIND_CHECK(L, "UST");
+ LUA_BIND_CHECK(L, "ST");
- cc8* name = state.GetValue(2, "");
- Internal::Matrix44 m4 = state.GetValue<Internal::Matrix44>(3, Internal::Matrix44::identity);
+ cc8* name = state.GetValue(1, "");
+ Internal::Matrix44 m4 = state.GetValue<Internal::Matrix44>(2, Internal::Matrix44::identity);
g_GfxDevice.SetUniformMat4(name, m4);
return 1;
}
-// shader:SetTexture(name,texture)
+// shader.SetTexture(name,texture)
LUA_BIND_IMPL_METHOD(Shader, _SetTexture)
{
LUA_BIND_PREPARE(L, Shader);
- LUA_BIND_CHECK(L, "USU");
+ LUA_BIND_CHECK(L, "SU");
- cc8* name = state.GetValue(2, "");
- Texture* tex = state.GetUserdata<Texture>();
+ cc8* name = state.GetValue(1, "");
+ Texture* tex = state.GetUserdata<Texture>(2);
g_GfxDevice.SetUniformTexture(name, tex);