diff options
Diffstat (limited to 'Runtime/Scripting/Rendering/Shader.bind.cpp')
-rw-r--r-- | Runtime/Scripting/Rendering/Shader.bind.cpp | 48 |
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); |