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#include "Runtime/Graphics/Shader.h"
#include "Runtime/Graphics/Texture.h"
#include "Runtime/Graphics/ImageData.h"
#include "Runtime/Graphics/GfxDevice.h"
#include "Runtime/Rendering/UIQuad.h"
// Rendering.DrawUIQuad({})
static int DrawUIQuad(lua_State* L)
{
LUA_BIND_STATE(L);
Internal::Rect rect = state.GetValue<Internal::Rect>(1, Internal::Rect());
UIQuad quad = UIQuad(rect.x, rect.x + rect.width, rect.y, rect.y + rect.height);
quad.Draw();
return 0;
}
static int ResetUniformState(lua_State* L)
{
g_GfxDevice.ResetUniformsState();
return 0;
}
static luaL_Reg funcs[] = {
{"DrawUIQuad", DrawUIQuad},
{"ResetUniformState", ResetUniformState},
{0, 0}
};
int luaopen_GameLab_Engine_Rendering(lua_State* L)
{
log_info("Scripting", "luaopen_GameLab_Engine_Rendering()");
LUA_BIND_STATE(L);
state.PushGlobalNamespace();
state.PushNamespace("GameLab");
state.PushNamespace("Engine");
state.PushNamespace("Rendering");
state.RegisterMethods(funcs);
state.RegisterNativeClass<Shader>();
state.RegisterNativeClass<ImageData>();
state.RegisterNativeClass<Texture>();
return 1;
}
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