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#include "Runtime/Graphics/Shader.h"
#include "Runtime/Debug/Log.h"
using namespace LuaBind;
LUA_BIND_REGISTRY(Shader)
{
LUA_BIND_REGISTER_METHODS(state,
{ "New", _New },
{ "ReCompile", _ReCompile },
{ "ReCompileVert", _ReCompileVert },
{ "ReCompileFrag", _ReCompileFrag },
{ "IsValid", _IsValid },
{ "GetVertCode", _GetVertCode },
{ "GetFragCode", _GetFragCode }
);
}
LUA_BIND_POSTPROCESS(Shader)
{
}
// Shader.New(glsl[, keepSrc])
// Shader.New(vsh, fsh[, keepSrc])
LUA_BIND_IMPL_METHOD(Shader, _New)
{
LUA_BIND_STATE(L, Shader);
LUA_BIND_CHECK(L, "SS*|S*");
try {
Shader* shader = NULL;
if (state.CheckParams(1, "SSB"))
{
cc8* vert = state.GetValue<cc8*>(-3, "");
cc8* frag = state.GetValue<cc8*>(-2, "");
bool keepCode = state.GetValue<bool>(-1, false);
shader = new Shader(state.GetVM(), vert, frag, keepCode);
}
else if(state.CheckParams(1, "SS"))
{
cc8* vert = state.GetValue<cc8*>(-2, "");
cc8* frag = state.GetValue<cc8*>(-1, "");
shader = new Shader(state.GetVM(), vert, frag);
}
else if (state.CheckParams(1, "SB"))
{
std::string glsl = state.GetValue<cc8*>(1, "");
bool keepCode = state.GetValue<bool>(2, false);
shader = new Shader(state.GetVM(), glsl, keepCode);
}
else if (state.CheckParams(1, "S"))
{
std::string glsl = state.GetValue<cc8*>(1, "");
shader = new Shader(state.GetVM(), glsl);
}
if (shader != NULL)
shader->PushUserdata(state);
else
state.PushNil();
return 1;
}
catch (ShaderCompileExecption e)
{
log_error(e.what());
state.PushNil();
return 1;
}
Assert(false);
return 0;
}
LUA_BIND_IMPL_METHOD(Shader, _ReCompile)
{
LUA_BIND_PREPARE(L, Shader);
return 0;
}
LUA_BIND_IMPL_METHOD(Shader, _ReCompileVert)
{
LUA_BIND_PREPARE(L, Shader);
return 0;
}
LUA_BIND_IMPL_METHOD(Shader, _ReCompileFrag)
{
LUA_BIND_PREPARE(L, Shader);
return 0;
}
LUA_BIND_IMPL_METHOD(Shader, _IsValid)
{
LUA_BIND_PREPARE(L, Shader);
state.Push(self->IsValid());
return 1;
}
LUA_BIND_IMPL_METHOD(Shader, _GetVertCode)
{
LUA_BIND_PREPARE(L, Shader);
state.Push(self->m_VertSrc.c_str());
return 1;
}
LUA_BIND_IMPL_METHOD(Shader, _GetFragCode)
{
LUA_BIND_PREPARE(L, Shader);
state.Push(self->m_FragSrc.c_str());
return 1;
}
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