summaryrefslogtreecommitdiff
path: root/Runtime/Scripting/Rendering/Shader.bind.cpp
blob: 1605be5abd60919e908c875e589311e23173f133 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
#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;
}