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#include "Runtime/Graphics/Shader.h"
#include "Runtime/Debug/Log.h"
#include "Runtime/Graphics/GfxDevice.h"
using namespace LuaBind;
LUA_BIND_REGISTRY(Shader)
{
LUA_BIND_REGISTER_METHODS(state,
{ "New", _New },
{ "ReCompile", _ReCompile },
{ "ReCompileVert", _ReCompileVert },
{ "ReCompileFrag", _ReCompileFrag },
{ "IsValid", _IsValid },
{ "Use", _Use },
{ "Unuse", _UnUse },
//{ "SetColor", _SetColor },
{ "SetVector2", _SetVector2 },
{ "SetVector3", _SetVector3 },
{ "SetVector4", _SetVector4 },
//{ "SetMatrix3", _SetMatrix3 },
{ "SetMatrix44", _SetMatrix4 }
);
}
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, "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, "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, _Use)
{
LUA_BIND_PREPARE(L, Shader);
g_GfxDevice.UseShader(state, self, 1);
state.Push(true);
return 1;
}
LUA_BIND_IMPL_METHOD(Shader, _UnUse)
{
LUA_BIND_PREPARE(L, Shader);
g_GfxDevice.UnuseShader();
state.Push(true);
return 1;
}
// shader:SetVector2(name, vec2)
// shader:SetVector2(name, {})
LUA_BIND_IMPL_METHOD(Shader, _SetVector2)
{
LUA_BIND_PREPARE(L, Shader);
LUA_BIND_CHECK(L, "UST");
cc8* name = state.GetValue(2, "");
Internal::Vector2 v2 = state.GetValue<Internal::Vector2>(3, Internal::Vector2::zero);
g_GfxDevice.SetUniformVec2(name, v2);
return 1;
}
// shader:SetVector3(name, vec3)
// shader:SetVector3(name, {})
LUA_BIND_IMPL_METHOD(Shader, _SetVector3)
{
LUA_BIND_PREPARE(L, Shader);
LUA_BIND_CHECK(L, "UST");
cc8* name = state.GetValue(2, "");
Internal::Vector3 v3 = state.GetValue<Internal::Vector3>(3, Internal::Vector3::zero);
g_GfxDevice.SetUniformVec3(name, v3);
return 1;
}
// shader:SetVector4(name, vec4)
// shader:SetVector4(name, {})
LUA_BIND_IMPL_METHOD(Shader, _SetVector4)
{
LUA_BIND_PREPARE(L, Shader);
LUA_BIND_CHECK(L, "UST");
cc8* name = state.GetValue(2, "");
Internal::Vector4 v4 = state.GetValue<Internal::Vector4>(3, Internal::Vector4::zero);
g_GfxDevice.SetUniformVec4(name, v4);
return 1;
}
// shader:SetMatrix4(name, mat4)
// shader:SetMatrix4(name, {})
LUA_BIND_IMPL_METHOD(Shader, _SetMatrix4)
{
LUA_BIND_PREPARE(L, Shader);
LUA_BIND_CHECK(L, "UST");
cc8* name = state.GetValue(2, "");
Internal::Matrix44 m4 = state.GetValue<Internal::Matrix44>(3, Internal::Matrix44::identity);
g_GfxDevice.SetUniformMat4(name, m4);
return 1;
}
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