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path: root/Runtime/Scripting/Rendering/Shader.bind.cpp
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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;
}