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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"

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)
{
}

LUA_BIND_IMPL_METHOD(Shader, _New)
{
	LUA_BIND_STATE(L, Shader);
	LUA_BIND_CHECK(L, "SS*");
	try {
		std::string vert, frag;
		bool keepCode = false;
		if (state.GetTop() == 2)
		{
			vert = state.GetValue<cc8*>(-2, "");
			frag = state.GetValue<cc8*>(-1, "");
		}
		else
		{
			vert = state.GetValue<cc8*>(-3, "");
			frag = state.GetValue<cc8*>(-2, "");
			keepCode = state.GetValue<bool>(-1, false);
		}
		Shader* shader = new Shader(state.GetVM(), vert, frag, keepCode);
		shader->PushUserdata(state);
		return 1;
	}
	catch (ShaderCompileExecption e)
	{
		log_error(e.what());
	}
	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;
}