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-rw-r--r--src/libjin-lua/modules/graphics/l_shader.cpp132
1 files changed, 132 insertions, 0 deletions
diff --git a/src/libjin-lua/modules/graphics/l_shader.cpp b/src/libjin-lua/modules/graphics/l_shader.cpp
new file mode 100644
index 0000000..bdf82b4
--- /dev/null
+++ b/src/libjin-lua/modules/graphics/l_shader.cpp
@@ -0,0 +1,132 @@
+#include "common/l_object.h"
+#include "common/l_common.h"
+#include "libjin/jin.h"
+
+#include "l_shader.h"
+#include "l_canvas.h"
+#include "l_texture.h"
+
+using namespace JinEngine::Graphics;
+using namespace JinEngine::Graphics::Shaders;
+
+namespace JinEngine
+{
+ namespace Lua
+ {
+
+ const char* Jin_Lua_Shader = "Shader";
+
+ static inline Shader* checkShader(lua_State* L)
+ {
+ LuaObject* luaObj = (LuaObject*)luax_checktype(L, 1, Jin_Lua_Shader);
+ return luaObj->getObject<Shader>();
+ }
+
+ /**
+ * jsl:sendNumber("variable", 0.1)
+ */
+ LUA_IMPLEMENT int l_sendNumber(lua_State* L)
+ {
+ Shader* shader = checkShader(L);
+ const char* variable = luax_checkstring(L, 2);
+ float number = luax_checknumber(L, 3);
+ shader->sendFloat(variable, number);
+ return 0;
+ }
+
+ LUA_IMPLEMENT int l_sendTexture(lua_State* L)
+ {
+ Shader* shader = checkShader(L);
+ const char* variable = luax_checkstring(L, 2);
+ LuaObject* luaObj = (LuaObject*)luax_checktype(L, 3, Jin_Lua_Texture);
+ shader->sendTexture(variable, luaObj->getObject<Texture>());
+ return 0;
+ }
+
+ LUA_IMPLEMENT int l_sendCanvas(lua_State* L)
+ {
+ Shader* shader = checkShader(L);
+ const char* variable = luax_checkstring(L, 2);
+ LuaObject* luaObj = (LuaObject*)luax_checktype(L, 3, Jin_Lua_Canvas);
+ shader->sendCanvas(variable, luaObj->getObject<Canvas>());
+ return 0;
+ }
+
+ LUA_IMPLEMENT int l_sendVec2(lua_State* L)
+ {
+ Shader* shader = checkShader(L);
+ const char* variable = luax_checkstring(L, 2);
+ if (!luax_istable(L, 3))
+ {
+ luax_typerror(L, 3, "table");
+ return 1;
+ }
+ float x = luax_rawgetnumber(L, 3, 1);
+ float y = luax_rawgetnumber(L, 3, 2);
+ shader->sendVec2(variable, x, y);
+ return 0;
+ }
+
+ LUA_IMPLEMENT int l_sendVec3(lua_State* L)
+ {
+ Shader* shader = checkShader(L);
+ const char* variable = luax_checkstring(L, 2);
+ if (!luax_istable(L, 3))
+ {
+ luax_typerror(L, 3, "table");
+ return 1;
+ }
+ float x = luax_rawgetnumber(L, 3, 1);
+ float y = luax_rawgetnumber(L, 3, 2);
+ float z = luax_rawgetnumber(L, 3, 3);
+ shader->sendVec3(variable, x, y, z);
+ return 0;
+ }
+
+ LUA_IMPLEMENT int l_sendVec4(lua_State* L)
+ {
+ Shader* shader = checkShader(L);
+ const char* variable = luax_checkstring(L, 2);
+ if (!luax_istable(L, 3))
+ {
+ luax_typerror(L, 3, "table");
+ return 1;
+ }
+ float x = luax_rawgetnumber(L, 3, 1);
+ float y = luax_rawgetnumber(L, 3, 2);
+ float z = luax_rawgetnumber(L, 3, 3);
+ float w = luax_rawgetnumber(L, 3, 4);
+ shader->sendVec4(variable, x, y, z, w);
+ return 0;
+ }
+
+ LUA_IMPLEMENT int l_sendColor(lua_State* L)
+ {
+ return l_sendVec4(L);
+ }
+
+ LUA_IMPLEMENT int l_gc(lua_State* L)
+ {
+ LuaObject* luaObj = (LuaObject*)luax_checktype(L, 1, Jin_Lua_Shader);
+ luaObj->release();
+ return 0;
+ }
+
+ LUA_EXPORT void luaopen_Shader(lua_State* L)
+ {
+ luaL_Reg methods[] = {
+ { "__gc", l_gc },
+ { "sendNumber", l_sendNumber },
+ { "sendTexture", l_sendTexture },
+ { "sendCanvas", l_sendCanvas },
+ { "sendVec2", l_sendVec2 },
+ { "sendVec3", l_sendVec3 },
+ { "sendVec4", l_sendVec4 },
+ { "sendColor", l_sendColor },
+ { 0, 0 }
+ };
+ luax_newtype(L, Jin_Lua_Shader, methods);
+ }
+
+ } // namespace Lua
+} // namespace JinEngine \ No newline at end of file