aboutsummaryrefslogtreecommitdiff
path: root/src/libjin-lua/modules/graphics/l_shader.cpp
blob: bdf82b4c9406adea50260d63a05b4222ef4fa150 (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
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
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