#include "Base.h" #include "ScriptController.h" #include "lua_SceneRendererForward.h" #include "Base.h" #include "Form.h" #include "Model.h" #include "ParticleEmitter.h" #include "SceneRenderer.h" #include "SceneRendererForward.h" #include "Terrain.h" namespace gameplay { void luaRegister_SceneRendererForward() { const luaL_Reg lua_members[] = { {"isWireframe", lua_SceneRendererForward_isWireframe}, {"render", lua_SceneRendererForward_render}, {"setWireframe", lua_SceneRendererForward_setWireframe}, {NULL, NULL} }; const luaL_Reg lua_statics[] = { {"create", lua_SceneRendererForward_static_create}, {NULL, NULL} }; std::vector scopePath; gameplay::ScriptUtil::registerClass("SceneRendererForward", lua_members, NULL, NULL, lua_statics, scopePath); } static SceneRendererForward* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "SceneRendererForward"); luaL_argcheck(state, userdata != NULL, 1, "'SceneRendererForward' expected."); return (SceneRendererForward*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance; } int lua_SceneRendererForward_isWireframe(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { if ((lua_type(state, 1) == LUA_TUSERDATA)) { SceneRendererForward* instance = getInstance(state); bool result = instance->isWireframe(); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } lua_pushstring(state, "lua_SceneRendererForward_isWireframe - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1)."); lua_error(state); break; } } return 0; } int lua_SceneRendererForward_render(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "VisibleSet", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'VisibleSet'."); lua_error(state); } SceneRendererForward* instance = getInstance(state); unsigned int result = instance->render(param1); // Push the return value onto the stack. lua_pushunsigned(state, result); return 1; } lua_pushstring(state, "lua_SceneRendererForward_render - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } int lua_SceneRendererForward_setWireframe(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && lua_type(state, 2) == LUA_TBOOLEAN) { // Get parameter 1 off the stack. bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2); SceneRendererForward* instance = getInstance(state); instance->setWireframe(param1); return 0; } lua_pushstring(state, "lua_SceneRendererForward_setWireframe - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } int lua_SceneRendererForward_static_create(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 0: { void* returnPtr = (void*)SceneRendererForward::create(); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "SceneRendererForward"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 0)."); lua_error(state); break; } } return 0; } }