#include "Base.h" #include "ScriptController.h" #include "lua_RenderStateStateBlock.h" #include "Base.h" #include "Game.h" #include "Node.h" #include "Pass.h" #include "Ref.h" #include "RenderState.h" #include "Scene.h" #include "Technique.h" #include "lua_RenderStateAutoBinding.h" #include "lua_RenderStateBlend.h" #include "lua_RenderStateCullFaceSide.h" #include "lua_RenderStateDepthFunction.h" #include "lua_RenderStateStencilFunction.h" #include "lua_RenderStateStencilOperation.h" namespace gameplay { void luaRegister_RenderStateStateBlock() { const luaL_Reg lua_members[] = { {"addRef", lua_RenderStateStateBlock_addRef}, {"bind", lua_RenderStateStateBlock_bind}, {"getRefCount", lua_RenderStateStateBlock_getRefCount}, {"release", lua_RenderStateStateBlock_release}, {"setBlend", lua_RenderStateStateBlock_setBlend}, {"setBlendDst", lua_RenderStateStateBlock_setBlendDst}, {"setBlendSrc", lua_RenderStateStateBlock_setBlendSrc}, {"setCullFace", lua_RenderStateStateBlock_setCullFace}, {"setCullFaceSide", lua_RenderStateStateBlock_setCullFaceSide}, {"setDepthFunction", lua_RenderStateStateBlock_setDepthFunction}, {"setDepthTest", lua_RenderStateStateBlock_setDepthTest}, {"setDepthWrite", lua_RenderStateStateBlock_setDepthWrite}, {"setState", lua_RenderStateStateBlock_setState}, {"setStencilFunction", lua_RenderStateStateBlock_setStencilFunction}, {"setStencilOperation", lua_RenderStateStateBlock_setStencilOperation}, {"setStencilTest", lua_RenderStateStateBlock_setStencilTest}, {"setStencilWrite", lua_RenderStateStateBlock_setStencilWrite}, {NULL, NULL} }; const luaL_Reg lua_statics[] = { {"create", lua_RenderStateStateBlock_static_create}, {NULL, NULL} }; std::vector scopePath; scopePath.push_back("RenderState"); gameplay::ScriptUtil::registerClass("RenderStateStateBlock", lua_members, NULL, lua_RenderStateStateBlock__gc, lua_statics, scopePath); } static RenderState::StateBlock* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "RenderStateStateBlock"); luaL_argcheck(state, userdata != NULL, 1, "'RenderStateStateBlock' expected."); return (RenderState::StateBlock*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance; } int lua_RenderStateStateBlock__gc(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)) { void* userdata = luaL_checkudata(state, 1, "RenderStateStateBlock"); luaL_argcheck(state, userdata != NULL, 1, "'RenderStateStateBlock' expected."); gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata; if (object->owns) { RenderState::StateBlock* instance = (RenderState::StateBlock*)object->instance; SAFE_RELEASE(instance); } return 0; } lua_pushstring(state, "lua_RenderStateStateBlock__gc - 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_RenderStateStateBlock_addRef(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)) { RenderState::StateBlock* instance = getInstance(state); instance->addRef(); return 0; } lua_pushstring(state, "lua_RenderStateStateBlock_addRef - 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_RenderStateStateBlock_bind(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)) { RenderState::StateBlock* instance = getInstance(state); instance->bind(); return 0; } lua_pushstring(state, "lua_RenderStateStateBlock_bind - 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_RenderStateStateBlock_getRefCount(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)) { RenderState::StateBlock* instance = getInstance(state); unsigned int result = instance->getRefCount(); // Push the return value onto the stack. lua_pushunsigned(state, result); return 1; } lua_pushstring(state, "lua_RenderStateStateBlock_getRefCount - 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_RenderStateStateBlock_release(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)) { RenderState::StateBlock* instance = getInstance(state); instance->release(); return 0; } lua_pushstring(state, "lua_RenderStateStateBlock_release - 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_RenderStateStateBlock_setBlend(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); RenderState::StateBlock* instance = getInstance(state); instance->setBlend(param1); return 0; } lua_pushstring(state, "lua_RenderStateStateBlock_setBlend - 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_RenderStateStateBlock_setBlendDst(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_TSTRING || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. RenderState::Blend param1 = (RenderState::Blend)lua_enumFromString_RenderStateBlend(luaL_checkstring(state, 2)); RenderState::StateBlock* instance = getInstance(state); instance->setBlendDst(param1); return 0; } lua_pushstring(state, "lua_RenderStateStateBlock_setBlendDst - 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_RenderStateStateBlock_setBlendSrc(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_TSTRING || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. RenderState::Blend param1 = (RenderState::Blend)lua_enumFromString_RenderStateBlend(luaL_checkstring(state, 2)); RenderState::StateBlock* instance = getInstance(state); instance->setBlendSrc(param1); return 0; } lua_pushstring(state, "lua_RenderStateStateBlock_setBlendSrc - 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_RenderStateStateBlock_setCullFace(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); RenderState::StateBlock* instance = getInstance(state); instance->setCullFace(param1); return 0; } lua_pushstring(state, "lua_RenderStateStateBlock_setCullFace - 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_RenderStateStateBlock_setCullFaceSide(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_TSTRING || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. RenderState::CullFaceSide param1 = (RenderState::CullFaceSide)lua_enumFromString_RenderStateCullFaceSide(luaL_checkstring(state, 2)); RenderState::StateBlock* instance = getInstance(state); instance->setCullFaceSide(param1); return 0; } lua_pushstring(state, "lua_RenderStateStateBlock_setCullFaceSide - 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_RenderStateStateBlock_setDepthFunction(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_TSTRING || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. RenderState::DepthFunction param1 = (RenderState::DepthFunction)lua_enumFromString_RenderStateDepthFunction(luaL_checkstring(state, 2)); RenderState::StateBlock* instance = getInstance(state); instance->setDepthFunction(param1); return 0; } lua_pushstring(state, "lua_RenderStateStateBlock_setDepthFunction - 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_RenderStateStateBlock_setDepthTest(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); RenderState::StateBlock* instance = getInstance(state); instance->setDepthTest(param1); return 0; } lua_pushstring(state, "lua_RenderStateStateBlock_setDepthTest - 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_RenderStateStateBlock_setDepthWrite(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); RenderState::StateBlock* instance = getInstance(state); instance->setDepthWrite(param1); return 0; } lua_pushstring(state, "lua_RenderStateStateBlock_setDepthWrite - 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_RenderStateStateBlock_setState(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 3: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) && (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); // Get parameter 2 off the stack. const char* param2 = gameplay::ScriptUtil::getString(3, false); RenderState::StateBlock* instance = getInstance(state); instance->setState(param1, param2); return 0; } lua_pushstring(state, "lua_RenderStateStateBlock_setState - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 3)."); lua_error(state); break; } } return 0; } int lua_RenderStateStateBlock_setStencilFunction(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 4: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) && lua_type(state, 3) == LUA_TNUMBER && lua_type(state, 4) == LUA_TNUMBER) { // Get parameter 1 off the stack. RenderState::StencilFunction param1 = (RenderState::StencilFunction)lua_enumFromString_RenderStateStencilFunction(luaL_checkstring(state, 2)); // Get parameter 2 off the stack. int param2 = (int)luaL_checkint(state, 3); // Get parameter 3 off the stack. unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4); RenderState::StateBlock* instance = getInstance(state); instance->setStencilFunction(param1, param2, param3); return 0; } lua_pushstring(state, "lua_RenderStateStateBlock_setStencilFunction - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 4)."); lua_error(state); break; } } return 0; } int lua_RenderStateStateBlock_setStencilOperation(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 4: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) && (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL) && (lua_type(state, 4) == LUA_TSTRING || lua_type(state, 4) == LUA_TNIL)) { // Get parameter 1 off the stack. RenderState::StencilOperation param1 = (RenderState::StencilOperation)lua_enumFromString_RenderStateStencilOperation(luaL_checkstring(state, 2)); // Get parameter 2 off the stack. RenderState::StencilOperation param2 = (RenderState::StencilOperation)lua_enumFromString_RenderStateStencilOperation(luaL_checkstring(state, 3)); // Get parameter 3 off the stack. RenderState::StencilOperation param3 = (RenderState::StencilOperation)lua_enumFromString_RenderStateStencilOperation(luaL_checkstring(state, 4)); RenderState::StateBlock* instance = getInstance(state); instance->setStencilOperation(param1, param2, param3); return 0; } lua_pushstring(state, "lua_RenderStateStateBlock_setStencilOperation - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 4)."); lua_error(state); break; } } return 0; } int lua_RenderStateStateBlock_setStencilTest(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); RenderState::StateBlock* instance = getInstance(state); instance->setStencilTest(param1); return 0; } lua_pushstring(state, "lua_RenderStateStateBlock_setStencilTest - 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_RenderStateStateBlock_setStencilWrite(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_TNUMBER) { // Get parameter 1 off the stack. unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2); RenderState::StateBlock* instance = getInstance(state); instance->setStencilWrite(param1); return 0; } lua_pushstring(state, "lua_RenderStateStateBlock_setStencilWrite - 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_RenderStateStateBlock_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*)RenderState::StateBlock::create(); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "RenderStateStateBlock"); 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; } }