#include "Base.h" #include "ScriptController.h" #include "lua_FrameBuffer.h" #include "Base.h" #include "FrameBuffer.h" #include "Game.h" #include "Ref.h" namespace gameplay { void luaRegister_FrameBuffer() { const luaL_Reg lua_members[] = { {"addRef", lua_FrameBuffer_addRef}, {"bind", lua_FrameBuffer_bind}, {"getDepthStencilTarget", lua_FrameBuffer_getDepthStencilTarget}, {"getHeight", lua_FrameBuffer_getHeight}, {"getId", lua_FrameBuffer_getId}, {"getRefCount", lua_FrameBuffer_getRefCount}, {"getRenderTarget", lua_FrameBuffer_getRenderTarget}, {"getRenderTargetCount", lua_FrameBuffer_getRenderTargetCount}, {"getWidth", lua_FrameBuffer_getWidth}, {"isDefault", lua_FrameBuffer_isDefault}, {"release", lua_FrameBuffer_release}, {"setDepthStencilTarget", lua_FrameBuffer_setDepthStencilTarget}, {"setRenderTarget", lua_FrameBuffer_setRenderTarget}, {NULL, NULL} }; const luaL_Reg lua_statics[] = { {"bindDefault", lua_FrameBuffer_static_bindDefault}, {"create", lua_FrameBuffer_static_create}, {"getCurrent", lua_FrameBuffer_static_getCurrent}, {"getFrameBuffer", lua_FrameBuffer_static_getFrameBuffer}, {"getMaxRenderTargets", lua_FrameBuffer_static_getMaxRenderTargets}, {NULL, NULL} }; std::vector scopePath; gameplay::ScriptUtil::registerClass("FrameBuffer", lua_members, NULL, lua_FrameBuffer__gc, lua_statics, scopePath); } static FrameBuffer* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "FrameBuffer"); luaL_argcheck(state, userdata != NULL, 1, "'FrameBuffer' expected."); return (FrameBuffer*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance; } int lua_FrameBuffer__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, "FrameBuffer"); luaL_argcheck(state, userdata != NULL, 1, "'FrameBuffer' expected."); gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata; if (object->owns) { FrameBuffer* instance = (FrameBuffer*)object->instance; SAFE_RELEASE(instance); } return 0; } lua_pushstring(state, "lua_FrameBuffer__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_FrameBuffer_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)) { FrameBuffer* instance = getInstance(state); instance->addRef(); return 0; } lua_pushstring(state, "lua_FrameBuffer_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_FrameBuffer_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)) { FrameBuffer* instance = getInstance(state); void* returnPtr = (void*)instance->bind(); 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, "FrameBuffer"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_FrameBuffer_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_FrameBuffer_getDepthStencilTarget(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)) { FrameBuffer* instance = getInstance(state); void* returnPtr = (void*)instance->getDepthStencilTarget(); 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, "DepthStencilTarget"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_FrameBuffer_getDepthStencilTarget - 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_FrameBuffer_getHeight(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)) { FrameBuffer* instance = getInstance(state); unsigned int result = instance->getHeight(); // Push the return value onto the stack. lua_pushunsigned(state, result); return 1; } lua_pushstring(state, "lua_FrameBuffer_getHeight - 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_FrameBuffer_getId(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)) { FrameBuffer* instance = getInstance(state); const char* result = instance->getId(); // Push the return value onto the stack. lua_pushstring(state, result); return 1; } lua_pushstring(state, "lua_FrameBuffer_getId - 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_FrameBuffer_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)) { FrameBuffer* 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_FrameBuffer_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_FrameBuffer_getRenderTarget(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)) { FrameBuffer* instance = getInstance(state); void* returnPtr = (void*)instance->getRenderTarget(); 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, "RenderTarget"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_FrameBuffer_getRenderTarget - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } 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); FrameBuffer* instance = getInstance(state); void* returnPtr = (void*)instance->getRenderTarget(param1); 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, "RenderTarget"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_FrameBuffer_getRenderTarget - 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 or 2)."); lua_error(state); break; } } return 0; } int lua_FrameBuffer_getRenderTargetCount(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)) { FrameBuffer* instance = getInstance(state); unsigned int result = instance->getRenderTargetCount(); // Push the return value onto the stack. lua_pushunsigned(state, result); return 1; } lua_pushstring(state, "lua_FrameBuffer_getRenderTargetCount - 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_FrameBuffer_getWidth(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)) { FrameBuffer* instance = getInstance(state); unsigned int result = instance->getWidth(); // Push the return value onto the stack. lua_pushunsigned(state, result); return 1; } lua_pushstring(state, "lua_FrameBuffer_getWidth - 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_FrameBuffer_isDefault(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)) { FrameBuffer* instance = getInstance(state); bool result = instance->isDefault(); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } lua_pushstring(state, "lua_FrameBuffer_isDefault - 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_FrameBuffer_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)) { FrameBuffer* instance = getInstance(state); instance->release(); return 0; } lua_pushstring(state, "lua_FrameBuffer_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_FrameBuffer_setDepthStencilTarget(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, "DepthStencilTarget", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'DepthStencilTarget'."); lua_error(state); } FrameBuffer* instance = getInstance(state); instance->setDepthStencilTarget(param1); return 0; } lua_pushstring(state, "lua_FrameBuffer_setDepthStencilTarget - 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_FrameBuffer_setRenderTarget(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, "RenderTarget", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'RenderTarget'."); lua_error(state); } FrameBuffer* instance = getInstance(state); instance->setRenderTarget(param1); return 0; } lua_pushstring(state, "lua_FrameBuffer_setRenderTarget - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 3: { 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) && lua_type(state, 3) == LUA_TNUMBER) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "RenderTarget", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'RenderTarget'."); lua_error(state); } // Get parameter 2 off the stack. unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 3); FrameBuffer* instance = getInstance(state); instance->setRenderTarget(param1, param2); return 0; } lua_pushstring(state, "lua_FrameBuffer_setRenderTarget - 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 or 3)."); lua_error(state); break; } } return 0; } int lua_FrameBuffer_static_bindDefault(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*)FrameBuffer::bindDefault(); 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, "FrameBuffer"); 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; } int lua_FrameBuffer_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 1: { do { if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(1, false); void* returnPtr = (void*)FrameBuffer::create(param1); 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, "FrameBuffer"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_FrameBuffer_static_create - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 3: { do { if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL) && lua_type(state, 2) == LUA_TNUMBER && lua_type(state, 3) == LUA_TNUMBER) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(1, false); // Get parameter 2 off the stack. unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 2); // Get parameter 3 off the stack. unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 3); void* returnPtr = (void*)FrameBuffer::create(param1, param2, param3); 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, "FrameBuffer"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_FrameBuffer_static_create - 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 or 3)."); lua_error(state); break; } } return 0; } int lua_FrameBuffer_static_getCurrent(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*)FrameBuffer::getCurrent(); 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, "FrameBuffer"); 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; } int lua_FrameBuffer_static_getFrameBuffer(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_TSTRING || lua_type(state, 1) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(1, false); void* returnPtr = (void*)FrameBuffer::getFrameBuffer(param1); 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, "FrameBuffer"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_FrameBuffer_static_getFrameBuffer - 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_FrameBuffer_static_getMaxRenderTargets(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: { unsigned int result = FrameBuffer::getMaxRenderTargets(); // Push the return value onto the stack. lua_pushunsigned(state, result); return 1; break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 0)."); lua_error(state); break; } } return 0; } }