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- #ifndef LUA_RENDERSTATESTATEBLOCK_H_
- #define LUA_RENDERSTATESTATEBLOCK_H_
- namespace gameplay
- {
- // Lua bindings for RenderState::StateBlock.
- int lua_RenderStateStateBlock__gc(lua_State* state);
- int lua_RenderStateStateBlock_addRef(lua_State* state);
- int lua_RenderStateStateBlock_bind(lua_State* state);
- int lua_RenderStateStateBlock_getRefCount(lua_State* state);
- int lua_RenderStateStateBlock_release(lua_State* state);
- int lua_RenderStateStateBlock_setBlend(lua_State* state);
- int lua_RenderStateStateBlock_setBlendDst(lua_State* state);
- int lua_RenderStateStateBlock_setBlendSrc(lua_State* state);
- int lua_RenderStateStateBlock_setCullFace(lua_State* state);
- int lua_RenderStateStateBlock_setCullFaceSide(lua_State* state);
- int lua_RenderStateStateBlock_setDepthFunction(lua_State* state);
- int lua_RenderStateStateBlock_setDepthTest(lua_State* state);
- int lua_RenderStateStateBlock_setDepthWrite(lua_State* state);
- int lua_RenderStateStateBlock_setFrontFace(lua_State* state);
- int lua_RenderStateStateBlock_setState(lua_State* state);
- int lua_RenderStateStateBlock_setStencilFunction(lua_State* state);
- int lua_RenderStateStateBlock_setStencilOperation(lua_State* state);
- int lua_RenderStateStateBlock_setStencilTest(lua_State* state);
- int lua_RenderStateStateBlock_setStencilWrite(lua_State* state);
- int lua_RenderStateStateBlock_static_create(lua_State* state);
- void luaRegister_RenderStateStateBlock();
- }
- #endif
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