function ShaderBinding() { Object.defineProperties(this, { 'targetShader': { enumerable: true, configurable: true, get: ShaderBinding.prototype.__get_targetShader, set: ShaderBinding.prototype.__set_targetShader}, 'accessMutex': { enumerable: true, configurable: true, get: ShaderBinding.prototype.__get_accessMutex, set: ShaderBinding.prototype.__set_accessMutex} }) } ShaderBinding.prototype.__get_targetShader = function() { var retVal = new Shader() retVal.__ptr = Polycode.ShaderBinding__get_targetShader(this.__ptr) return retVal } ShaderBinding.prototype.__set_targetShader = function(val) { Polycode.ShaderBinding__set_targetShader(this.__ptr, val.__ptr) } ShaderBinding.prototype.__get_accessMutex = function() { var retVal = new CoreMutex() retVal.__ptr = Polycode.ShaderBinding__get_accessMutex(this.__ptr) return retVal } ShaderBinding.prototype.__set_accessMutex = function(val) { Polycode.ShaderBinding__set_accessMutex(this.__ptr, val.__ptr) } Duktape.fin(ShaderBinding.prototype, function (x) { if (x === ShaderBinding.prototype) { return; } Polycode.ShaderBinding__delete(x.__ptr) }) ShaderBinding.prototype.copyTo = function(targetBinding) { Polycode.ShaderBinding_copyTo(this.__ptr, targetBinding) } ShaderBinding.prototype.addParam = function(type,name) { var retVal = new LocalShaderParam() retVal.__ptr = Polycode.ShaderBinding_addParam(this.__ptr, type,name) return retVal } ShaderBinding.prototype.addParamPointer = function(type,name,ptr) { var retVal = new LocalShaderParam() retVal.__ptr = Polycode.ShaderBinding_addParamPointer(this.__ptr, type,name,ptr) return retVal } ShaderBinding.prototype.getNumLocalParams = function() { return Polycode.ShaderBinding_getNumLocalParams(this.__ptr) } ShaderBinding.prototype.getLocalParam = function(index) { var retVal = new LocalShaderParam() retVal.__ptr = Polycode.ShaderBinding_getLocalParam(this.__ptr, index) return retVal } ShaderBinding.prototype.getLocalParamByName = function(name) { var retVal = new LocalShaderParam() retVal.__ptr = Polycode.ShaderBinding_getLocalParamByName(this.__ptr, name) return retVal } ShaderBinding.prototype.removeParam = function(name) { Polycode.ShaderBinding_removeParam(this.__ptr, name) } ShaderBinding.prototype.loadTextureForParam = function(paramName,fileName) { var retVal = new Texture() retVal.__ptr = Polycode.ShaderBinding_loadTextureForParam(this.__ptr, paramName,fileName) return retVal } ShaderBinding.prototype.setTextureForParam = function(paramName,texture) { Polycode.ShaderBinding_setTextureForParam(this.__ptr, paramName,texture) } ShaderBinding.prototype.setCubemapForParam = function(paramName,cubemap) { Polycode.ShaderBinding_setCubemapForParam(this.__ptr, paramName,cubemap) } ShaderBinding.prototype.getNumAttributeBindings = function() { return Polycode.ShaderBinding_getNumAttributeBindings(this.__ptr) } ShaderBinding.prototype.getAttributeBinding = function(index) { var retVal = new AttributeBinding() retVal.__ptr = Polycode.ShaderBinding_getAttributeBinding(this.__ptr, index) return retVal } ShaderBinding.prototype.addAttributeBinding = function(name,dataArray) { var retVal = new AttributeBinding() retVal.__ptr = Polycode.ShaderBinding_addAttributeBinding(this.__ptr, name,dataArray) return retVal } ShaderBinding.prototype.getAttributeBindingByName = function(name) { var retVal = new AttributeBinding() retVal.__ptr = Polycode.ShaderBinding_getAttributeBindingByName(this.__ptr, name) return retVal } ShaderBinding.prototype.addRenderTargetBinding = function(binding) { Polycode.ShaderBinding_addRenderTargetBinding(this.__ptr, binding) } ShaderBinding.prototype.removeRenderTargetBinding = function(binding) { Polycode.ShaderBinding_removeRenderTargetBinding(this.__ptr, binding) } ShaderBinding.prototype.getNumRenderTargetBindings = function() { return Polycode.ShaderBinding_getNumRenderTargetBindings(this.__ptr) } ShaderBinding.prototype.getRenderTargetBinding = function(index) { var retVal = new RenderTargetBinding() retVal.__ptr = Polycode.ShaderBinding_getRenderTargetBinding(this.__ptr, index) return retVal } ShaderBinding.prototype.getNumInTargetBindings = function() { return Polycode.ShaderBinding_getNumInTargetBindings(this.__ptr) } ShaderBinding.prototype.getInTargetBinding = function(index) { var retVal = new RenderTargetBinding() retVal.__ptr = Polycode.ShaderBinding_getInTargetBinding(this.__ptr, index) return retVal } ShaderBinding.prototype.getNumColorTargetBindings = function() { return Polycode.ShaderBinding_getNumColorTargetBindings(this.__ptr) } ShaderBinding.prototype.getColorTargetBinding = function(index) { var retVal = new RenderTargetBinding() retVal.__ptr = Polycode.ShaderBinding_getColorTargetBinding(this.__ptr, index) return retVal } ShaderBinding.prototype.getNumDepthTargetBindings = function() { return Polycode.ShaderBinding_getNumDepthTargetBindings(this.__ptr) } ShaderBinding.prototype.getDepthTargetBinding = function(index) { var retVal = new RenderTargetBinding() retVal.__ptr = Polycode.ShaderBinding_getDepthTargetBinding(this.__ptr, index) return retVal } ShaderBinding.prototype.getNumOutTargetBindings = function() { return Polycode.ShaderBinding_getNumOutTargetBindings(this.__ptr) } ShaderBinding.prototype.getOutTargetBinding = function(index) { var retVal = new RenderTargetBinding() retVal.__ptr = Polycode.ShaderBinding_getOutTargetBinding(this.__ptr, index) return retVal }