class "Renderer" Renderer.BLEND_MODE_NONE = 0 Renderer.BLEND_MODE_NORMAL = 1 Renderer.BLEND_MODE_LIGHTEN = 2 Renderer.BLEND_MODE_COLOR = 3 Renderer.BLEND_MODE_PREMULTIPLIED = 4 Renderer.BLEND_MODE_MULTIPLY = 5 Renderer.BLEND_MODE_MATERIAL = 6 Renderer.DEPTH_FUNCTION_GREATER = 0 Renderer.DEPTH_FUNCTION_LEQUAL = 1 function Renderer:setGraphicsInterface(core, graphicsInterface) local retVal = Polycode.Renderer_setGraphicsInterface(self.__ptr, core.__ptr, graphicsInterface.__ptr) end function Renderer:getRenderThread() local retVal = Polycode.Renderer_getRenderThread(self.__ptr) if retVal == nil then return nil end local __c = _G["RenderThread"]("__skip_ptr__") __c.__ptr = retVal return __c end function Renderer:createCubemap(t0, t1, t2, t3, t4, t5) local retVal = Polycode.Renderer_createCubemap(self.__ptr, t0.__ptr, t1.__ptr, t2.__ptr, t3.__ptr, t4.__ptr, t5.__ptr) if retVal == nil then return nil end local __c = _G["Cubemap"]("__skip_ptr__") __c.__ptr = retVal return __c end function Renderer:createTexture(width, height, textureData, clamp, createMipmaps, type, filteringMode, anisotropy, framebufferTexture) local retVal = Polycode.Renderer_createTexture(self.__ptr, width, height, textureData.__ptr, clamp, createMipmaps, type, filteringMode, anisotropy, framebufferTexture) if retVal == nil then return nil end local __c = _G["Texture"]("__skip_ptr__") __c.__ptr = retVal return __c end function Renderer:createRenderBuffer(width, height, attachDepthBuffer, floatingPoint) local retVal = Polycode.Renderer_createRenderBuffer(self.__ptr, width, height, attachDepthBuffer, floatingPoint) if retVal == nil then return nil end local __c = _G["RenderBuffer"]("__skip_ptr__") __c.__ptr = retVal return __c end function Renderer:destroyRenderBuffer(buffer) local retVal = Polycode.Renderer_destroyRenderBuffer(self.__ptr, buffer.__ptr) end function Renderer:destroyTexture(texture) local retVal = Polycode.Renderer_destroyTexture(self.__ptr, texture.__ptr) end function Renderer:processDrawBuffer(buffer) local retVal = Polycode.Renderer_processDrawBuffer(self.__ptr, buffer.__ptr) end function Renderer:setBackingResolutionScale(xScale, yScale) local retVal = Polycode.Renderer_setBackingResolutionScale(self.__ptr, xScale, yScale) end function Renderer:getBackingResolutionScaleX() local retVal = Polycode.Renderer_getBackingResolutionScaleX(self.__ptr) return retVal end function Renderer:getBackingResolutionScaleY() local retVal = Polycode.Renderer_getBackingResolutionScaleY(self.__ptr) return retVal end function Renderer:createProgram(fileName) local retVal = Polycode.Renderer_createProgram(self.__ptr, fileName) if retVal == nil then return nil end local __c = _G["ShaderProgram"]("__skip_ptr__") __c.__ptr = retVal return __c end function Renderer:createShader(vertexProgram, fragmentProgram) local retVal = Polycode.Renderer_createShader(self.__ptr, vertexProgram.__ptr, fragmentProgram.__ptr) if retVal == nil then return nil end local __c = _G["Shader"]("__skip_ptr__") __c.__ptr = retVal return __c end function Renderer:enqueueFrameJob(jobType, data) local retVal = Polycode.Renderer_enqueueFrameJob(self.__ptr, jobType, data.__ptr) end function Renderer:destroyProgram(program) local retVal = Polycode.Renderer_destroyProgram(self.__ptr, program.__ptr) end function Renderer:destroyShader(shader) local retVal = Polycode.Renderer_destroyShader(self.__ptr, shader.__ptr) end function Renderer:destroySubmeshPlatformData(platformData) local retVal = Polycode.Renderer_destroySubmeshPlatformData(self.__ptr, platformData.__ptr) end function Renderer:destroyShaderBinding(binding) local retVal = Polycode.Renderer_destroyShaderBinding(self.__ptr, binding.__ptr) end function Renderer:destroyShaderParam(param) local retVal = Polycode.Renderer_destroyShaderParam(self.__ptr, param.__ptr) end function Renderer:setTextureParam(param, texture) local retVal = Polycode.Renderer_setTextureParam(self.__ptr, param.__ptr, texture.__ptr) end function Renderer:setAnisotropyAmount(amount) local retVal = Polycode.Renderer_setAnisotropyAmount(self.__ptr, amount) end function Renderer:getAnisotropyAmount() local retVal = Polycode.Renderer_getAnisotropyAmount(self.__ptr) return retVal end function Renderer:unProject(position, modelMatrix, projectionMatrix, viewport) local retVal = Polycode.Renderer_unProject(self.__ptr, position.__ptr, modelMatrix.__ptr, projectionMatrix.__ptr, viewport.__ptr) if retVal == nil then return nil end local __c = _G["Vector3"]("__skip_ptr__") __c.__ptr = retVal return __c end function Renderer:project(position, modelMatrix, projectionMatrix, viewport) local retVal = Polycode.Renderer_project(self.__ptr, position.__ptr, modelMatrix.__ptr, projectionMatrix.__ptr, viewport.__ptr) if retVal == nil then return nil end local __c = _G["Vector3"]("__skip_ptr__") __c.__ptr = retVal return __c end function Renderer:beginFrame() local retVal = Polycode.Renderer_beginFrame(self.__ptr) end function Renderer:endFrame() local retVal = Polycode.Renderer_endFrame(self.__ptr) end function Renderer:__delete() if self then Polycode.delete_Renderer(self.__ptr) end end