require('Polycode/Resource') function Material(name) { if(arguments[0] != "__skip_ptr__") { this.__ptr = Polycode.Material(name) } Object.defineProperties(this, { 'fp16RenderTargets': { enumerable: true, configurable: true, get: Material.prototype.__get_fp16RenderTargets, set: Material.prototype.__set_fp16RenderTargets}, 'blendingMode': { enumerable: true, configurable: true, get: Material.prototype.__get_blendingMode, set: Material.prototype.__set_blendingMode}, 'screenMaterial': { enumerable: true, configurable: true, get: Material.prototype.__get_screenMaterial, set: Material.prototype.__set_screenMaterial} }) } Material.prototype = Object.create(Resource.prototype) Material.prototype.__get_fp16RenderTargets = function() { return Polycode.Material__get_fp16RenderTargets(this.__ptr) } Material.prototype.__set_fp16RenderTargets = function(val) { Polycode.Material__set_fp16RenderTargets(this.__ptr, val) } Material.prototype.__get_blendingMode = function() { return Polycode.Material__get_blendingMode(this.__ptr) } Material.prototype.__set_blendingMode = function(val) { Polycode.Material__set_blendingMode(this.__ptr, val) } Material.prototype.__get_screenMaterial = function() { return Polycode.Material__get_screenMaterial(this.__ptr) } Material.prototype.__set_screenMaterial = function(val) { Polycode.Material__set_screenMaterial(this.__ptr, val) } Material.prototype.addShaderPass = function(pass) { Polycode.Material_addShaderPass(this.__ptr, pass) } Material.prototype.addShaderPassForShader = function(shader) { Polycode.Material_addShaderPassForShader(this.__ptr, shader) } Material.prototype.addShaderPassAtIndex = function(pass,shaderIndex) { Polycode.Material_addShaderPassAtIndex(this.__ptr, pass, shaderIndex) } Material.prototype.getNumShaderPasses = function() { return Polycode.Material_getNumShaderPasses(this.__ptr) } Material.prototype.removeShaderPass = function(shaderIndex) { Polycode.Material_removeShaderPass(this.__ptr, shaderIndex) } Material.prototype.getNumShaderRenderTargets = function() { return Polycode.Material_getNumShaderRenderTargets(this.__ptr) } Material.prototype.removeShaderRenderTarget = function(index) { Polycode.Material_removeShaderRenderTarget(this.__ptr, index) } Material.prototype.recreateRenderTargets = function(screenSize) { Polycode.Material_recreateRenderTargets(this.__ptr, screenSize) } Material.prototype.getName = function() { return Polycode.Material_getName(this.__ptr) } Material.prototype.getShaderPass = function(index) { var retVal = new ShaderPass("__skip_ptr__") retVal.__ptr = Polycode.Material_getShaderPass(this.__ptr, index) return retVal } Material.prototype.getShaderBinding = function(index) { var retVal = new ShaderBinding("__skip_ptr__") retVal.__ptr = Polycode.Material_getShaderBinding(this.__ptr, index) return retVal } Material.prototype.getShader = function(index) { var retVal = new Shader("__skip_ptr__") retVal.__ptr = Polycode.Material_getShader(this.__ptr, index) return retVal } Material.prototype.loadMaterial = function(fileName) { Polycode.Material_loadMaterial(this.__ptr, fileName) } Material.prototype.setName = function(name) { Polycode.Material_setName(this.__ptr, name) } Material.prototype.clearShaders = function() { Polycode.Material_clearShaders(this.__ptr) }