FixedShaderBinding.lua 1.2 KB

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  1. require "Polycode/ShaderBinding"
  2. class "FixedShaderBinding" (ShaderBinding)
  3. function FixedShaderBinding:FixedShaderBinding(...)
  4. for k,v in pairs(arg) do
  5. if type(v) == "table" then
  6. if v.__ptr ~= nil then
  7. arg[k] = v.__ptr
  8. end
  9. end
  10. end
  11. if self.__ptr == nil and arg[1] ~= "__skip_ptr__" then
  12. self.__ptr = Polycore.FixedShaderBinding(unpack(arg))
  13. end
  14. end
  15. function FixedShaderBinding:addTexture(name, texture)
  16. local retVal = Polycore.FixedShaderBinding_addTexture(self.__ptr, name, texture.__ptr)
  17. end
  18. function FixedShaderBinding:addCubemap(name, cubemap)
  19. local retVal = Polycore.FixedShaderBinding_addCubemap(self.__ptr, name, cubemap.__ptr)
  20. end
  21. function FixedShaderBinding:addParam(type, name, value)
  22. local retVal = Polycore.FixedShaderBinding_addParam(self.__ptr, type, name, value)
  23. end
  24. function FixedShaderBinding:getDiffuseTexture()
  25. local retVal = Polycore.FixedShaderBinding_getDiffuseTexture(self.__ptr)
  26. if Polycore.__ptr_lookup[retVal] ~= nil then
  27. return Polycore.__ptr_lookup[retVal]
  28. else
  29. Polycore.__ptr_lookup[retVal] = Texture("__skip_ptr__")
  30. Polycore.__ptr_lookup[retVal].__ptr = retVal
  31. return Polycore.__ptr_lookup[retVal]
  32. end
  33. end