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- require "Polycode/Shader"
- class "GLSLShader" (Shader)
- function GLSLShader:GLSLShader(...)
- if type(arg[1]) == "table" and count(arg) == 1 then
- if ""..arg[1]:class() == "Shader" then
- self.__ptr = arg[1].__ptr
- return
- end
- end
- for k,v in pairs(arg) do
- if type(v) == "table" then
- if v.__ptr ~= nil then
- arg[k] = v.__ptr
- end
- end
- end
- if self.__ptr == nil and arg[1] ~= "__skip_ptr__" then
- self.__ptr = Polycore.GLSLShader(unpack(arg))
- Polycore.__ptr_lookup[self.__ptr] = self
- end
- end
- function GLSLShader:createBinding()
- local retVal = Polycore.GLSLShader_createBinding(self.__ptr)
- if Polycore.__ptr_lookup[retVal] ~= nil then
- return Polycore.__ptr_lookup[retVal]
- else
- Polycore.__ptr_lookup[retVal] = ShaderBinding("__skip_ptr__")
- Polycore.__ptr_lookup[retVal].__ptr = retVal
- return Polycore.__ptr_lookup[retVal]
- end
- end
- function GLSLShader:__delete()
- Polycore.__ptr_lookup[self.__ptr] = nil
- Polycore.delete_GLSLShader(self.__ptr)
- end
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