Polyphase Game Engine
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Material_Lua.h
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1#pragma once
2
3#include "EngineTypes.h"
4#include "Log.h"
5
6#include "Assets/Material.h"
7
10
11#if LUA_ENABLED
12
13#define MATERIAL_LUA_NAME "Material"
14#define MATERIAL_LUA_FLAG "cfMaterial"
15#define CHECK_MATERIAL(L, arg) CheckAssetLuaType<Material>(L, arg, MATERIAL_LUA_NAME, MATERIAL_LUA_FLAG)
16
17struct Material_Lua
18{
19 static int IsBase(lua_State* L);
20 static int IsInstance(lua_State* L);
21 static int IsLite(lua_State* L);
22
23 static int SetScalarParameter(lua_State* L);
24 static int SetVectorParameter(lua_State* L);
25 static int SetTextureParameter(lua_State* L);
26
27 static int GetScalarParameter(lua_State* L);
28 static int GetVectorParameter(lua_State* L);
29 static int GetTextureParameter(lua_State* L);
30
31 static int GetBlendMode(lua_State* L);
32 static int GetMaskCutoff(lua_State* L);
33 static int GetSortPriority(lua_State* L);
34 static int IsDepthTestDisabled(lua_State* L);
35 static int ShouldApplyFog(lua_State* L);
36 static int GetCullMode(lua_State* L);
37
38 static void Bind();
39};
40
41#endif