Update StarRenderingLuaBindings.cpp
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@ -1,6 +1,8 @@
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#include "StarRenderingLuaBindings.hpp"
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#include "StarJsonExtra.hpp"
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#include "StarLuaConverters.hpp"
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#include "StarClientApplication.hpp"
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#include "StarRenderer.hpp"
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namespace Star {
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@ -11,8 +13,30 @@ LuaCallbacks LuaBindings::makeRenderingCallbacks(ClientApplication* app) {
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callbacks.registerCallbackWithSignature<void, String, bool, Maybe<bool>>("setPostProcessGroupEnabled", bind(mem_fn(&ClientApplication::setPostProcessGroupEnabled), app, _1, _2, _3));
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callbacks.registerCallbackWithSignature<bool, String>("postProcessGroupEnabled", bind(mem_fn(&ClientApplication::postProcessGroupEnabled), app, _1));
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// not entirely necessary (root.assetJson can achieve the same purpose) but may as well
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callbacks.registerCallbackWithSignature<Json>("postProcessGroups", bind(mem_fn(&ClientApplication::postProcessGroups), app));
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// typedef Variant<float, int, Vec2F, Vec3F, Vec4F, bool> RenderEffectParameter;
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// feel free to change this if there's a better way to do this
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// specifically checks if the effect parameter is an int since Lua prefers converting the values to floats
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callbacks.registerCallback("setEffectParameter", [app](String const& effectName, String const& effectParameter, RenderEffectParameter const& value) {
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auto renderer = app->renderer();
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auto mtype = renderer->getEffectScriptableParameterType(effectName, effectParameter);
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if (mtype) {
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auto type = mtype.value();
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if (type == 1 && value.is<float>()) {
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renderer->setEffectScriptableParameter(effectName, effectParameter, (int)value.get<float>());
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} else {
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renderer->setEffectScriptableParameter(effectName, effectParameter, value);
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}
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}
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});
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callbacks.registerCallback("getEffectParameter", [app](String const& effectName, String const& effectParameter) {
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auto renderer = app->renderer();
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return renderer->getEffectScriptableParameter(effectName, effectParameter);
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});
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return callbacks;
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}
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