commit x64 compilation from lulu cause the other branch dont seems to compile properly at home
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/* -----------------------------------------------------------------------------
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GSFramework
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Copyright 2001-2013 Emmanuel Julien. All Rights Reserved.
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----------------------------------------------------------------------------- */
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#include "binding_helpers.h"
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#include "core/render_data.h"
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using namespace GS::Render;
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using namespace GS::Script;
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//------------------------------------------------------------------------------
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SQInteger MaterialShaderSetUniformValue(HSQUIRRELVM vm)
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{
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__SQ_GETSTART(3)
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__SQ_GETSAFEPTR(shader, MaterialShader, typetag_MaterialShader)
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__SQ_GETSTRING(name)
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__SQ_GETVECTOR(value)
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bool r = shader->SetUserUniformValue(name, value);
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__SQ_GETEND
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__SQ_RETURNBOOL(r)
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}
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SQInteger MaterialShaderSetUniformTexture(HSQUIRRELVM vm)
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{
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__SQ_GETSTART(3)
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__SQ_GETSAFEPTR(shader, MaterialShader, typetag_MaterialShader)
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__SQ_GETSTRING(name)
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__SQ_GETSAFEPTRALLOWNULL(t, Texture, typetag_Texture)
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bool r = shader->SetUserUniformValue(name, t);
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__SQ_GETEND
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__SQ_RETURNBOOL(r)
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}
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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void RegisterMaterialShaderBinding(HSQUIRRELVM vm)
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{
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/*#
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Topic: Material Shader
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Type: MaterialShader
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Desc: A material shader holds all the variants of a shader required to render a material.
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#*/
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/*#
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Section: MaterialShaderGeneral
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Desc: General functions
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#*/
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/*#
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Func: MaterialShaderSetUniformValue
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Proto: bool:MaterialShader shader,String name,Vector value
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Desc: Set uniform value in a material shader.
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Note: The value is always passed as a vector of 4 floats, if the uniform type is smaller than vec4 unused entries of the vector are ignored.
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Example:
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local shader = MaterialGetShader(material)
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// u_user_param is a float.
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MaterialShaderSetUniformValue(shader, "u_user_param", Vector(1.0, 0.0, 0.0, 0.0))
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#*/
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sq_register(vm, MaterialShaderSetUniformValue, "MaterialShaderSetUniformValue", _SC(".xsx"));
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/*#
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Func: MaterialShaderSetUniformTexture
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Proto: bool:MaterialShader shader,String name,Texture texture
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Desc: Set uniform texture in a material shader.
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Example:
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local shader = MaterialGetShader(material)
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// u_user_tex is a Texture2D.
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MaterialShaderSetUniformTexture(shader, "u_user_tex", ResourceFactoryLoadTexture(g_factory, "textures/texture.png"))
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#*/
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sq_register(vm, MaterialShaderSetUniformTexture, "MaterialShaderSetUniformTexture", _SC(".xsx"));
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}
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//------------------------------------------------------------------------------
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