/* Copyright 2015-2018 Egor Yusov * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS. * * In no event and under no legal theory, whether in tort (including negligence), * contract, or otherwise, unless required by applicable law (such as deliberate * and grossly negligent acts) or agreed to in writing, shall any Contributor be * liable for any damages, including any direct, indirect, special, incidental, * or consequential damages of any character arising as a result of this License or * out of the use or inability to use the software (including but not limited to damages * for loss of goodwill, work stoppage, computer failure or malfunction, or any and * all other commercial damages or losses), even if such Contributor has been advised * of the possibility of such damages. */ #pragma once #include "LuaWrappers.h" #include "LuaBindings.h" #include "EngineObjectParserBase.h" #include "ClassMethodBinding.h" #include "EngineObjectParserCommon.h" namespace Diligent { class ShaderVariableParser : public EngineObjectParserBase { public: ShaderVariableParser( IRenderDevice *pRenderDevice, lua_State *L, const String &ShaderLibMetatableName, const String &BufferLibMetatableName, const String &BufferViewLibMetatableName, const String &TexViewMetatableName ); static const Char* ShaderVariableLibName; virtual void GetObjectByName( lua_State *L, const Char *ShaderName, IShaderVariable** ppObject ); protected: virtual void CreateObj( lua_State *L ); virtual void DestroyObj( void *pData ); virtual void ReadField( lua_State *L, void *pData, const Char *Field ); virtual void UpdateField( lua_State *L, void *pData, const Char *Field ); virtual void PushExistingObject( lua_State *L, const void *pObject ); private: const String m_ShaderLibMetatableName; const String m_BufferLibMetatableName; const String m_BufferViewLibMetatableName; const String m_TexViewMetatableName; int Set( lua_State *L ); ClassMethodCaller < ShaderVariableParser > m_SetBinding; ClassMethodCaller m_GetShaderVariableBinding; int GetShaderVariable( lua_State *L ); }; }