/* Copyright 2015-2016 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 "EngineObjectParserCommon.h" #include "ClassMethodBinding.h" namespace std { DEFINE_ENUM_HASH( Diligent::MISC_TEXTURE_FLAG ) } namespace Diligent { class TextureParser : public EngineObjectParserCommon { public: TextureParser( IRenderDevice *pRenderDevice, lua_State *L ); static const Char* TextureLibName; protected: virtual void CreateObj( lua_State *L ); private: // TextureDesc structure does not provide storage for the Name field. // We need to use ObjectDescWrapper<> to be able to store the field. typedef ObjectDescWrapper STexDescWrapper; ResourceDimEnumMapping m_TexTypeEnumMapping; TextureFormatEnumMapping m_TexFormatEnumMapping; // Note that different bind flags are allowed for different objects, // so we need to populate this enum with values suitable for textures only EnumMapping m_BindFlagEnumMapping; // Explicit namespace declaraion is necesseary to avoid // name conflicts when building for windows store EnumMapping m_MiscFlagEnumMapping; UsageEnumMapping m_UsageEnumMapping; CpuAccessFlagEnumMapping m_CpuAccessFlagEnumMapping; }; }