/* 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 "EngineObjectParserCommon.h"
#include "ClassMethodBinding.h"
namespace std
{
DEFINE_ENUM_HASH( Diligent::MISC_TEXTURE_FLAGS )
}
namespace Diligent
{
class TextureParser : public EngineObjectParserCommon<ITexture>
{
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<TextureDesc> 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<Diligent::BIND_FLAGS> m_BindFlagEnumMapping;
// Explicit namespace declaraion is necesseary to avoid
// name conflicts when building for windows store
EnumMapping<Diligent::MISC_TEXTURE_FLAGS> m_MiscFlagEnumMapping;
UsageEnumMapping m_UsageEnumMapping;
CpuAccessFlagEnumMapping m_CpuAccessFlagEnumMapping;
};
}