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#include "Runtime/Graphics/Shader.h"
#include "Runtime/Graphics/Texture.h"
#include "Runtime/Graphics/ImageData.h"
#define STB_IMAGE_IMPLEMENTATION
#include "ThirdParty/stb/stb_image.h"
// imgData = Rendering.LoadImage(path)
int LoadImage(lua_State* L)
{
LUA_BIND_STATE(L);
const char* path = state.GetValue<const char*>(1, "");
stbi_set_flip_vertically_on_load(true);
ImageData* data = new ImageData(state.GetVM());
int channels;
data->pixels = stbi_load(path, &data->width, &data->height, &channels, 0);
data->format = ImageData::EPixelFormat::RGB;
data->type = ImageData::EPixelElementType::UNSIGNED_BYTE;
data->PushUserdata(state);
return 1;
}
static luaL_Reg funcs[] = {
{"LoadImage", LoadImage},
{0, 0}
};
int luaopen_GameLab_Engine_Rendering(lua_State* L)
{
log_info("Scripting", "luaopen_GameLab_Engine_Rendering()");
LUA_BIND_STATE(L);
state.PushGlobalNamespace();
state.PushNamespace("GameLab");
state.PushNamespace("Engine");
state.PushNamespace("Rendering");
state.RegisterMethods(funcs);
state.RegisterNativeClass<Shader>();
state.RegisterNativeClass<ImageData>();
state.RegisterNativeClass<Texture>();
return 1;
}
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