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path: root/Runtime/Scripting/Rendering/Rendering.bind.cpp
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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;
}