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#include "Runtime/Lua/LuaHelper.h"
#include "Runtime/Debug/Log.h"
#include "Runtime/FileSystem/ImageJobs.h"
#include "Runtime/Graphics/ImageData.h"
#define STB_IMAGE_IMPLEMENTATION
#include "ThirdParty/stb/stb_image.h"
#include "Runtime/Utilities/Assert.h"
using namespace LuaBind;
// Resource.LoadImageDataAsync(path, callback)
int LoadImageDataJob(lua_State* L)
{
LUA_BIND_STATE(L);
LUA_BIND_CHECK(L, "SF");
cc8* path = state.GetValue(1, "");
ReadImageFileJob* job = new ReadImageFileJob(state.GetVM(), 2, path);
JobSystem::Instance()->AddJobAtEnd(job);
return 0;
}
int LoadImageData(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);
if (channels == 1)
{
data->format = EPixelFormat::PixelFormat_R;
data->type = EPixelElementType::PixelType_UNSIGNED_BYTE;
}
else if (channels == 3)
{
data->format = EPixelFormat::PixelFormat_RGB;
data->type = EPixelElementType::PixelType_UNSIGNED_BYTE;
}
else if(channels == 4)
{
data->format = EPixelFormat::PixelFormat_RGBA;
data->type = EPixelElementType::PixelType_UNSIGNED_BYTE;
}
else
{
Assert(false); // 暂时不支持其他格式
}
data->PushUserdata(state);
return 1;
}
static luaL_Reg funcs[] = {
{ "LoadImageData", LoadImageData },
{ "LoadImageDataJob", LoadImageDataJob },
{0, 0}
};
int luaopen_GameLab_Engine_Resource(lua_State* L)
{
log_info_tag("Scripting", "luaopen_GameLab_Engine_Resource()");
LUA_BIND_STATE(L);
state.PushGlobalNamespace();
state.PushNamespace("GameLab");
state.PushNamespace("Engine");
state.PushNamespace("Resource");
state.RegisterMethods(funcs);
return 1;
}
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