70 lines
2.0 KiB
C++
70 lines
2.0 KiB
C++
#include "api_lua.hpp"
|
|
|
|
#include "assets/Assets.hpp"
|
|
#include "coders/png.hpp"
|
|
#include "coders/vcm.hpp"
|
|
#include "debug/Logger.hpp"
|
|
#include "engine/Engine.hpp"
|
|
#include "graphics/commons/Model.hpp"
|
|
#include "graphics/core/Texture.hpp"
|
|
#include "util/Buffer.hpp"
|
|
|
|
using namespace scripting;
|
|
|
|
static void load_texture(
|
|
const ubyte* bytes, size_t size, const std::string& destname
|
|
) {
|
|
try {
|
|
engine->getAssets()->store(png::load_texture(bytes, size), destname);
|
|
} catch (const std::runtime_error& err) {
|
|
debug::Logger logger("lua.assetslib");
|
|
logger.error() << err.what();
|
|
}
|
|
}
|
|
|
|
static int l_load_texture(lua::State* L) {
|
|
if (lua::isstring(L, 3) && lua::require_lstring(L, 3) != "png") {
|
|
throw std::runtime_error("unsupportd image format");
|
|
}
|
|
if (lua::istable(L, 1)) {
|
|
lua::pushvalue(L, 1);
|
|
size_t size = lua::objlen(L, 1);
|
|
util::Buffer<ubyte> buffer(size);
|
|
for (size_t i = 0; i < size; i++) {
|
|
lua::rawgeti(L, i + 1);
|
|
buffer[i] = lua::tointeger(L, -1);
|
|
lua::pop(L);
|
|
}
|
|
lua::pop(L);
|
|
load_texture(buffer.data(), buffer.size(), lua::require_string(L, 2));
|
|
} else {
|
|
auto string = lua::bytearray_as_string(L, 1);
|
|
load_texture(
|
|
reinterpret_cast<const ubyte*>(string.data()),
|
|
string.size(),
|
|
lua::require_string(L, 2)
|
|
);
|
|
lua::pop(L);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int l_parse_model(lua::State* L) {
|
|
auto format = lua::require_lstring(L, 1);
|
|
auto string = lua::require_lstring(L, 2);
|
|
auto name = lua::require_string(L, 3);
|
|
|
|
if (format == "xml" || format == "vcm") {
|
|
engine->getAssets()->store(vcm::parse(name, string), name);
|
|
} else {
|
|
throw std::runtime_error("unknown format " + util::quote(std::string(format)));
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
const luaL_Reg assetslib[] = {
|
|
{"load_texture", lua::wrap<l_load_texture>},
|
|
{"parse_model", lua::wrap<l_parse_model>},
|
|
{NULL, NULL}
|
|
};
|