//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsScriptEnginePrerequisites.h" #include "BsScriptTexture.h" #include "BsScriptObject.h" #include "BsTexture.h" namespace BansheeEngine { /** @addtogroup ScriptInteropEngine * @{ */ /** Interop class between C++ & CLR for a cube Texture. */ class BS_SCR_BE_EXPORT ScriptTextureCube : public TScriptResource { public: SCRIPT_OBJ(ENGINE_ASSEMBLY, "BansheeEngine", "TextureCube") /** Creates an empty, uninitialized managed instance of the resource interop object. */ static MonoObject* createInstance(); private: friend class ScriptResourceManager; ScriptTextureCube(MonoObject* instance, const HTexture& texture); /************************************************************************/ /* CLR HOOKS */ /************************************************************************/ static void internal_createInstance(MonoObject* instance, PixelFormat format, UINT32 width, UINT32 height, TextureUsage usage, UINT32 numSamples, bool hasMipmaps, bool gammaCorrection); static MonoObject* internal_getPixels(ScriptTextureCube* thisPtr, UINT32 face, UINT32 mipLevel); static MonoObject* internal_getGPUPixels(ScriptTextureCube* thisPtr, UINT32 face, UINT32 mipLevel); static void internal_setPixels(ScriptTextureCube* thisPtr, MonoObject* data, UINT32 face, UINT32 mipLevel); }; /** @} */ }