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Access builtin resources through a global instance
[libs/gl.git] / source / builders / sequencetemplate.cpp
1 #include <msp/core/maputils.h>
2 #include <msp/datafile/collection.h>
3 #include "ambientocclusion.h"
4 #include "blend.h"
5 #include "bloom.h"
6 #include "colorcurve.h"
7 #include "lighting.h"
8 #include "object.h"
9 #include "resources.h"
10 #include "scene.h"
11 #include "sequencetemplate.h"
12 #include "tests.h"
13
14 using namespace std;
15
16 namespace Msp {
17 namespace GL {
18
19 SequenceTemplate::SequenceTemplate():
20         hdr(false),
21         alpha(false),
22         required_multisample(0),
23         max_multisample(0)
24 { }
25
26 SequenceTemplate::~SequenceTemplate()
27 {
28         for(PostProcessorArray::iterator i=postprocessors.begin(); i!=postprocessors.end(); ++i)
29                 delete i->postprocessor_template;
30 }
31
32
33 SequenceTemplate::PostProcessorRegistry &SequenceTemplate::get_postprocessor_registry()
34 {
35         static PostProcessorRegistry registry;
36         static bool initialized = false;
37         if(!initialized)
38         {
39                 registry.register_type<AmbientOcclusion>("ambient_occlusion");
40                 registry.register_type<Bloom>("bloom");
41                 registry.register_type<ColorCurve>("colorcurve");
42                 initialized = true;
43         }
44         return registry;
45 }
46
47
48 SequenceTemplate::Step::~Step()
49 { }
50
51
52 SequenceTemplate::PostProcessor::PostProcessor(GL::PostProcessor::Template *ppt):
53         postprocessor_template(ppt)
54 { }
55
56
57 SequenceTemplate::PostProcLoader::PostProcLoader()
58 {
59         get_postprocessor_registry().invoke_all(*this);
60 }
61
62
63 SequenceTemplate::Loader::Loader(SequenceTemplate &t, Collection &c):
64         DataFile::CollectionObjectLoader<SequenceTemplate, Resources>(t, &c)
65 {
66         add("hdr", &SequenceTemplate::hdr);
67         add("alpha", &SequenceTemplate::alpha);
68         add("multisample", &Loader::multisample);
69         add("multisample", &Loader::multisample_range);
70         add("postprocessor", &Loader::postprocessor);
71         add("step", &Loader::step);
72         add("step", &Loader::step_with_slot);
73
74         // Deprecated
75         add("pass", &Loader::step_with_slot);
76 }
77
78 void SequenceTemplate::Loader::postprocessor_loaded()
79 {
80         obj.postprocessors.push_back(get_postprocessor_template());
81 }
82
83 void SequenceTemplate::Loader::multisample(unsigned samples)
84 {
85         obj.required_multisample = samples;
86         obj.max_multisample = samples;
87 }
88
89 void SequenceTemplate::Loader::multisample_range(unsigned req, unsigned max)
90 {
91         obj.required_multisample = req;
92         obj.max_multisample = max;
93 }
94
95 void SequenceTemplate::Loader::postprocessor(const string &slot)
96 {
97         PostProcLoader ldr;
98         load_sub_with(ldr);
99         PostProcessor pp;
100         pp.postprocessor_template = ldr.get_postprocessor_template();
101         pp.slot_name = slot;
102         obj.postprocessors.push_back(pp);
103 }
104
105 void SequenceTemplate::Loader::step(const string &tag)
106 {
107         step_with_slot(tag, string());
108 }
109
110 void SequenceTemplate::Loader::step_with_slot(const string &tag, const string &rend)
111 {
112         Step stp;
113         stp.tag = tag;
114         stp.slot_name = rend;
115         if(coll)
116                 load_sub(stp, *coll);
117         else
118                 load_sub(stp);
119
120         obj.steps.push_back(stp);
121 }
122
123
124 SequenceTemplate::Step::Loader::Loader(Step &p):
125         DataFile::CollectionObjectLoader<Step>(p, 0)
126 {
127         init();
128 }
129
130 SequenceTemplate::Step::Loader::Loader(Step &p, Collection &c):
131         DataFile::CollectionObjectLoader<Step>(p, &c)
132 {
133         init();
134 }
135
136 void SequenceTemplate::Step::Loader::init()
137 {
138         add("blend", &Loader::blend);
139         add("blend", &Loader::blend_predefined);
140         add("depth_test", &Loader::depth_test);
141         add("depth_test", &Loader::depth_test_predefined);
142         add("lighting", &Loader::lighting);
143         add("lighting", &Loader::lighting_inline);
144         add("object", &Loader::object);
145         add("scene", &Loader::scene);
146 }
147
148 void SequenceTemplate::Step::Loader::blend_predefined(const string &name)
149 {
150         const Blend *bln = 0;
151         if(name=="alpha")
152                 bln = &Blend::alpha();
153         else if(name=="additive")
154                 bln = &Blend::additive();
155         else if(name=="additive_alpha")
156                 bln = &Blend::additive_alpha();
157         else
158                 throw key_error(name);
159
160         obj.blend = bln;
161         obj.blend.keep();
162 }
163
164 void SequenceTemplate::Step::Loader::blend(BlendFactor src, BlendFactor dest)
165 {
166         obj.blend = new Blend(src, dest);
167 }
168
169 void SequenceTemplate::Step::Loader::depth_test_predefined(const string &name)
170 {
171         const DepthTest *dtest = 0;
172         if(name=="lequal")
173                 dtest = &DepthTest::lequal();
174         else
175                 throw key_error(name);
176
177         obj.depth_test = dtest;
178         obj.depth_test.keep();
179 }
180
181 void SequenceTemplate::Step::Loader::depth_test(Predicate pred)
182 {
183         obj.depth_test = new DepthTest(pred);
184 }
185
186 void SequenceTemplate::Step::Loader::lighting_inline()
187 {
188         RefPtr<Lighting> lightn = new Lighting;
189         load_sub(*lightn);
190         obj.lighting = lightn;
191 }
192
193 void SequenceTemplate::Step::Loader::lighting(const string &name)
194 {
195         obj.lighting = &get_collection().get<Lighting>(name);
196         obj.lighting.keep();
197 }
198
199 void SequenceTemplate::Step::Loader::object(const string &name)
200 {
201         obj.default_renderable = &get_collection().get<GL::Object>(name);
202 }
203
204 void SequenceTemplate::Step::Loader::scene(const string &name)
205 {
206         obj.default_renderable = &get_collection().get<Scene>(name);
207 }
208
209 } // namespace GL
210 } // namespace Msp