#include <msp/core/maputils.h>
#include <msp/datafile/collection.h>
+#include <msp/strings/format.h>
#include "ambientocclusion.h"
#include "blend.h"
#include "bloom.h"
#include "resources.h"
#include "scene.h"
#include "sequencetemplate.h"
-#include "tests.h"
using namespace std;
namespace Msp {
namespace GL {
-SequenceTemplate::SequenceTemplate():
- hdr(false),
- alpha(false),
- required_multisample(0),
- max_multisample(0)
-{ }
-
SequenceTemplate::~SequenceTemplate()
{
- for(PostProcessorArray::iterator i=postprocessors.begin(); i!=postprocessors.end(); ++i)
- delete i->postprocessor_template;
+ for(const PostProcessor &p: postprocessors)
+ delete p.postprocessor_template;
}
}
-SequenceTemplate::Step::~Step()
-{ }
-
-
SequenceTemplate::PostProcessor::PostProcessor(GL::PostProcessor::Template *ppt):
postprocessor_template(ppt)
{ }
{
add("hdr", &SequenceTemplate::hdr);
add("alpha", &SequenceTemplate::alpha);
+ add("clear", &Loader::clear);
add("multisample", &Loader::multisample);
add("multisample", &Loader::multisample_range);
add("postprocessor", &Loader::postprocessor);
obj.postprocessors.push_back(get_postprocessor_template());
}
+void SequenceTemplate::Loader::clear()
+{
+ ClearLoader ldr(obj);
+ load_sub_with(ldr);
+ obj.clear_enabled = true;
+}
+
void SequenceTemplate::Loader::multisample(unsigned samples)
{
obj.required_multisample = samples;
Step stp;
stp.tag = tag;
stp.slot_name = rend;
- if(coll)
- {
- Step::Loader ldr(stp, *coll);
- ldr.set_inline_base_name(format("%s/%d.step", get_source(), obj.steps.size()));
- load_sub_with(ldr);
- }
- else
- load_sub(stp);
+ Step::Loader ldr(stp, *coll);
+ ldr.set_inline_base_name(format("%s/%d.step", get_source(), obj.steps.size()));
+ load_sub_with(ldr);
obj.steps.push_back(stp);
}
-SequenceTemplate::Step::Loader::Loader(Step &p):
- DataFile::CollectionObjectLoader<Step>(p, 0)
+SequenceTemplate::ClearLoader::ClearLoader(SequenceTemplate &t):
+ ObjectLoader<SequenceTemplate>(t)
{
- init();
+ add("color", &ClearLoader::color);
+ add("depth", &ClearLoader::depth);
+ add("stencil", &ClearLoader::stencil);
}
-SequenceTemplate::Step::Loader::Loader(Step &p, Collection &c):
- DataFile::CollectionObjectLoader<Step>(p, &c)
+void SequenceTemplate::ClearLoader::color(float r, float g, float b, float a)
+{
+ obj.clear_colors.push_back(Color(r, g, b, a));
+}
+
+void SequenceTemplate::ClearLoader::depth(float d)
{
- init();
+ obj.clear_depth = d;
}
-void SequenceTemplate::Step::Loader::init()
+void SequenceTemplate::ClearLoader::stencil(int s)
+{
+ obj.clear_stencil = s;
+}
+
+
+SequenceTemplate::Step::Loader::Loader(Step &p, Collection &c):
+ DataFile::CollectionObjectLoader<Step>(p, &c)
{
- add("blend", &Loader::blend);
- add("blend", &Loader::blend_predefined);
add("depth_test", &Loader::depth_test);
- add("depth_test", &Loader::depth_test_predefined);
+ add("depth_test", &Loader::depth_compare);
add("lighting", &Loader::lighting);
add("lighting", &Loader::lighting_inline);
add("object", &Loader::object);
add("scene", &Loader::scene);
+ add("stencil_test", &Loader::stencil_test);
}
void SequenceTemplate::Step::Loader::set_inline_base_name(const string &n)
inline_base_name = n;
}
-void SequenceTemplate::Step::Loader::blend_predefined(const string &name)
+void SequenceTemplate::Step::Loader::depth_test()
{
- const Blend *bln = 0;
- if(name=="alpha")
- bln = &Blend::alpha();
- else if(name=="additive")
- bln = &Blend::additive();
- else if(name=="additive_alpha")
- bln = &Blend::additive_alpha();
- else
- throw key_error(name);
-
- obj.blend = bln;
- obj.blend.keep();
+ load_sub(obj.depth_test);
}
-void SequenceTemplate::Step::Loader::blend(BlendFactor src, BlendFactor dest)
+void SequenceTemplate::Step::Loader::depth_compare(Predicate c)
{
- obj.blend = new Blend(src, dest);
-}
-
-void SequenceTemplate::Step::Loader::depth_test_predefined(const string &name)
-{
- const DepthTest *dtest = 0;
- if(name=="lequal")
- dtest = &DepthTest::lequal();
- else
- throw key_error(name);
-
- obj.depth_test = dtest;
- obj.depth_test.keep();
-}
-
-void SequenceTemplate::Step::Loader::depth_test(Predicate pred)
-{
- obj.depth_test = new DepthTest(pred);
+ obj.depth_test = DepthTest(c);
}
void SequenceTemplate::Step::Loader::lighting_inline()
{
RefPtr<Lighting> lightn = new Lighting;
- load_sub(*lightn);
+ load_sub(*lightn, get_collection());
get_collection().add(inline_base_name+".lightn", lightn.get());
obj.lighting = lightn.release();
}
obj.default_renderable = &get_collection().get<Scene>(name);
}
+void SequenceTemplate::Step::Loader::stencil_test()
+{
+ load_sub(obj.stencil_test);
+}
+
} // namespace GL
} // namespace Msp