bool InputBinder::try_bind_scene_entity_to_input( const Scene& scene, const SymbolTable& scene_symbols, const char* entity_type, const char* entity_name, const char* param_value, InputArray::iterator& input) { if (input.format() == InputFormatEntity) { #define BIND(symbol, collection) \ case symbol: \ input.bind(collection.get_by_name(param_value)); \ return true switch (scene_symbols.lookup(param_value)) { BIND(SymbolTable::SymbolColor, scene.colors()); BIND(SymbolTable::SymbolTexture, scene.textures()); BIND(SymbolTable::SymbolTextureInstance, scene.texture_instances()); #ifdef APPLESEED_WITH_OSL BIND(SymbolTable::SymbolShaderGroup, scene.shader_groups()); #endif BIND(SymbolTable::SymbolEnvironmentEDF, scene.environment_edfs()); BIND(SymbolTable::SymbolEnvironmentShader, scene.environment_shaders()); } #undef BIND } else { switch (scene_symbols.lookup(param_value)) { case SymbolTable::SymbolColor: bind_color_to_input( scene.colors(), param_value, input); return true; case SymbolTable::SymbolTextureInstance: bind_texture_instance_to_input( scene.texture_instances(), ~0, // the parent is the scene, not an assembly entity_type, entity_name, param_value, input); return true; } } return false; }
void InputBinder::bind_assembly_entity_to_input( const Scene& scene, const SymbolTable& scene_symbols, const Assembly& assembly, const SymbolTable& assembly_symbols, const char* entity_type, const char* entity_name, const char* param_value, InputArray::iterator& input) { switch (assembly_symbols.lookup(param_value)) { case SymbolTable::SymbolColor: bind_color_to_input( assembly.colors(), param_value, input); break; case SymbolTable::SymbolTextureInstance: bind_texture_instance_to_input( assembly.textures(), assembly.texture_instances(), assembly.get_uid(), entity_type, entity_name, param_value, input); break; case SymbolTable::SymbolNotFound: // No entity with this name was found in this scope. // Attempt to bind the input to a scene entity. bind_scene_entity_to_input( scene, scene_symbols, entity_type, entity_name, param_value, input); break; default: RENDERER_LOG_ERROR( "while defining %s \"%s\": cannot bind \"%s\" to parameter \"%s\".", entity_type, entity_name, param_value, input.name()); ++m_error_count; break; } }
void InputBinder::bind_scene_entity_to_input( const Scene& scene, const SymbolTable& scene_symbols, const char* entity_type, const char* entity_name, const char* param_value, InputArray::iterator& input) { switch (scene_symbols.lookup(param_value)) { case SymbolTable::SymbolColor: bind_color_to_input( scene.colors(), param_value, input); break; case SymbolTable::SymbolTextureInstance: bind_texture_instance_to_input( scene.textures(), scene.texture_instances(), ~0, // the parent is the scene, not an assembly entity_type, entity_name, param_value, input); break; default: RENDERER_LOG_ERROR( "while defining %s \"%s\": cannot bind \"%s\" to parameter \"%s\".", entity_type, entity_name, param_value, input.name()); ++m_error_count; break; } }
bool InputBinder::try_bind_assembly_entity_to_input( const Scene& scene, const SymbolTable& scene_symbols, const Assembly& assembly, const SymbolTable& assembly_symbols, const char* entity_type, const char* entity_name, const char* param_value, InputArray::iterator& input) { if (input.format() == InputFormatEntity) { #define BIND(symbol, collection) \ case symbol: \ input.bind(collection.get_by_name(param_value)); \ return true switch (assembly_symbols.lookup(param_value)) { BIND(SymbolTable::SymbolColor, assembly.colors()); BIND(SymbolTable::SymbolTexture, assembly.textures()); BIND(SymbolTable::SymbolTextureInstance, assembly.texture_instances()); BIND(SymbolTable::SymbolBSDF, assembly.bsdfs()); BIND(SymbolTable::SymbolBSSRDF, assembly.bssrdfs()); BIND(SymbolTable::SymbolEDF, assembly.edfs()); #ifdef APPLESEED_WITH_OSL BIND(SymbolTable::SymbolShaderGroup, assembly.shader_groups()); #endif BIND(SymbolTable::SymbolSurfaceShader, assembly.surface_shaders()); BIND(SymbolTable::SymbolMaterial, assembly.materials()); BIND(SymbolTable::SymbolLight, assembly.lights()); BIND(SymbolTable::SymbolObject, assembly.objects()); BIND(SymbolTable::SymbolObjectInstance, assembly.object_instances()); } #undef BIND } else { switch (assembly_symbols.lookup(param_value)) { case SymbolTable::SymbolColor: bind_color_to_input( assembly.colors(), param_value, input); return true; case SymbolTable::SymbolTextureInstance: bind_texture_instance_to_input( assembly.texture_instances(), assembly.get_uid(), entity_type, entity_name, param_value, input); return true; } } return false; }