void InputBinder::bind_texture_instance_to_input( const TextureInstanceContainer& texture_instances, const UniqueID assembly_uid, const char* entity_type, const char* entity_name, const char* param_value, InputArray::iterator& input) { const TextureInstance* texture_instance = texture_instances.get_by_name(param_value); assert(texture_instance); try { input.bind( new TextureSource( assembly_uid, *texture_instance)); } catch (const exception& e) { RENDERER_LOG_ERROR( "while defining %s \"%s\", failed to bind \"%s\" to input \"%s\" (%s).", entity_type, entity_name, param_value, input.name(), e.what()); ++m_error_count; } }
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; } }
void InputBinder::bind_texture_instance_to_input( const TextureContainer& textures, const TextureInstanceContainer& texture_instances, const UniqueID assembly_uid, const char* entity_type, const char* entity_name, const char* param_value, InputArray::iterator& input) { const TextureInstance* texture_instance = texture_instances.get_by_name(param_value); assert(texture_instance); const size_t texture_index = texture_instance->get_texture_index(); assert(texture_index != ~0); Texture* texture = textures.get_by_index(texture_index); assert(texture); try { input.bind( new TextureSource( assembly_uid, *texture_instance, texture->properties())); } catch (const exception& e) { RENDERER_LOG_ERROR( "while defining %s \"%s\", while binding \"%s\" to parameter \"%s\": %s.", entity_type, entity_name, param_value, input.name(), e.what()); ++m_error_count; } }