Пример #1
0
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;
    }
}
Пример #2
0
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;
    }
}
Пример #3
0
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;
    }
}
Пример #4
0
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;
    }
}