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#include "../log.h"
#include "effect.h"
#include "pass.h"
using namespace Mauri;
auto Effect::parse(Parser &pr, const json &root) -> Effect *
{
Effect *effect = new Effect();
Asset *asset = asset_manager()->get(root["file"]);
if (asset->type == ASSET_VOID) parse_fail(effect);
const json &file = json::parse(asset->as_string(), nullptr, false);
if (file.is_discarded()) parse_fail(effect);
pr.map_value<u32>(root, "id", &effect->id, 0);
pr.map_value<bool>(root, "visible", &effect->visible, true);
pr.map_value<std::string>(file, "name", &effect->name, "");
if (root.contains("passes"))
{
for (const json &pass0 : root["passes"])
{
Pass *pass = Pass::parse(pr, pass0, EFFECT0_PASS);
if (pass) effect->passes0.emplace_back(pass);
}
}
if (effect->passes0.size() == 0) parse_fail(effect);
if (file.contains("passes"))
{
for (const json &pass1 : file["passes"])
{
Pass *pass = Pass::parse(pr, pass1, EFFECT1_PASS);
if (pass) effect->passes1.emplace_back(pass);
}
}
if (effect->passes1.size() == 0) parse_fail(effect);
if (file.contains("fbos"))
{
for (const json &fbo : file["fbos"])
{
effect->fbos.emplace_back(EffectBuffer{fbo["name"], fbo.contains("scale") ? (f32)fbo["scale"] : 1.f });
}
}
return effect;
}
auto Effect::load(Engine *engine, Object *object, bool last) -> void
{
this->buffer_id = "_" + std::to_string(object->id) + "_" + std::to_string(this->id);
for (const EffectBuffer &fbo : this->fbos)
{
engine->create_framebuffer(fbo.name + this->buffer_id, object->size[0], object->size[1], fbo.scale);
}
u32 index = 0;
for (u32 i = 0; i < this->passes1.size(); i++)
{
Pass pass;
pass.intermediate = false;
pass.effect = this;
pass.object = object;
pass.model = false;
pass.combine = object->visible && object->color_blend_mode == 0 &&
i == (this->passes1.size() - 1) && last;
//pass.combine = object->visible &&
// i == (this->passes1.size() - 1) && last;
if (this->passes1[i]->command != COPY)
{
this->passes0[index]->load(engine, EFFECT0_PASS, &pass);
index++;
}
this->passes1[i]->load(engine, EFFECT1_PASS, &pass);
this->passes.push_back(new RenderPass(engine, &pass));
}
}
auto Effect::draw(Engine *engine) -> void
{
if (!this->visible) return;
#ifdef FRAME_STEP
al_printf("%s\n", this->name.c_str());
#endif
for (RenderPass *pass : this->passes)
{
#ifdef FRAME_STEP
if (pass->shader) al_printf("\t%s\n", pass->shader->origin()->name.c_str());
#endif
pass->draw(engine);
}
}
Effect::~Effect()
{
for (Pass *pass0 : this->passes0)
{
delete pass0;
}
for (Pass *pass1 : this->passes1)
{
delete pass1;
}
for (RenderPass *pass : this->passes)
{
delete pass;
}
}
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