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nglMaterialDefinitionLoader.cpp
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187 lines (134 loc) · 5.1 KB
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#include "nglMaterialDefinitionLoader.h"
#include "tinyxml/tinyxml.h"
#include <glm/glm.hpp>
#include <string>
#include <iostream>
#include "nglShaderProgram.h"
#include "nglShader.h"
#include "nglCommon.h"
#include "raxStringUtils.h"
nglMaterialDefinitionLoader::nglMaterialDefinitionLoader()
{
}
nglMaterial* nglMaterialDefinitionLoader::LoadDefinitionFile(std::string& dir, std::string& file)
{
nglMaterial* material = new nglMaterial();
material->SetName(file);
nglShaderProgram* shaderprog = material->GetShaderProgram();
std::string dir_file = dir +"/"+ file;
TiXmlDocument nmdFile(dir_file.c_str());
nmdFile.LoadFile();
TiXmlElement* level_material = nmdFile.FirstChildElement("material");
TiXmlElement* level_uniforms;
TiXmlElement* level_inputs;
TiXmlElement* level_shaders;
TiXmlElement* xml_uniform;
TiXmlElement* xml_shader;
TiXmlElement* xml_input;
if (level_material != NULL){
//read all inputs!
//these correspond to the shaders in parameters.
level_inputs = level_material->FirstChildElement("inputs");
if (level_inputs != NULL){
xml_input = level_inputs->FirstChildElement("input");
while (xml_input)
{
std::string str_location(xml_input->Attribute("location"));
std::string str_type(xml_input->Attribute("type"));
int location = rax::utils::StringUtils::StringToNumber<int>(str_location);
if (str_type == "vertices")
material->SetInputFlag(NGL_ARRAY_DATA_TYPE_VERTEX);
if (str_type == "uvcoords")
material->SetInputFlag(NGL_ARRAY_DATA_TYPE_UV);
if (str_type == "normals")
material->SetInputFlag(NGL_ARRAY_DATA_TYPE_NORMALS);
if (str_type == "colors")
material->SetInputFlag(NGL_ARRAY_DATA_TYPE_COLORS);
xml_input = xml_input->NextSiblingElement("input");
}
} else {
return false;
//There's no inputs tag.
}
//read all uniforms!
level_uniforms = level_material->FirstChildElement("uniforms");
if (level_uniforms != NULL){
xml_uniform = level_uniforms->FirstChildElement("uniform");
while (xml_uniform)
{
std::string uniform_name(xml_uniform->GetText());
std::string uniform_type_string(xml_uniform->Attribute("datatype"));
const char* usage_attribute = xml_uniform->Attribute("usage");
std::string uniform_usage_string;
if (usage_attribute != NULL)
uniform_usage_string = usage_attribute;
else
uniform_usage_string = "";
NGL_SHADER_UNIFORM_TYPE uniform_type = nglShaderUniform::GetUniformTypeString(uniform_type_string);
NGL_SHADER_UNIFORM_USAGE usage_type = nglShaderUniform::GetUniformUsageString(uniform_usage_string);
nglShaderUniform* uniform = new nglShaderUniform(uniform_name, uniform_type,usage_type);
//load additional data/parameters for the uniforms.
//for example, textures get to save the texture unit.
// switch(uniform_type) {
//
// case NGL_SHADER_UNIFORM_TYPE_TEXTURE2D:
// nglShaderUniformAdditionalInfo_Texture* add_texture = new nglShaderUniformAdditionalInfo_Texture();
// std::string uniform_texunit(xml_uniform->Attribute("texunit"));
// GLint texunit = nglUtils::StringToNumber<GLint>(uniform_texunit);
// if (texunit >= 0 && texunit <= 15)
// add_texture->texture_unit = texunit;
// else{
// printf("nglMaterialDefinitionLoader::LoadDefinitionFile() : Error loading texture unit from definition!");
// }
// uniform->SetAdditionalData(add_texture);
// break;
//
// }
shaderprog->AddUniform(uniform);
xml_uniform = xml_uniform->NextSiblingElement("uniform");
}
} else {
return false;
//There's no uniform tag.
}
//read all shader files!
level_shaders = level_material->FirstChildElement("shaders");
if (level_shaders != NULL){
xml_shader = level_shaders->FirstChildElement("shader");
while (xml_shader)
{
const char* shader_type = xml_shader->Attribute("type");
if (strcmp(shader_type,"vertex") == 0){
this->_vertexShader = std::string(xml_shader->GetText());
nglShader* vertex_shader = new nglShader(NGL_SHADER_TYPE_VERTEX);
vertex_shader->LoadShaderFromFile(dir + "/" + this->GetVertexShaderName());
shaderprog->AddShader(vertex_shader);
}else
if (strcmp(shader_type,"fragment") == 0)
{
this->_fragmentShader = std::string(xml_shader->GetText());
nglShader* fragment_shader = new nglShader(NGL_SHADER_TYPE_FRAGMENT);
fragment_shader->LoadShaderFromFile(dir + "/" + this->GetFragmentShaderName());
shaderprog->AddShader(fragment_shader);
}
xml_shader = xml_shader->NextSiblingElement("shader");
}
} else {
return NULL;
//There's no shaders tag.
}
//file loaded successfully
return material;
} else {
return NULL;
//root tag isn't named "material", or doesn't exist.
}
}
std::string nglMaterialDefinitionLoader::GetVertexShaderName()
{
return this->_vertexShader;
}
std::string nglMaterialDefinitionLoader::GetFragmentShaderName()
{
return this->_fragmentShader;
}