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ShaderSystemInterface.cpp
222 lines (192 loc) · 9.39 KB
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ShaderSystemInterface.cpp
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#include "ShaderSystemInterface.h"
#include <functional>
namespace script
{
namespace
{
class ShaderNameToShaderWrapper
{
private:
MaterialVisitor& _visitor;
public:
ShaderNameToShaderWrapper(MaterialVisitor& visitor) :
_visitor(visitor)
{}
void visit(const std::string& name)
{
// Resolve the material name and pass it on
auto material = GlobalMaterialManager().getMaterial(name);
_visitor.visit(material);
}
};
}
void ShaderSystemInterface::foreachMaterial(MaterialVisitor& visitor)
{
// Note: foreachShader only traverses the loaded materials, use a small adaptor to traverse all known
ShaderNameToShaderWrapper adaptor(visitor);
GlobalMaterialManager().foreachShaderName(
std::bind(&ShaderNameToShaderWrapper::visit, &adaptor, std::placeholders::_1));
}
ScriptMaterial ShaderSystemInterface::getMaterial(const std::string& name)
{
return ScriptMaterial(GlobalMaterialManager().getMaterial(name));
}
bool ShaderSystemInterface::materialExists(const std::string& name)
{
return GlobalMaterialManager().materialExists(name);
}
bool ShaderSystemInterface::materialCanBeModified(const std::string& name)
{
return GlobalMaterialManager().materialCanBeModified(name);
}
ScriptMaterial ShaderSystemInterface::createEmptyMaterial(const std::string& name)
{
return ScriptMaterial(GlobalMaterialManager().createEmptyMaterial(name));
}
ScriptMaterial ShaderSystemInterface::copyMaterial(const std::string& nameOfOriginal, const std::string& nameOfCopy)
{
return ScriptMaterial(GlobalMaterialManager().copyMaterial(nameOfOriginal, nameOfCopy));
}
bool ShaderSystemInterface::renameMaterial(const std::string& oldName, const std::string& newName)
{
return GlobalMaterialManager().renameMaterial(oldName, newName);
}
void ShaderSystemInterface::removeMaterial(const std::string& name)
{
GlobalMaterialManager().removeMaterial(name);
}
void ShaderSystemInterface::saveMaterial(const std::string& name)
{
GlobalMaterialManager().saveMaterial(name);
}
// IScriptInterface implementation
void ShaderSystemInterface::registerInterface(py::module& scope, py::dict& globals)
{
// Add the declaration for a Material object
py::class_<ScriptMaterial> material(scope, "Material");
// Add the old name as alias
scope.add_object("Shader", material);
// Expose the enums in the material scope
py::enum_<Material::SortRequest>(material, "SortRequest")
.value("SUBVIEW", Material::SORT_SUBVIEW)
.value("GUI", Material::SORT_GUI)
.value("BAD", Material::SORT_BAD)
.value("OPAQUE", Material::SORT_OPAQUE)
.value("PORTAL_SKY", Material::SORT_PORTAL_SKY)
.value("DECAL", Material::SORT_DECAL)
.value("FAR", Material::SORT_FAR)
.value("MEDIUM", Material::SORT_MEDIUM)
.value("CLOSE", Material::SORT_CLOSE)
.value("ALMOST_NEAREST", Material::SORT_ALMOST_NEAREST)
.value("NEAREST", Material::SORT_NEAREST)
.value("AFTER_FOG", Material::SORT_AFTER_FOG)
.value("POST_PROCESS", Material::SORT_POST_PROCESS)
.export_values();
py::enum_<Material::CullType>(material, "CullType")
.value("BACK", Material::CULL_BACK)
.value("FRONT", Material::CULL_FRONT)
.value("NONE", Material::CULL_NONE)
.export_values();
py::enum_<ClampType>(material, "ClampType")
.value("REPEAT", CLAMP_REPEAT)
.value("NOREPEAT", CLAMP_NOREPEAT)
.value("ZEROCLAMP", CLAMP_ZEROCLAMP)
.value("ALPHAZEROCLAMP", CLAMP_ALPHAZEROCLAMP)
.export_values();
py::enum_<Material::Flags>(material, "Flag")
.value("NOSHADOWS", Material::FLAG_NOSHADOWS)
.value("NOSELFSHADOW", Material::FLAG_NOSELFSHADOW)
.value("FORCESHADOWS", Material::FLAG_FORCESHADOWS)
.value("NOOVERLAYS", Material::FLAG_NOOVERLAYS)
.value("FORCEOVERLAYS", Material::FLAG_FORCEOVERLAYS)
.value("TRANSLUCENT", Material::FLAG_TRANSLUCENT)
.value("FORCEOPAQUE", Material::FLAG_FORCEOPAQUE)
.value("NOFOG", Material::FLAG_NOFOG)
.value("NOPORTALFOG", Material::FLAG_NOPORTALFOG)
.value("UNSMOOTHEDTANGENTS", Material::FLAG_UNSMOOTHEDTANGENTS)
.value("MIRROR", Material::FLAG_MIRROR)
.value("POLYGONOFFSET", Material::FLAG_POLYGONOFFSET)
.value("ISLIGHTGEMSURF", Material::FLAG_ISLIGHTGEMSURF)
.export_values();
py::enum_<Material::SurfaceFlags>(material, "SurfaceFlag")
.value("SOLID", Material::SURF_SOLID)
.value("OPAQUE", Material::SURF_OPAQUE)
.value("WATER", Material::SURF_WATER)
.value("PLAYERCLIP", Material::SURF_PLAYERCLIP)
.value("MONSTERCLIP", Material::SURF_MONSTERCLIP)
.value("MOVEABLECLIP", Material::SURF_MOVEABLECLIP)
.value("IKCLIP", Material::SURF_IKCLIP)
.value("BLOOD", Material::SURF_BLOOD)
.value("TRIGGER", Material::SURF_TRIGGER)
.value("AASSOLID", Material::SURF_AASSOLID)
.value("AASOBSTACLE", Material::SURF_AASOBSTACLE)
.value("FLASHLIGHT_TRIGGER", Material::SURF_FLASHLIGHT_TRIGGER)
.value("NONSOLID", Material::SURF_NONSOLID)
.value("NULLNORMAL", Material::SURF_NULLNORMAL)
.value("AREAPORTAL", Material::SURF_AREAPORTAL)
.value("NOCARVE", Material::SURF_NOCARVE)
.value("DISCRETE", Material::SURF_DISCRETE)
.value("NOFRAGMENT", Material::SURF_NOFRAGMENT)
.value("SLICK", Material::SURF_SLICK)
.value("COLLISION", Material::SURF_COLLISION)
.value("NOIMPACT", Material::SURF_NOIMPACT)
.value("NODAMAGE", Material::SURF_NODAMAGE)
.value("LADDER", Material::SURF_LADDER)
.value("NOSTEPS", Material::SURF_NOSTEPS)
.value("GUISURF", Material::SURF_GUISURF)
.value("ENTITYGUI", Material::SURF_ENTITYGUI)
.value("ENTITYGUI2", Material::SURF_ENTITYGUI2)
.value("ENTITYGUI3", Material::SURF_ENTITYGUI3)
.export_values();
material.def(py::init<const MaterialPtr&>());
material.def("getName", &ScriptMaterial::getName);
material.def("getShaderFileName", &ScriptMaterial::getShaderFileName);
material.def("setShaderFileName", &ScriptMaterial::setShaderFileName);
material.def("getDescription", &ScriptMaterial::getDescription);
material.def("getDefinition", &ScriptMaterial::getDefinition);
material.def("isVisible", &ScriptMaterial::isVisible);
material.def("isAmbientLight", &ScriptMaterial::isAmbientLight);
material.def("isBlendLight", &ScriptMaterial::isBlendLight);
material.def("isFogLight", &ScriptMaterial::isFogLight);
material.def("isNull", &ScriptMaterial::isNull);
material.def("getEditorImageExpressionString", &ScriptMaterial::getEditorImageExpressionString);
material.def("setEditorImageExpressionFromString", &ScriptMaterial::setEditorImageExpressionFromString);
material.def("getSortRequest", &ScriptMaterial::getSortRequest);
material.def("setSortRequest", static_cast<void(ScriptMaterial::*)(float)>(&ScriptMaterial::setSortRequest));
material.def("setSortRequest", static_cast<void(ScriptMaterial::*)(Material::SortRequest)>(&ScriptMaterial::setSortRequest));
material.def("resetSortRequest", &ScriptMaterial::resetSortRequest);
material.def("getPolygonOffset", &ScriptMaterial::getPolygonOffset);
material.def("setPolygonOffset", &ScriptMaterial::setPolygonOffset);
material.def("clearPolygonOffset", &ScriptMaterial::clearPolygonOffset);
material.def("getClampType", &ScriptMaterial::getClampType);
material.def("setClampType", &ScriptMaterial::setClampType);
material.def("getCullType", &ScriptMaterial::getCullType);
material.def("setCullType", &ScriptMaterial::setCullType);
material.def("getMaterialFlags", &ScriptMaterial::getMaterialFlags);
material.def("setMaterialFlag", &ScriptMaterial::setMaterialFlag);
material.def("clearMaterialFlag", &ScriptMaterial::clearMaterialFlag);
material.def("getSurfaceFlags", &ScriptMaterial::getSurfaceFlags);
material.def("setSurfaceFlag", &ScriptMaterial::setSurfaceFlag);
material.def("clearSurfaceFlag", &ScriptMaterial::clearSurfaceFlag);
// Expose the MaterialVisitor interface
py::class_<MaterialVisitor, MaterialVisitorWrapper> visitor(scope, "MaterialVisitor");
visitor.def(py::init<>());
visitor.def("visit", &MaterialVisitor::visit);
// Add the module declaration to the given python namespace
py::class_<ShaderSystemInterface> materialManager(scope, "MaterialManager");
materialManager.def("foreachMaterial", &ShaderSystemInterface::foreachMaterial);
materialManager.def("getMaterial", &ShaderSystemInterface::getMaterial);
materialManager.def("materialExists", &ShaderSystemInterface::materialExists);
materialManager.def("materialCanBeModified", &ShaderSystemInterface::materialCanBeModified);
materialManager.def("createEmptyMaterial", &ShaderSystemInterface::createEmptyMaterial);
materialManager.def("copyMaterial", &ShaderSystemInterface::copyMaterial);
materialManager.def("renameMaterial", &ShaderSystemInterface::renameMaterial);
materialManager.def("removeMaterial", &ShaderSystemInterface::removeMaterial);
materialManager.def("saveMaterial", &ShaderSystemInterface::saveMaterial);
scope.add_object("ShaderVisitor", visitor); // old compatibility name
materialManager.def("foreachShader", &ShaderSystemInterface::foreachMaterial); // old compatibility name
materialManager.def("getMaterialForName", &ShaderSystemInterface::getMaterial); // old compatibility name
// Now point the Python variable "GlobalMaterialManager" to this instance
globals["GlobalMaterialManager"] = this;
}
} // namespace script