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00032 #include <vlGraphics/expandResourceDatabase.hpp>
00033 #include <vlCore/ResourceDatabase.hpp>
00034 #include <vlGraphics/Actor.hpp>
00035 #include <vlGraphics/Camera.hpp>
00036 #include <vlGraphics/Light.hpp>
00037 #include <vlGraphics/ClipPlane.hpp>
00038 #include <set>
00039 #include <algorithm>
00040
00041 using namespace vl;
00042
00043 namespace
00044 {
00045 struct expanded_res
00046 {
00047 std::set< ref<Renderable> > ren;
00048 std::set< ref<Actor> > act;
00049 std::set< ref<Transform> > tr;
00050 std::set< ref<Effect> > fx;
00051 std::set< ref<Shader> > sh;
00052 std::set< ref<RenderState> > rs;
00053 std::set< ref<Uniform> > un;
00054 std::set< ref<Viewport> > vp;
00055 std::set< ref<Camera> > cam;
00056 std::set< ref<Object> > misc;
00057 };
00058
00059 std::vector< ref<RenderState> > sortRenderStates(const std::set< ref<RenderState> >& rs_set)
00060 {
00061 std::vector< ref<RenderState> > rs;
00062 rs.insert( rs.end(), rs_set.begin(), rs_set.end() );
00063
00064
00065 struct rs_less
00066 {
00067 static bool compare(const ref<RenderState>& a, const ref<RenderState>& b)
00068 {
00069 return a->type() < b->type();
00070 }
00071 };
00072
00073 std::sort( rs.begin(), rs.end(), rs_less::compare );
00074 return rs;
00075 }
00076
00077 void expandShader(Shader* shader, expanded_res& set)
00078 {
00079
00080 set.sh.insert( shader );
00081
00082 if (shader->getUniformSet())
00083 for(size_t i=0; i<shader->uniforms().size(); ++i)
00084 set.un.insert(shader->uniforms()[i].get());
00085
00086 if (shader->getRenderStateSet())
00087 for(size_t i=0; i<shader->renderStatesCount(); ++i)
00088 set.rs.insert( shader->renderStates()[i].mRS );
00089 }
00090
00091 void expandEffect(Effect* fx, expanded_res& set)
00092 {
00093
00094 set.fx.insert(fx);
00095
00096 for(int i=0; i<VL_MAX_EFFECT_LOD; ++i)
00097 {
00098 if( fx->lod(i) )
00099 {
00100 for(int j=0; j<fx->lod(i)->size(); ++j)
00101 {
00102 Shader* shader = fx->lod(i)->at(j);
00103 set.sh.insert( shader );
00104 expandShader(shader, set);
00105 }
00106 }
00107 }
00108 }
00109
00110 void expandActor(Actor* actor, expanded_res& set)
00111 {
00112
00113 set.act.insert( actor );
00114
00115 if (actor->transform())
00116 set.tr.insert( actor->transform() );
00117
00118 if (actor->getUniformSet())
00119 for(size_t i=0; i<actor->uniforms().size(); ++i)
00120 set.un.insert(actor->uniforms()[i].get());
00121
00122 for(int i=0; i<VL_MAX_ACTOR_LOD; ++i)
00123 if ( actor->lod(i) )
00124 set.ren.insert( actor->lod(i) );
00125
00126 if (actor->effect())
00127 expandEffect(actor->effect(), set);
00128 }
00129 }
00130
00131
00132 void vl::expandResourceDatabase(ResourceDatabase* db)
00133 {
00134 expanded_res set;
00135
00136 for(size_t i=0; i<db->resources().size(); ++i)
00137 {
00138 Object* res = db->resources()[i].get();
00139
00140 if( res->isOfType( Renderable::Type() ) )
00141 set.ren.insert( res->as<Renderable>() );
00142 else
00143 if( res->isOfType( Actor::Type() ) )
00144 expandActor(res->as<Actor>(), set);
00145 else
00146 if( res->isOfType( Transform::Type() ) )
00147 set.tr.insert( res->as<Transform>() );
00148 else
00149 if( res->isOfType( Effect::Type() ) )
00150 expandEffect( res->as<Effect>(), set );
00151 else
00152 if( res->isOfType( Shader::Type() ) )
00153 expandShader( res->as<Shader>(), set );
00154 else
00155 if( res->isOfType( RenderState::Type() ) )
00156 set.rs.insert( res->as<RenderState>() );
00157 else
00158 if( res->isOfType( Uniform::Type() ) )
00159 set.un.insert( res->as<Uniform>() );
00160 else
00161 if( res->isOfType( Viewport::Type() ) )
00162 set.vp.insert( res->as<Viewport>() );
00163 else
00164 if( res->isOfType( Camera::Type() ) )
00165 {
00166 Camera* camera = res->as<Camera>();
00167 set.cam.insert( camera );
00168 if ( camera->viewport() )
00169 set.vp.insert( camera->viewport() );
00170 if ( camera->boundTransform() )
00171 set.tr.insert( camera->boundTransform() );
00172 }
00173 else
00174 set.misc.insert( res );
00175 }
00176
00177
00178 db->resources().clear();
00179 db->resources().insert( db->resources().end(), set.vp.begin(), set.vp.end() );
00180 db->resources().insert( db->resources().end(), set.cam.begin(), set.cam.end() );
00181 db->resources().insert( db->resources().end(), set.tr.begin(), set.tr.end() );
00182 std::vector< ref<RenderState> > sorted_rs = sortRenderStates( set.rs );
00183 db->resources().insert( db->resources().end(), sorted_rs.begin(), sorted_rs.end() );
00184 db->resources().insert( db->resources().end(), set.un.begin(), set.un.end() );
00185 db->resources().insert( db->resources().end(), set.sh.begin(), set.sh.end() );
00186 db->resources().insert( db->resources().end(), set.fx.begin(), set.fx.end() );
00187 db->resources().insert( db->resources().end(), set.ren.begin(), set.ren.end() );
00188 db->resources().insert( db->resources().end(), set.act.begin(), set.act.end() );
00189 db->resources().insert( db->resources().end(), set.misc.begin(), set.misc.end() );
00190 }