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path: root/src/osd/modules/render/bgfx/effectreader.cpp
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#include <string>

#include <bgfx/bgfx.h>

#include "emu.h"

#include "effect.h"
#include "blendreader.h"
#include "depthreader.h"
#include "cullreader.h"
#include "writereader.h"
#include "shadermanager.h"
#include "uniformreader.h"

#include "effectreader.h"

bgfx_effect* effect_reader::read_from_value(shader_manager& shaders, const Value& value)
{
    validate_parameters(value);

    uint64_t blend = blend_reader::read_from_value(value["blend"]);
    uint64_t depth = depth_reader::read_from_value(value["depth"]);
    uint64_t cull = cull_reader::read_from_value(value["cull"]);
    uint64_t write = write_reader::read_from_value(value["write"]);

    std::vector<bgfx_uniform*> uniforms;
    const Value& uniform_array = value["uniforms"];
    for (UINT32 i = 0; i < uniform_array.Size(); i++)
    {
        uniforms.push_back(uniform_reader::read_from_value(uniform_array[i]));
    }

    std::string vertex_name(value["vertex"].GetString());
	bgfx::ShaderHandle vertex_shader = shaders.shader(vertex_name);

	std::string fragment_name("");
	if (value.HasMember("fragment"))
	{
    	fragment_name = value["fragment"].GetString();
	}
	else if (value.HasMember("pixel"))
	{
    	fragment_name = value["pixel"].GetString();
	}
	bgfx::ShaderHandle fragment_shader = shaders.shader(fragment_name);

    return new bgfx_effect(blend | depth | cull | write, vertex_shader, fragment_shader, uniforms);
}

void effect_reader::validate_parameters(const Value& value)
{
    assert(value.HasMember("blend"));
    assert(value.HasMember("depth"));
    assert(value.HasMember("cull"));
    assert(value.HasMember("write"));
    assert(value.HasMember("vertex"));
    assert(value["vertex"].IsString());
    assert(value.HasMember("fragment") || value.HasMember("pixel"));
    if (value.HasMember("fragment"))
    {
    	assert(value["fragment"].IsString());
	}
    if (value.HasMember("pixel"))
    {
    	assert(value["pixel"].IsString());
	}
    assert(value.HasMember("uniforms"));
    assert(value["uniforms"].IsArray());
}