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#include <string>
#include "emu.h"
#include "passreader.h"
#include "texturemanager.h"
#include "targetmanager.h"
#include "effectmanager.h"
#include "pass.h"
bgfx_pass* pass_reader::read_from_value(const Value& value, texture_manager& textures, target_manager& targets, effect_manager& effects)
{
validate_parameters(value);
bgfx_effect* effect = effects.effect(value["effect"].GetString());
std::vector<bgfx_texture*> inputs;
if (value.HasMember("input"))
{
const Value& input_array = value["input"];
for (UINT32 i = 0; i < input_array.Size(); i++)
{
inputs.push_back(textures.texture(input_array[i].GetString()));
}
}
bgfx_target* output = targets.target(value["output"].GetString());
return new bgfx_pass(value["name"].GetString(), effect, inputs, output);
}
void pass_reader::validate_parameters(const Value& value)
{
assert(value.HasMember("name"));
assert(value["name"].IsString());
assert(value.HasMember("output"));
assert(value["output"].IsString());
assert(value.HasMember("effect"));
assert(value["effect"].IsString());
if (value.HasMember("input"))
{
const Value& input_array = value["input"];
for (int i = 0; i < input_array.Size(); i++)
{
assert(uniform_array[i].IsString());
}
}
}
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