/*
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* Copyright (C) 2021 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "resource-loader.hpp"
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#include "resource-manager.hpp"
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#include "renderer/material.hpp"
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#include "renderer/material-flags.hpp"
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#include <nlohmann/json.hpp>
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#include <physfs.h>
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#include <utility>
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#include <type_traits>
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#include <string>
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template <typename T>
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static bool read_value(T* value, const nlohmann::json& json, const std::string& name)
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{
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if (auto element = json.find(name); element != json.end())
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{
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*value = element.value().get<T>();
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return true;
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}
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return false;
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}
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static bool load_texture_2d_property(resource_manager* resource_manager, material* material, const std::string& name, const nlohmann::json& json)
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{
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// If JSON element is an array
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if (json.is_array())
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{
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// Determine size of the array
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std::size_t array_size = json.size();
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// Create property
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material_property<const gl::texture_2d*>* property = material->add_property<const gl::texture_2d*>(name, array_size);
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// Load textures
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std::size_t i = 0;
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for (const auto& element: json)
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{
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std::string filename = element.get<std::string>();
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const gl::texture_2d* texture = resource_manager->load<gl::texture_2d>(filename);
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property->set_value(i++, texture);
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}
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}
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else
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{
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// Create property
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material_property<const gl::texture_2d*>* property = material->add_property<const gl::texture_2d*>(name);
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// Load texture
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std::string filename = json.get<std::string>();
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const gl::texture_2d* texture = resource_manager->load<gl::texture_2d>(filename);
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property->set_value(texture);
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}
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return true;
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}
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static bool load_texture_cube_property(resource_manager* resource_manager, material* material, const std::string& name, const nlohmann::json& json)
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{
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return false;
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}
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template <typename T>
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static bool load_scalar_property(material* material, const std::string& name, const nlohmann::json& json)
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{
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// If JSON element is an array
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if (json.is_array())
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{
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// Determine size of the array
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std::size_t array_size = json.size();
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// Create property
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material_property<T>* property = material->add_property<T>(name, array_size);
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// Set property values
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std::size_t i = 0;
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for (const auto& element: json)
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property->set_value(i++, element.get<T>());
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}
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else
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{
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// Create property
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material_property<T>* property = material->add_property<T>(name);
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// Set property value
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property->set_value(json.get<T>());
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}
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return true;
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}
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template <typename T>
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static bool load_vector_property(material* material, const std::string& name, std::size_t vector_size, const nlohmann::json& json)
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{
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// If JSON element is an array of arrays
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if (json.is_array() && json.begin().value().is_array())
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{
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// Determine size of the array
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std::size_t array_size = json.size();
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// Create property
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material_property<T>* property = material->add_property<T>(name, array_size);
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// For each vector in the array
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std::size_t i = 0;
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for (const auto& vector_element: json)
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{
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// Read vector elements
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T value;
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std::size_t j = 0;
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for (const auto& value_element: vector_element)
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value[j++] = value_element.get<typename T::scalar_type>();
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// Set property values
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property->set_value(i++, value);
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}
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}
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else
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{
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// Create property
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material_property<T>* property = material->add_property<T>(name);
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// Read vector elements
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T value;
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std::size_t i = 0;
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for (const auto& value_element: json)
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value[i++] = value_element.get<typename T::scalar_type>();
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// Set property values
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property->set_value(value);
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}
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return true;
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}
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template <typename T>
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static bool load_matrix_property(material* material, const std::string& name, std::size_t column_count, std::size_t row_count, const nlohmann::json& json)
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{
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// If JSON element is an array of arrays of arrays
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if (json.is_array() && json.begin().value().is_array())
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{
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if (json.begin().value().begin().value().is_array())
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{
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// Determine size of the array
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std::size_t array_size = json.size();
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// Create property
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material_property<T>* property = material->add_property<T>(name, array_size);
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// For each matrix in the array
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std::size_t i = 0;
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for (const auto& matrix_element: json)
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{
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// Read vector elements
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T value;
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std::size_t j = 0;
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for (const auto& column_element: matrix_element)
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{
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std::size_t k = 0;
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for (const auto& row_element: column_element)
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{
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value[j][k] = row_element.get<typename T::element_type>();
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++k;
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}
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++j;
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}
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// Set property values
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property->set_value(i, value);
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++i;
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}
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return true;
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}
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else
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{
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// Create property
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material_property<T>* property = material->add_property<T>(name);
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// Read matrix elements
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T value;
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std::size_t i = 0;
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for (const auto& column_element: json)
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{
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std::size_t j = 0;
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for (const auto& row_element: column_element)
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{
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value[i][j] = row_element.get<typename T::element_type>();
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++j;
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}
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++i;
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}
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// Set property values
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property->set_value(value);
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return true;
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}
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}
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return false;
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}
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template <>
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material* resource_loader<material>::load(resource_manager* resource_manager, PHYSFS_File* file)
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{
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// Read file into buffer
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std::size_t size = static_cast<int>(PHYSFS_fileLength(file));
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std::string buffer;
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buffer.resize(size);
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PHYSFS_readBytes(file, &buffer[0], size);
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// Parse json from file buffer
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nlohmann::json json = nlohmann::json::parse(buffer, nullptr, true, true);
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// Allocate material
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material* material = new ::material();
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// Read shader filename
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std::string shader_filename;
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if (read_value(&shader_filename, json, "shader"))
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{
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// Load shader program
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gl::shader_program* program = resource_manager->load<gl::shader_program>(shader_filename);
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material->set_shader_program(program);
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}
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// Init material flags
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std::uint32_t flags = 0;
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// Read blend mode
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std::string blend_mode;
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read_value(&blend_mode, json, "blend_mode");
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if (blend_mode == "alpha_blend")
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flags |= MATERIAL_FLAG_TRANSLUCENT;
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else
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flags |= MATERIAL_FLAG_OPAQUE;
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// Read shadow mode
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std::string shadow_mode;
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read_value(&shadow_mode, json, "shadow_mode");
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if (shadow_mode == "none")
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flags |= MATERIAL_FLAG_NOT_SHADOW_CASTER;
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else
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flags |= MATERIAL_FLAG_SHADOW_CASTER;
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// Read cull mode
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std::string cull_mode;
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read_value(&cull_mode, json, "cull_mode");
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if (cull_mode == "none")
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flags |= MATERIAL_FLAG_FRONT_AND_BACK_FACES;
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else if (cull_mode == "front")
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flags |= MATERIAL_FLAG_BACK_FACES;
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else
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flags |= MATERIAL_FLAG_FRONT_FACES;
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// Read depth mode
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std::string depth_mode;
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read_value(&depth_mode, json, "depth_mode");
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if (depth_mode == "in_front")
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flags |= MATERIAL_FLAG_X_RAY;
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// Read decal mode
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std::string decal_mode;
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read_value(&decal_mode, json, "decal_mode");
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if (decal_mode == "decal")
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flags |= MATERIAL_FLAG_DECAL;
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else if (decal_mode == "surface")
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flags |= MATERIAL_FLAG_DECAL_SURFACE;
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// Set material flags
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material->set_flags(flags);
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// Read material properties
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if (auto properties_element = json.find("properties"); properties_element != json.end())
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{
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for (const auto& property_element: properties_element.value())
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{
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// Read property name
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std::string name;
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if (!read_value(&name, property_element, "name"))
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// Ignore nameless properties
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continue;
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// Read property type
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std::string type;
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if (!read_value(&type, property_element, "type"))
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// Ignore typeless properties
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continue;
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// Find value element
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auto value_element = property_element.find("value");
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if (value_element == property_element.end())
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// Ignore valueless properties
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continue;
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// If property type is a 2D texture
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if (type == "texture_2d")
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{
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load_texture_2d_property(resource_manager, material, name, value_element.value());
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}
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// If property type is a cubic texture
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else if (type == "texture_cube")
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{
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load_texture_cube_property(resource_manager, material, name, value_element.value());
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}
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// If property type is a matrix
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else if (type[type.size() - 2] == 'x' &&
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std::isdigit(type[type.size() - 3]) &&
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std::isdigit(type.back()))
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{
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std::size_t columns = std::stoul(type.substr(type.size() - 3, 1));
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std::size_t rows = std::stoul(type.substr(type.size() - 1, 1));
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if (type.find("float") != std::string::npos)
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{
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if (size == 2)
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load_matrix_property<float2x2>(material, name, columns, rows, value_element.value());
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else if (size == 3)
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load_matrix_property<float3x3>(material, name, columns, rows, value_element.value());
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else if (size == 4)
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load_matrix_property<float4x4>(material, name, columns, rows, value_element.value());
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}
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}
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// If property type is a vector
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else if (std::isdigit(type.back()))
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{
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std::size_t size = std::stoul(type.substr(type.size() - 1, 1));
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if (type.find("float") != std::string::npos)
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{
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if (size == 2)
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load_vector_property<float2>(material, name, size, value_element.value());
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else if (size == 3)
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load_vector_property<float3>(material, name, size, value_element.value());
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else if (size == 4)
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load_vector_property<float4>(material, name, size, value_element.value());
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}
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else if (type.find("uint") != std::string::npos)
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{
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if (size == 2)
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load_vector_property<uint2>(material, name, size, value_element.value());
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else if (size == 3)
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load_vector_property<uint3>(material, name, size, value_element.value());
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else if (size == 4)
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load_vector_property<uint4>(material, name, size, value_element.value());
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}
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else if (type.find("int") != std::string::npos)
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{
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if (size == 2)
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load_vector_property<int2>(material, name, size, value_element.value());
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else if (size == 3)
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load_vector_property<int3>(material, name, size, value_element.value());
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else if (size == 4)
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load_vector_property<int4>(material, name, size, value_element.value());
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}
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else if (type.find("bool") != std::string::npos)
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{
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if (size == 2)
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load_vector_property<bool2>(material, name, size, value_element.value());
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else if (size == 3)
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load_vector_property<bool3>(material, name, size, value_element.value());
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else if (size == 4)
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load_vector_property<bool4>(material, name, size, value_element.value());
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}
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}
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// If property type is a scalar
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else
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{
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if (type.find("float") != std::string::npos)
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load_scalar_property<float>(material, name, value_element.value());
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else if (type.find("uint") != std::string::npos)
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load_scalar_property<unsigned int>(material, name, value_element.value());
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else if (type.find("int") != std::string::npos)
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load_scalar_property<int>(material, name, value_element.value());
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else if (type.find("bool") != std::string::npos)
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load_scalar_property<bool>(material, name, value_element.value());
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}
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}
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}
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// Update material tweens
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material->update_tweens();
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return material;
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}
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