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Give meshes a higher priority when loading
[libs/gl.git] / source / resources.cpp
1 #include <msp/fs/utils.h>
2 #include <msp/gl/extensions/sgis_generate_mipmap.h>
3 #include "animation.h"
4 #include "armature.h"
5 #include "font.h"
6 #include "keyframe.h"
7 #include "material.h"
8 #include "mesh.h"
9 #include "object.h"
10 #include "pose.h"
11 #include "program.h"
12 #include "resourcemanager.h"
13 #include "resources.h"
14 #include "technique.h"
15 #include "texture2d.h"
16 #include "texturecube.h"
17
18 using namespace std;
19
20 namespace Msp {
21 namespace GL {
22
23 Resources::Resources():
24         default_tex_filter(SGIS_generate_mipmap ? LINEAR_MIPMAP_LINEAR : LINEAR),
25         srgb_conversion(false),
26         resource_manager(0)
27 {
28         add_type<Animation>().suffix(".anim").keyword("animation");
29         add_type<Armature>().suffix(".arma").keyword("armature");
30         add_type<Font>().keyword("font");
31         add_type<KeyFrame>().suffix(".kframe").keyword("keyframe");
32         add_type<Material>().suffix(".mat").keyword("material");
33         add_type<Mesh>().keyword("mesh").creator(&Resources::create_mesh);
34         add_type<Object>().keyword("object");
35         add_type<Pose>().keyword("pose");
36         add_type<Program>().keyword("shader");
37         add_type<Technique>().suffix(".tech").keyword("technique");
38         add_type<Texture2D>().base<Texture>().suffix(".tex2d").suffix(".png").suffix(".jpg").keyword("texture2d").creator(&Resources::create_texture2d);
39         add_type<TextureCube>().base<Texture>().suffix(".texcb").keyword("texture_cube");
40 }
41
42 void Resources::set_default_texture_filter(TextureFilter tf)
43 {
44         default_tex_filter = tf;
45 }
46
47 void Resources::set_srgb_conversion(bool c)
48 {
49         srgb_conversion = c;
50 }
51
52 void Resources::set_resource_manager(ResourceManager *m)
53 {
54         resource_manager = m;
55 }
56
57 Mesh *Resources::create_mesh(const string &name)
58 {
59         if(!resource_manager)
60                 return 0;
61
62         if(RefPtr<IO::Seekable> io = open_from_sources(name))
63         {
64                 RefPtr<GL::Mesh> mesh = new GL::Mesh(resource_manager);
65                 resource_manager->set_resource_location(*mesh, *this, name);
66                 return mesh.release();
67         }
68
69         return 0;
70 }
71
72 Texture2D *Resources::create_texture2d(const string &name)
73 {
74         string ext = FS::extpart(name);
75         if(ext==".tex2d")
76                 return 0;
77
78         if(RefPtr<IO::Seekable> io = open_from_sources(name))
79         {
80                 Graphics::Image image;
81                 if(!resource_manager)
82                         image.load_io(*io);
83
84                 RefPtr<GL::Texture2D> tex = new GL::Texture2D(resource_manager);
85
86                 if(default_tex_filter==NEAREST_MIPMAP_NEAREST || default_tex_filter==NEAREST_MIPMAP_LINEAR ||
87                         default_tex_filter==LINEAR_MIPMAP_NEAREST || default_tex_filter==LINEAR_MIPMAP_LINEAR)
88                 {
89                         tex->set_generate_mipmap(true);
90                         tex->set_mag_filter(LINEAR);
91                 }
92                 else
93                         tex->set_mag_filter(default_tex_filter);
94                 tex->set_min_filter(default_tex_filter);
95
96                 if(resource_manager)
97                         resource_manager->set_resource_location(*tex, *this, name);
98                 else
99                         tex->image(image, srgb_conversion);
100                 return tex.release();
101         }
102
103         return 0;
104 }
105
106 } // namespace GL
107 } // namespace Msp