1 #include <msp/datafile/builtinsource.h>
2 #include <msp/fs/utils.h>
3 #include <msp/gl/extensions/sgis_generate_mipmap.h>
13 #include "programcompiler.h"
14 #include "resourcemanager.h"
15 #include "resources.h"
16 #include "technique.h"
17 #include "texture1d.h"
18 #include "texture2d.h"
19 #include "texture2darray.h"
20 #include "texturecube.h"
27 void init_shaderlib(DataFile::BuiltinSource &);
29 Resources::Resources():
30 default_tex_filter(SGIS_generate_mipmap ? LINEAR_MIPMAP_LINEAR : LINEAR),
31 srgb_conversion(false),
34 add_type<Animation>().suffix(".anim").keyword("animation");
35 add_type<Armature>().suffix(".arma").keyword("armature");
36 add_type<Font>().keyword("font");
37 add_type<KeyFrame>().suffix(".kframe").keyword("keyframe");
38 add_type<Material>().suffix(".mat").keyword("material");
39 add_type<Mesh>().keyword("mesh").creator(&Resources::create_mesh);
40 add_type<Object>().keyword("object");
41 add_type<Pose>().keyword("pose");
42 add_type<Program>().keyword("shader").suffix(".glsl").creator(&Resources::create_program);
43 add_type<Technique>().suffix(".tech").keyword("technique");
44 add_type<Texture1D>().base<Texture>().suffix(".tex1d").keyword("texture1d");
45 add_type<Texture2D>().base<Texture>().suffix(".tex2d").suffix(".png").suffix(".jpg").keyword("texture2d").creator(&Resources::create_texture2d);
46 add_type<Texture3D>().base<Texture>().suffix(".tex3d").keyword("texture3d");
47 add_type<TextureCube>().base<Texture>().suffix(".texcb").keyword("texture_cube");
48 add_type<Texture2DArray>().base<Texture>().suffix(".tex2da").keyword("texture2d_array");
50 add_source(get_builtins());
53 const DataFile::CollectionSource &Resources::get_builtins()
55 static DataFile::BuiltinSource builtins;
56 bool init_done = false;
60 init_shaderlib(builtins);
67 void Resources::set_default_texture_filter(TextureFilter tf)
69 default_tex_filter = tf;
72 void Resources::set_srgb_conversion(bool c)
77 void Resources::set_resource_manager(ResourceManager *m)
82 Mesh *Resources::create_mesh(const string &name)
87 if(RefPtr<IO::Seekable> io = open_from_sources(name))
89 RefPtr<GL::Mesh> mesh = new GL::Mesh(resource_manager);
90 resource_manager->set_resource_location(*mesh, *this, name);
91 return mesh.release();
97 Texture2D *Resources::create_texture2d(const string &name)
99 string ext = FS::extpart(name);
103 if(RefPtr<IO::Seekable> io = open_from_sources(name))
105 Graphics::Image image;
106 if(!resource_manager)
109 RefPtr<GL::Texture2D> tex = new GL::Texture2D(resource_manager);
111 if(is_mipmapped(default_tex_filter))
113 tex->set_generate_mipmap(true);
114 tex->set_mag_filter(LINEAR);
117 tex->set_mag_filter(default_tex_filter);
118 tex->set_min_filter(default_tex_filter);
121 resource_manager->set_resource_location(*tex, *this, name);
123 tex->image(image, srgb_conversion);
124 return tex.release();
130 Program *Resources::create_program(const string &name)
132 string ext = FS::extpart(name);
136 if(RefPtr<IO::Seekable> io = open_from_sources(name))
138 ProgramCompiler compiler;
139 compiler.compile(*io, this);
140 RefPtr<Program> program = new Program;
141 compiler.add_shaders(*program);
143 return program.release();