#include <msp/fs/utils.h>
#include "animation.h"
#include "armature.h"
+#include "backend.h"
#include "basicmaterial.h"
#include "camera.h"
#include "directionallight.h"
Resources *Resources::global_resources = 0;
Resources::Resources(bool set_as_global):
- srgb_conversion(false),
resource_manager(0)
{
add_type<Animation>().suffix(".anim").keyword("animation");
.creator([this](const string &n){ return create_mesh(n); })
.notify(&set_debug_name<Mesh>);
add_type<Module>().suffix(".glsl").suffix(".spv")
- .creator([this](const string &n){ return create_module(n); });
+ .creator([this](const string &n){ return create_module(n); })
+ .notify(&set_debug_name<Module>);
add_type<Object>().base<Renderable>().keyword("object");
add_type<OccludedScene>().base<Scene>().base<Renderable>().suffix(".scene")
.creator([this](const string &n) -> OccludedScene * { create_generic<Scene>(n); return 0; });
return builtins;
}
-void Resources::set_srgb_conversion(bool c)
-{
- srgb_conversion = c;
-}
-
void Resources::set_resource_manager(ResourceManager *m)
{
resource_manager = m;
{
if(ext==".glsl")
{
- RefPtr<GlslModule> module = new GlslModule;
+ RefPtr<Module> module;
+ if(get_backend_api()==VULKAN)
+ module = new SpirVModule;
+ else
+ module = new GlslModule;
module->load_source(*io, this, name);
return module.release();
}