#include "lighting.h"
#include "material.h"
#include "mesh.h"
+#include "module.h"
#include "object.h"
#include "pipelinetemplate.h"
#include "pose.h"
namespace GL {
void init_shaderlib(DataFile::BuiltinSource &);
+void init_builtin_data(DataFile::BuiltinSource &);
Resources::Resources():
default_tex_filter(Texture::can_generate_mipmap() ? LINEAR_MIPMAP_LINEAR : LINEAR),
add_type<Lighting>().suffix(".lightn").keyword("lighting");
add_type<Material>().suffix(".mat").creator(&Resources::create_material);
add_type<Mesh>().keyword("mesh").creator(&Resources::create_mesh);
+ add_type<Module>().suffix(".glsl").creator(&Resources::create_module);
add_type<Object>().keyword("object");
add_type<PipelineTemplate>().suffix(".pipe").keyword("pipeline");
add_type<Pose>().keyword("pose");
- add_type<Program>().keyword("shader").suffix(".glsl").creator(&Resources::create_program);
+ add_type<Program>().keyword("shader").creator(&Resources::create_program);
add_type<Sampler>().suffix(".samp").keyword("sampler");
add_type<Technique>().suffix(".tech").keyword("technique");
add_type<Texture1D>().base<Texture>().suffix(".tex1d").keyword("texture1d");
if(!init_done)
{
+ init_builtin_data(builtins);
init_shaderlib(builtins);
init_done = true;
}
if(RefPtr<IO::Seekable> io = open_raw(name))
{
- Graphics::Image image;
- if(!resource_manager)
- image.load_io(*io);
-
- RefPtr<Texture2D> tex = new Texture2D(resource_manager);
+ RefPtr<Texture2D> tex;
if(ext==".tex2d")
{
+ tex = new Texture2D(resource_manager);
DataFile::Parser parser(*io, name);
Texture2D::Loader ldr(*tex, *this);
ldr.load(parser);
}
else
{
+ // Verify that the image is loadable
+ Graphics::Image image;
+ if(!resource_manager)
+ image.load_io(*io);
+
+ tex = new Texture2D(resource_manager);
Sampler &samp = tex->get_default_sampler();
if(is_mipmapped(default_tex_filter))
{
samp.set_mag_filter(default_tex_filter);
samp.set_min_filter(default_tex_filter);
samp.set_max_anisotropy(default_tex_anisotropy);
+
+ if(resource_manager)
+ resource_manager->set_resource_location(*tex, *this, name);
+ else
+ tex->image(image);
}
- if(resource_manager)
- resource_manager->set_resource_location(*tex, *this, name);
- else
- tex->image(image);
return tex.release();
}
return 0;
}
-Program *Resources::create_program(const string &name)
+Module *Resources::create_module(const string &name)
{
string ext = FS::extpart(name);
- if(ext==".shader")
+ if(ext!=".glsl")
return 0;
if(RefPtr<IO::Seekable> io = open_raw(name))
{
- SL::Compiler compiler;
- compiler.load_source(*io, this, name);
- compiler.compile();
- RefPtr<Program> program = new Program;
- compiler.add_shaders(*program);
- program->link();
- return program.release();
+ if(ext==".glsl")
+ {
+ RefPtr<GlslModule> module = new GlslModule;
+ module->load_source(*io, this, name);
+ return module.release();
+ }
+ }
+
+ return 0;
+}
+
+Program *Resources::create_program(const string &name)
+{
+ string ext = FS::extpart(name);
+ string base = FS::basepart(name);
+ string ext2 = FS::extpart(base);
+ if(ext==".shader" && ext2==".glsl")
+ {
+ Module &module = get<Module>(base);
+ RefPtr<Program> shprog = new Program;
+ shprog->add_stages(module);
+ shprog->link();
+ return shprog.release();
}
return 0;