#include "animation.h"
#include "armature.h"
#include "camera.h"
+#include "error.h"
#include "font.h"
#include "keyframe.h"
+#include "light.h"
#include "lighting.h"
#include "material.h"
#include "mesh.h"
void init_shaderlib(DataFile::BuiltinSource &);
void init_builtin_data(DataFile::BuiltinSource &);
-Resources::Resources():
+Resources *Resources::global_resources = 0;
+
+Resources::Resources(bool set_as_global):
default_tex_filter(Texture::can_generate_mipmap() ? LINEAR_MIPMAP_LINEAR : LINEAR),
default_tex_anisotropy(1.0f),
srgb_conversion(false),
add_type<Camera>().keyword("camera");
add_type<Font>().keyword("font");
add_type<KeyFrame>().suffix(".kframe").keyword("keyframe");
+ add_type<Light>().keyword("light");
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").suffix(".spv").creator(&Resources::create_module);
+ add_type<Material>().suffix(".mat")
+ .creator(&Resources::create_material).notify(&Resources::set_debug_name<Material>);
+ add_type<Mesh>().keyword("mesh")
+ .creator(&Resources::create_mesh).notify(&Resources::set_debug_name<Mesh>);
+ add_type<Module>().suffix(".glsl").suffix(".spv")
+ .creator(&Resources::create_module);
add_type<Object>().keyword("object");
add_type<SequenceTemplate>().suffix(".seq").keyword("sequence");
add_type<Pose>().keyword("pose");
- add_type<Program>().keyword("shader").creator(&Resources::create_program);
- add_type<Sampler>().suffix(".samp").keyword("sampler");
- add_type<Scene>().suffix(".scene").creator(&Resources::create_scene);
- add_type<Technique>().suffix(".tech").keyword("technique");
- add_type<Texture1D>().base<Texture>().suffix(".tex1d").keyword("texture1d");
- add_type<Texture2D>().base<Texture>().suffix(".tex2d").suffix(".png").suffix(".jpg").keyword("texture2d").creator(&Resources::create_texture2d);
- add_type<Texture3D>().base<Texture>().suffix(".tex3d").keyword("texture3d");
- add_type<TextureCube>().base<Texture>().suffix(".texcb").keyword("texture_cube");
- add_type<Texture2DArray>().base<Texture>().suffix(".tex2da").keyword("texture2d_array");
+ add_type<Program>().keyword("shader")
+ .creator(&Resources::create_program).notify(&Resources::set_debug_name<Program>);
+ add_type<Sampler>().suffix(".samp").keyword("sampler")
+ .notify(&Resources::set_debug_name<Sampler>);
+ add_type<Scene>().suffix(".scene")
+ .creator(&Resources::create_scene);
+ add_type<Technique>().suffix(".tech").keyword("technique")
+ .notify(&Resources::set_debug_name<Technique>);
+ add_type<Texture1D>().base<Texture>().suffix(".tex1d").keyword("texture1d")
+ .notify(&Resources::set_debug_name<Texture1D>);
+ add_type<Texture2D>().base<Texture>().suffix(".tex2d").suffix(".png").suffix(".jpg").keyword("texture2d")
+ .creator(&Resources::create_texture2d).notify(&Resources::set_debug_name<Texture2D>);
+ add_type<Texture3D>().base<Texture>().suffix(".tex3d").keyword("texture3d")
+ .notify(&Resources::set_debug_name<Texture3D>);
+ add_type<TextureCube>().base<Texture>().suffix(".texcb").keyword("texture_cube")
+ .notify(&Resources::set_debug_name<TextureCube>);
+ add_type<Texture2DArray>().base<Texture>().suffix(".tex2da").keyword("texture2d_array")
+ .notify(&Resources::set_debug_name<Texture2DArray>);
add_source(get_builtins());
+
+ if(set_as_global && !global_resources)
+ global_resources = this;
+}
+
+Resources::~Resources()
+{
+ if(this==global_resources)
+ global_resources = 0;
+}
+
+Resources &Resources::get_global()
+{
+ if(!global_resources)
+ throw invalid_operation("no global resources");
+ return *global_resources;
}
const DataFile::CollectionSource &Resources::get_builtins()
return module.release();
}
}
+ else if(ext==".spv")
+ {
+ if((io = open_raw(FS::basepart(name)+".glsl")))
+ {
+ RefPtr<SpirVModule> module = new SpirVModule;
+ module->load_source(*io, this, name);
+ return module.release();
+ }
+ }
return 0;
}
return 0;
}
+template<typename T>
+void Resources::set_debug_name(const string &name, T &item)
+{
+#ifdef DEBUG
+ item.set_debug_name(name);
+#endif
+}
+
+
+Resources::Loader::Loader(Resources &r):
+ DerivedObjectLoader<Resources, Collection::Loader>(r)
+{
+ add("scene", &Loader::scene);
+}
+
+void Resources::Loader::scene(const string &name)
+{
+ Scene::GenericLoader ldr(obj);
+ load_sub_with(ldr);
+ obj.add(name, ldr.get_scene());
+}
+
} // namespace GL
} // namespace Msp