#include <msp/fs/utils.h>
#include "animation.h"
#include "armature.h"
+#include "basicmaterial.h"
#include "camera.h"
+#include "directionallight.h"
#include "error.h"
#include "font.h"
#include "keyframe.h"
-#include "light.h"
#include "lighting.h"
-#include "material.h"
#include "mesh.h"
#include "module.h"
#include "object.h"
+#include "occludedscene.h"
+#include "orderedscene.h"
+#include "pbrmaterial.h"
#include "sequencetemplate.h"
+#include "pointlight.h"
#include "pose.h"
#include "program.h"
#include "resourcemanager.h"
#include "resources.h"
#include "sampler.h"
-#include "scene.h"
+#include "simplescene.h"
#include "technique.h"
#include "texture1d.h"
#include "texture2d.h"
#include "texture2darray.h"
#include "texturecube.h"
+#include "unlitmaterial.h"
+#include "zsortedscene.h"
#include "glsl/compiler.h"
using namespace std;
{
add_type<Animation>().suffix(".anim").keyword("animation");
add_type<Armature>().suffix(".arma").keyword("armature");
+ add_type<BasicMaterial>().base<Material>().suffix(".mat")
+ .creator([this](const string &n) -> BasicMaterial * { create_generic<Material>(n); return 0; })
+ .notify(&set_debug_name<Material>);
add_type<Camera>().keyword("camera")
.notify(&set_debug_name<Camera>);
+ add_type<DirectionalLight>().base<Light>().suffix(".light")
+ .creator([this](const string &n) -> DirectionalLight * { create_generic<Light>(n); return 0; });
add_type<Font>().keyword("font");
add_type<KeyFrame>().suffix(".kframe").keyword("keyframe");
- add_type<Light>().keyword("light");
add_type<Lighting>().suffix(".lightn").keyword("lighting")
.notify(&set_debug_name<Lighting>);
- add_type<Material>().suffix(".mat")
- .creator([this](const string &n){ return create_generic<Material>(n); })
- .notify(&set_debug_name<Material>);
add_type<Mesh>().keyword("mesh")
.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); });
- add_type<Object>().keyword("object");
+ 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; });
+ add_type<OrderedScene>().base<Scene>().base<Renderable>().suffix(".scene")
+ .creator([this](const string &n) -> OrderedScene * { create_generic<Scene>(n); return 0; });
+ add_type<PbrMaterial>().base<Material>().suffix(".mat")
+ .creator([this](const string &n) -> PbrMaterial * { create_generic<Material>(n); return 0; })
+ .notify(&set_debug_name<Material>);
+ add_type<PointLight>().base<Light>().suffix(".light")
+ .creator([this](const string &n) -> PointLight * { create_generic<Light>(n); return 0; });
add_type<SequenceTemplate>().suffix(".seq").keyword("sequence");
add_type<Pose>().keyword("pose");
add_type<Program>().keyword("shader")
.notify(&set_debug_name<Program>);
add_type<Sampler>().suffix(".samp").keyword("sampler")
.notify(&set_debug_name<Sampler>);
- add_type<Scene>().suffix(".scene")
- .creator([this](const string &n){ return create_generic<Scene>(n); });
+ add_type<SimpleScene>().base<Scene>().base<Renderable>().suffix(".scene")
+ .creator([this](const string &n) -> SimpleScene * { create_generic<Scene>(n); return 0; });
add_type<Technique>().suffix(".tech").keyword("technique")
.notify(&set_debug_name<Technique>);
- add_type<Texture1D>().base<Texture>().suffix(".tex1d").keyword("texture1d")
+ add_type<Texture1D>().base<Texture>().suffix(".tex")
+ .creator([this](const string &n) -> Texture1D * { create_texture(n); return 0; })
.notify(&set_debug_name<Texture1D>);
- add_type<Texture2D>().base<Texture>().suffix(".tex2d").suffix(".png").suffix(".jpg").keyword("texture2d")
- .creator([this](const string &n){ return create_texture2d(n); })
+ add_type<Texture2D>().base<Texture>().suffix(".tex").suffix(".png").suffix(".jpg")
+ .creator([this](const string &n) -> Texture2D * { create_texture(n); return 0; })
.notify(&set_debug_name<Texture2D>);
- add_type<Texture3D>().base<Texture>().suffix(".tex3d").keyword("texture3d")
+ add_type<Texture3D>().base<Texture>().suffix(".tex")
+ .creator([this](const string &n) -> Texture3D * { create_texture(n); return 0; })
.notify(&set_debug_name<Texture3D>);
- add_type<TextureCube>().base<Texture>().suffix(".texcb").keyword("texture_cube")
+ add_type<TextureCube>().base<Texture>().suffix(".tex")
+ .creator([this](const string &n) -> TextureCube * { create_texture(n); return 0; })
.notify(&set_debug_name<TextureCube>);
- add_type<Texture2DArray>().base<Texture>().suffix(".tex2da").keyword("texture2d_array")
+ add_type<Texture2DArray>().base<Texture>().suffix(".tex")
+ .creator([this](const string &n) -> Texture2DArray * { create_texture(n); return 0; })
.notify(&set_debug_name<Texture2DArray>);
+ add_type<UnlitMaterial>().base<Material>().suffix(".mat")
+ .creator([this](const string &n) -> UnlitMaterial * { create_generic<Material>(n); return 0; })
+ .notify(&set_debug_name<Material>);
+ add_type<ZSortedScene>().base<Scene>().base<Renderable>().suffix(".scene")
+ .creator([this](const string &n) -> ZSortedScene * { create_generic<Scene>(n); return 0; });
add_source(get_builtins());
resource_manager = m;
}
-template<typename T>
+template<typename T, typename L>
T *Resources::create_generic(const string &name)
{
if(RefPtr<IO::Seekable> io = open_raw(name))
{
DataFile::Parser parser(*io, name);
- typename T::GenericLoader ldr(*this);
+ L ldr(*this);
ldr.load(parser);
- return ldr.get_object();
+ ldr.store_object(*this, name);
}
return 0;
if(RefPtr<IO::Seekable> io = open_raw(name))
{
- RefPtr<Mesh> mesh = new Mesh(resource_manager);
+ RefPtr<Mesh> mesh = new Mesh;
+ mesh->set_manager(resource_manager);
resource_manager->set_resource_location(*mesh, *this, name);
return mesh.release();
}
return 0;
}
-Texture2D *Resources::create_texture2d(const string &name)
+Texture *Resources::create_texture(const string &name)
{
string ext = FS::extpart(name);
- if(ext==".tex2d" && !resource_manager)
- return 0;
+ if(ext==".tex")
+ return create_generic<Texture, GenericResourceLoader<Texture>>(name);
if(RefPtr<IO::Seekable> io = open_raw(name))
{
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);
+ // Verify that the image is loadable
+ Graphics::Image image;
+ if(!resource_manager)
+ image.load_io(*io);
- tex = new Texture2D(resource_manager);
+ tex = new Texture2D;
+ tex->set_manager(resource_manager);
- 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();
+ add(name, tex.get());
+ tex.release();
}
return 0;
Resources::Loader::Loader(Resources &r):
DerivedObjectLoader<Resources, Collection::Loader>(r)
{
- add("scene", &Loader::scene);
+ add("light", &Loader::generic<Light>);
+ add("material", &Loader::generic<Material>);
+ add("scene", &Loader::generic<Scene>);
+ add("texture", &Loader::generic<Texture, GenericResourceLoader<Texture>>);
}
-void Resources::Loader::scene(const string &name)
+template<typename T, typename L>
+void Resources::Loader::generic(const string &name)
{
- Scene::GenericLoader ldr(obj);
+ L ldr(obj);
load_sub_with(ldr);
- obj.add(name, ldr.get_object());
+ ldr.store_object(obj, name);
+}
+
+
+template<typename T>
+void Resources::GenericResourceLoader<T>::type(const DataFile::Symbol &t)
+{
+ T::GenericLoader::type(t);
+ this->object->set_manager(resources.resource_manager);
}
} // namespace GL