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<Module>().suffix(".glsl").suffix(".spv").creator(&Resources::create_module);
add_type<Object>().keyword("object");
add_type<PipelineTemplate>().suffix(".pipe").keyword("pipeline");
add_type<Pose>().keyword("pose");
Module *Resources::create_module(const string &name)
{
+ string ext = FS::extpart(name);
+ if(ext!=".glsl" && ext!=".spv")
+ return 0;
+
if(RefPtr<IO::Seekable> io = open_raw(name))
{
- RefPtr<Module> module = new Module;
- module->load_source(*io, this, name);
- return module.release();
+ if(ext==".glsl")
+ {
+ RefPtr<GlslModule> module = new GlslModule;
+ module->load_source(*io, this, name);
+ return module.release();
+ }
+ else if(ext==".spv")
+ {
+ RefPtr<SpirVModule> module = new SpirVModule;
+ module->load_code(*io);
+ return module.release();
+ }
}
return 0;
string ext = FS::extpart(name);
string base = FS::basepart(name);
string ext2 = FS::extpart(base);
- if(ext==".shader" && ext2==".glsl")
+ if(ext==".shader" && (ext2==".glsl" || ext2==".spv"))
{
Module &module = get<Module>(base);
RefPtr<Program> shprog = new Program;