#include "camera.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 "pipelinetemplate.h"
+#include "sequencetemplate.h"
#include "pose.h"
#include "program.h"
#include "resourcemanager.h"
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<Object>().keyword("object");
- add_type<PipelineTemplate>().suffix(".pipe").keyword("pipeline");
+ 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");
return 0;
}
+
+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