#include "mesh.h"
#include "module.h"
#include "object.h"
-#include "pipelinetemplate.h"
+#include "sequencetemplate.h"
#include "pose.h"
#include "program.h"
#include "resourcemanager.h"
#include "resources.h"
#include "sampler.h"
+#include "scene.h"
#include "technique.h"
#include "texture1d.h"
#include "texture2d.h"
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<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);
return 0;
}
+Scene *Resources::create_scene(const string &name)
+{
+ if(RefPtr<IO::Seekable> io = open_raw(name))
+ {
+ DataFile::Parser parser(*io, name);
+ Scene::GenericLoader ldr(*this);
+ ldr.load(parser);
+ return ldr.get_scene();
+ }
+
+ return 0;
+}
+
Texture2D *Resources::create_texture2d(const string &name)
{
string ext = FS::extpart(name);
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();
}
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;