#include <msp/fs/utils.h>
+#include <msp/strings/regex.h>
+#include <msp/strings/utils.h>
#include "resources.h"
using namespace std;
namespace Msp {
namespace GLtk {
-Resources::Resources():
- default_font(0)
+Resources::Resources()
{
+ init();
+}
+
+Resources::Resources(const FS::Path &fn)
+{
+ init();
+
+ dir_src = new DataFile::DirectorySource;
+ dir_src->add_directory(FS::dirname(fn));
+ add_source(*dir_src);
+
+ DataFile::load(*this, fn.str());
+}
+
+void Resources::init()
+{
+ default_font = 0;
+ dir_src = 0;
add_type<Graphic>().keyword("graphic");
- add_type<GL::Texture2D>().keyword("texture");
+ add_type<GL::Module>().creator([this](const string &n){ return create_module(n); });
+ add_type<GL::Sampler>().creator([this](const string &n){ return create_sampler(n); });
+ add_type<GL::Program>().creator([this](const string &n){ return create_program(n); });
+ add_type<GL::Texture2D>().keyword("texture").creator([this](const string &n){ return create_texture(n); });
add_type<GL::Font>().keyword("font");
+ add_type<Style>().keyword("style");
+}
+
+Resources::~Resources()
+{
+ delete dir_src;
}
const GL::Font &Resources::get_default_font() const
return *default_font;
}
+GL::Module *Resources::create_module(const string &name)
+{
+ if(name!="ui.glsl")
+ return 0;
+
+ GL::Module *mod = 0;
+ if(GL::get_backend_api()==GL::VULKAN)
+ mod = new GL::SpirVModule;
+ else
+ mod = new GL::GlslModule;
+
+ mod->set_source("import msp_interface; import common;\n"
+ "uniform sampler2D ui_tex;\n"
+ "#pragma MSP stage(fragment)\n"
+ "void main() { frag_color = texture(ui_tex, texcoord.xy)*color; }\n");
+
+ return mod;
+}
+
+GL::Program *Resources::create_program(const string &name)
+{
+ if(name!="ui.shader")
+ return 0;
+
+ return new GL::Program(get<GL::Module>("ui.glsl"));
+}
+
+GL::Sampler *Resources::create_sampler(const string &name)
+{
+ static const Regex r_name("^(linear|nearest)_clamp.samp$");
+ if(RegMatch m = r_name.match(name))
+ {
+ GL::Sampler *sampler = new GL::Sampler;
+ sampler->set_filter(lexical_cast<GL::TextureFilter>(toupper(m.group(1).str)));
+ sampler->set_wrap(GL::CLAMP_TO_EDGE);
+ return sampler;
+ }
+
+ return 0;
+}
+
+GL::Texture2D *Resources::create_texture(const string &name)
+{
+ string ext = FS::extpart(name);
+ if(ext==".png" || ext==".jpg")
+ if(IO::Seekable *io = open_raw(name))
+ {
+ Graphics::Image image;
+ image.load_io(*io);
+ delete io;
+
+ GL::Texture2D *tex = new GL::Texture2D;
+ tex->image(image);
+ return tex;
+ }
+
+ return 0;
+}
+
Resources::Loader::Loader(Resources &r):
Collection::Loader(r),
{
add("default_font", &Loader::default_font);
add("font", &Loader::font);
- add("style", &Loader::style);
}
void Resources::Loader::default_font(const string &name)
fnt.release();
}
-void Resources::Loader::style(const string &name)
-{
- RefPtr<Style> stl = new Style(res);
- load_sub(*stl, res);
- res.add(name, stl.get());
- stl.release();
-}
-
} // namespace GLtk
} // namespace Msp