#include <msp/fs/utils.h>
+#include <msp/strings/regex.h>
+#include <msp/strings/utils.h>
#include "resources.h"
using namespace std;
Resources::Resources()
{
- init();
+ add_type<Graphic>().keyword("graphic");
+ 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(const FS::Path &fn)
+Resources::Resources(const FS::Path &fn):
+ Resources()
{
- 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").creator(&Resources::create_texture);
- add_type<GL::Font>().keyword("font");
- add_type<Style>().keyword("style");
-}
-
Resources::~Resources()
{
delete dir_src;
return *default_font;
}
+GL::Module *Resources::create_module(const string &name)
+{
+ if(name!="ui.glsl")
+ return nullptr;
+
+ GL::Module *mod = nullptr;
+ 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 nullptr;
+
+ 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 nullptr;
+}
+
GL::Texture2D *Resources::create_texture(const string &name)
{
string ext = FS::extpart(name);
delete io;
GL::Texture2D *tex = new GL::Texture2D;
- tex->set_min_filter(GL::LINEAR);
tex->image(image);
return tex;
}
- return 0;
+ return nullptr;
}