]> git.tdb.fi Git - libs/gltk.git/blobdiff - source/resources.cpp
Use nullptr instead of 0 for pointers
[libs/gltk.git] / source / resources.cpp
index 3e0f851d701e3b961a38b564a1280507861f0d77..078b58b71696559b16b12267f0e39c8759852373 100644 (file)
@@ -1,4 +1,6 @@
 #include <msp/fs/utils.h>
+#include <msp/strings/regex.h>
+#include <msp/strings/utils.h>
 #include "resources.h"
 
 using namespace std;
@@ -6,15 +8,32 @@ using namespace std;
 namespace Msp {
 namespace GLtk {
 
-Resources::Resources():
-       default_font(0)
+Resources::Resources()
 {
        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(const FS::Path &fn):
+       Resources()
+{
+       dir_src = new DataFile::DirectorySource;
+       dir_src->add_directory(FS::dirname(fn));
+       add_source(*dir_src);
+
+       DataFile::load(*this, fn.str());
+}
+
+Resources::~Resources()
+{
+       delete dir_src;
+}
+
 const GL::Font &Resources::get_default_font() const
 {
        if(!default_font)
@@ -23,6 +42,65 @@ const GL::Font &Resources::get_default_font() const
        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);
+       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 nullptr;
+}
+
 
 Resources::Loader::Loader(Resources &r):
        Collection::Loader(r),