+#include <msp/datafile/builtinsource.h>
#include <msp/fs/utils.h>
#include <msp/gl/extensions/sgis_generate_mipmap.h>
#include "animation.h"
#include "object.h"
#include "pose.h"
#include "program.h"
+#include "programcompiler.h"
#include "resourcemanager.h"
#include "resources.h"
#include "technique.h"
#include "texture1d.h"
#include "texture2d.h"
+#include "texture2darray.h"
#include "texturecube.h"
using namespace std;
namespace Msp {
namespace GL {
+void init_shaderlib(DataFile::BuiltinSource &);
+
Resources::Resources():
default_tex_filter(SGIS_generate_mipmap ? LINEAR_MIPMAP_LINEAR : LINEAR),
srgb_conversion(false),
add_type<Mesh>().keyword("mesh").creator(&Resources::create_mesh);
add_type<Object>().keyword("object");
add_type<Pose>().keyword("pose");
- add_type<Program>().keyword("shader");
+ add_type<Program>().keyword("shader").suffix(".glsl").creator(&Resources::create_program);
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);
add_type<Texture3D>().base<Texture>().suffix(".tex3d").keyword("texture3d");
add_type<TextureCube>().base<Texture>().suffix(".texcb").keyword("texture_cube");
+ add_type<Texture2DArray>().base<Texture>().suffix(".tex2da").keyword("texture2d_array");
+
+ add_source(get_builtins());
+}
+
+const DataFile::CollectionSource &Resources::get_builtins()
+{
+ static DataFile::BuiltinSource builtins;
+ bool init_done = false;
+
+ if(!init_done)
+ {
+ init_shaderlib(builtins);
+ init_done = true;
+ }
+
+ return builtins;
}
void Resources::set_default_texture_filter(TextureFilter tf)
RefPtr<GL::Texture2D> tex = new GL::Texture2D(resource_manager);
- if(default_tex_filter==NEAREST_MIPMAP_NEAREST || default_tex_filter==NEAREST_MIPMAP_LINEAR ||
- default_tex_filter==LINEAR_MIPMAP_NEAREST || default_tex_filter==LINEAR_MIPMAP_LINEAR)
+ if(is_mipmapped(default_tex_filter))
{
tex->set_generate_mipmap(true);
tex->set_mag_filter(LINEAR);
return 0;
}
+Program *Resources::create_program(const string &name)
+{
+ string ext = FS::extpart(name);
+ if(ext==".shader")
+ return 0;
+
+ if(RefPtr<IO::Seekable> io = open_from_sources(name))
+ {
+ ProgramCompiler compiler;
+ compiler.compile(*io, this);
+ RefPtr<Program> program = new Program;
+ compiler.add_shaders(*program);
+ program->link();
+ return program.release();
+ }
+
+ return 0;
+}
+
} // namespace GL
} // namespace Msp