+#include <msp/datafile/builtinsource.h>
#include <msp/fs/utils.h>
#include "animation.h"
#include "armature.h"
+#include "camera.h"
#include "font.h"
#include "keyframe.h"
+#include "lighting.h"
#include "material.h"
#include "mesh.h"
#include "object.h"
+#include "pipelinetemplate.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(LINEAR_MIPMAP_LINEAR),
+ default_tex_filter(Texture::can_generate_mipmap() ? LINEAR_MIPMAP_LINEAR : LINEAR),
+ default_tex_anisotropy(1.0f),
srgb_conversion(false),
resource_manager(0)
{
add_type<Animation>().suffix(".anim").keyword("animation");
add_type<Armature>().suffix(".arma").keyword("armature");
+ add_type<Camera>().keyword("camera");
add_type<Font>().keyword("font");
add_type<KeyFrame>().suffix(".kframe").keyword("keyframe");
- add_type<Material>().suffix(".mat").keyword("material");
- add_type<Mesh>().keyword("mesh");
+ 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<Object>().keyword("object");
+ add_type<PipelineTemplate>().suffix(".pipe").keyword("pipeline");
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)
default_tex_filter = tf;
}
+void Resources::set_default_texture_anisotropy(float a)
+{
+ default_tex_anisotropy = a;
+}
+
void Resources::set_srgb_conversion(bool c)
{
srgb_conversion = c;
resource_manager = m;
}
+Material *Resources::create_material(const string &name)
+{
+ if(RefPtr<IO::Seekable> io = open_raw(name))
+ {
+ DataFile::Parser parser(*io, name);
+ Material::GenericLoader ldr(this);
+ ldr.load(parser);
+ return ldr.get_material();
+ }
+
+ return 0;
+}
+
+Mesh *Resources::create_mesh(const string &name)
+{
+ if(!resource_manager)
+ return 0;
+
+ if(RefPtr<IO::Seekable> io = open_raw(name))
+ {
+ RefPtr<Mesh> mesh = new Mesh(resource_manager);
+ resource_manager->set_resource_location(*mesh, *this, name);
+ return mesh.release();
+ }
+
+ return 0;
+}
+
Texture2D *Resources::create_texture2d(const string &name)
{
string ext = FS::extpart(name);
if(ext==".tex2d")
return 0;
- if(RefPtr<IO::Seekable> io = open_from_sources(name))
+ if(RefPtr<IO::Seekable> io = open_raw(name))
{
Graphics::Image image;
if(!resource_manager)
image.load_io(*io);
- RefPtr<GL::Texture2D> tex = new GL::Texture2D(resource_manager);
+ RefPtr<Texture2D> tex = new 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_auto_generate_mipmap(true);
tex->set_mag_filter(LINEAR);
}
else
tex->set_mag_filter(default_tex_filter);
tex->set_min_filter(default_tex_filter);
+ tex->set_max_anisotropy(default_tex_anisotropy);
- // TODO Somehow pass the srgb flag if a resource manager is in use
if(resource_manager)
resource_manager->set_resource_location(*tex, *this, name);
else
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_raw(name))
+ {
+ ProgramCompiler compiler;
+ compiler.compile(*io, this, name);
+ RefPtr<Program> program = new Program;
+ compiler.add_shaders(*program);
+ program->link();
+ return program.release();
+ }
+
+ return 0;
+}
+
} // namespace GL
} // namespace Msp