#include <msp/datafile/builtinsource.h>
#include <msp/fs/utils.h>
-#include <msp/gl/extensions/sgis_generate_mipmap.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"
void init_shaderlib(DataFile::BuiltinSource &);
Resources::Resources():
- default_tex_filter(SGIS_generate_mipmap ? LINEAR_MIPMAP_LINEAR : 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<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").suffix(".glsl").creator(&Resources::create_program);
add_type<Technique>().suffix(".tech").keyword("technique");
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_from_sources(name))
+ if(RefPtr<IO::Seekable> io = open_raw(name))
{
- RefPtr<GL::Mesh> mesh = new GL::Mesh(resource_manager);
+ RefPtr<Mesh> mesh = new Mesh(resource_manager);
resource_manager->set_resource_location(*mesh, *this, name);
return mesh.release();
}
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(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);
if(resource_manager)
resource_manager->set_resource_location(*tex, *this, name);
if(ext==".shader")
return 0;
- if(RefPtr<IO::Seekable> io = open_from_sources(name))
+ if(RefPtr<IO::Seekable> io = open_raw(name))
{
ProgramCompiler compiler;
- compiler.compile(*io, this);
+ compiler.compile(*io, this, name);
RefPtr<Program> program = new Program;
compiler.add_shaders(*program);
program->link();