+#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"
namespace Msp {
namespace GL {
-extern const char singlepass_glsl_data[];
+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),
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<Lighting>().suffix(".lightn").keyword("lighting");
add_type<Material>().suffix(".mat").keyword("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");
add_source(get_builtins());
}
-DataFile::BuiltinSource &Resources::get_builtins()
+const DataFile::CollectionSource &Resources::get_builtins()
{
static DataFile::BuiltinSource builtins;
bool init_done = false;
if(!init_done)
{
- builtins.add_object("singlepass.glsl", singlepass_glsl_data);
+ init_shaderlib(builtins);
init_done = true;
}
if(RefPtr<IO::Seekable> io = open_from_sources(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(!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))
{
if(RefPtr<IO::Seekable> io = open_from_sources(name))
{
ProgramCompiler compiler;
- compiler.compile(*io, this);
+ compiler.compile(*io, this, name);
RefPtr<Program> program = new Program;
compiler.add_shaders(*program);
program->link();