#include "programcompiler.h"
#include "resourcemanager.h"
#include "resources.h"
+#include "sampler.h"
#include "technique.h"
#include "texture1d.h"
#include "texture2d.h"
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<Sampler>().suffix(".samp").keyword("sampler");
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);
Texture2D *Resources::create_texture2d(const string &name)
{
string ext = FS::extpart(name);
- if(ext==".tex2d")
+ if(ext==".tex2d" && !resource_manager)
return 0;
if(RefPtr<IO::Seekable> io = open_raw(name))
RefPtr<Texture2D> tex = new Texture2D(resource_manager);
- if(is_mipmapped(default_tex_filter))
+ if(ext==".tex2d")
{
- tex->set_auto_generate_mipmap(true);
- tex->set_mag_filter(LINEAR);
+ DataFile::Parser parser(*io, name);
+ Texture2D::Loader ldr(*tex, *this);
+ ldr.load(parser);
}
else
- tex->set_mag_filter(default_tex_filter);
- tex->set_min_filter(default_tex_filter);
- tex->set_max_anisotropy(default_tex_anisotropy);
+ {
+ Sampler &samp = tex->get_default_sampler();
+ if(is_mipmapped(default_tex_filter))
+ {
+ tex->set_auto_generate_mipmap(true);
+ samp.set_mag_filter(LINEAR);
+ }
+ else
+ samp.set_mag_filter(default_tex_filter);
+ samp.set_min_filter(default_tex_filter);
+ samp.set_max_anisotropy(default_tex_anisotropy);
+ }
if(resource_manager)
resource_manager->set_resource_location(*tex, *this, name);
else
- tex->image(image, srgb_conversion);
+ tex->image(image);
return tex.release();
}