#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"
Resources::Resources():
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<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");
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;
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))
{
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(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();