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[libs/gl.git] / source / resources.cpp
1 #include <msp/datafile/builtinsource.h>
2 #include <msp/fs/utils.h>
3 #include "animation.h"
4 #include "armature.h"
5 #include "camera.h"
6 #include "font.h"
7 #include "keyframe.h"
8 #include "lighting.h"
9 #include "material.h"
10 #include "mesh.h"
11 #include "object.h"
12 #include "pipelinetemplate.h"
13 #include "pose.h"
14 #include "program.h"
15 #include "programcompiler.h"
16 #include "resourcemanager.h"
17 #include "resources.h"
18 #include "technique.h"
19 #include "texture1d.h"
20 #include "texture2d.h"
21 #include "texture2darray.h"
22 #include "texturecube.h"
23
24 using namespace std;
25
26 namespace Msp {
27 namespace GL {
28
29 void init_shaderlib(DataFile::BuiltinSource &);
30
31 Resources::Resources():
32         default_tex_filter(Texture::can_generate_mipmap() ? LINEAR_MIPMAP_LINEAR : LINEAR),
33         srgb_conversion(false),
34         resource_manager(0)
35 {
36         add_type<Animation>().suffix(".anim").keyword("animation");
37         add_type<Armature>().suffix(".arma").keyword("armature");
38         add_type<Camera>().keyword("camera");
39         add_type<Font>().keyword("font");
40         add_type<KeyFrame>().suffix(".kframe").keyword("keyframe");
41         add_type<Lighting>().suffix(".lightn").keyword("lighting");
42         add_type<Material>().suffix(".mat").keyword("material");
43         add_type<Mesh>().keyword("mesh").creator(&Resources::create_mesh);
44         add_type<Object>().keyword("object");
45         add_type<PipelineTemplate>().suffix(".pipe").keyword("pipeline");
46         add_type<Pose>().keyword("pose");
47         add_type<Program>().keyword("shader").suffix(".glsl").creator(&Resources::create_program);
48         add_type<Technique>().suffix(".tech").keyword("technique");
49         add_type<Texture1D>().base<Texture>().suffix(".tex1d").keyword("texture1d");
50         add_type<Texture2D>().base<Texture>().suffix(".tex2d").suffix(".png").suffix(".jpg").keyword("texture2d").creator(&Resources::create_texture2d);
51         add_type<Texture3D>().base<Texture>().suffix(".tex3d").keyword("texture3d");
52         add_type<TextureCube>().base<Texture>().suffix(".texcb").keyword("texture_cube");
53         add_type<Texture2DArray>().base<Texture>().suffix(".tex2da").keyword("texture2d_array");
54
55         add_source(get_builtins());
56 }
57
58 const DataFile::CollectionSource &Resources::get_builtins()
59 {
60         static DataFile::BuiltinSource builtins;
61         bool init_done = false;
62
63         if(!init_done)
64         {
65                 init_shaderlib(builtins);
66                 init_done = true;
67         }
68
69         return builtins;
70 }
71
72 void Resources::set_default_texture_filter(TextureFilter tf)
73 {
74         default_tex_filter = tf;
75 }
76
77 void Resources::set_srgb_conversion(bool c)
78 {
79         srgb_conversion = c;
80 }
81
82 void Resources::set_resource_manager(ResourceManager *m)
83 {
84         resource_manager = m;
85 }
86
87 Mesh *Resources::create_mesh(const string &name)
88 {
89         if(!resource_manager)
90                 return 0;
91
92         if(RefPtr<IO::Seekable> io = open_from_sources(name))
93         {
94                 RefPtr<Mesh> mesh = new Mesh(resource_manager);
95                 resource_manager->set_resource_location(*mesh, *this, name);
96                 return mesh.release();
97         }
98
99         return 0;
100 }
101
102 Texture2D *Resources::create_texture2d(const string &name)
103 {
104         string ext = FS::extpart(name);
105         if(ext==".tex2d")
106                 return 0;
107
108         if(RefPtr<IO::Seekable> io = open_from_sources(name))
109         {
110                 Graphics::Image image;
111                 if(!resource_manager)
112                         image.load_io(*io);
113
114                 RefPtr<Texture2D> tex = new Texture2D(resource_manager);
115
116                 if(is_mipmapped(default_tex_filter))
117                 {
118                         tex->set_generate_mipmap(true);
119                         tex->set_mag_filter(LINEAR);
120                 }
121                 else
122                         tex->set_mag_filter(default_tex_filter);
123                 tex->set_min_filter(default_tex_filter);
124
125                 if(resource_manager)
126                         resource_manager->set_resource_location(*tex, *this, name);
127                 else
128                         tex->image(image, srgb_conversion);
129                 return tex.release();
130         }
131
132         return 0;
133 }
134
135 Program *Resources::create_program(const string &name)
136 {
137         string ext = FS::extpart(name);
138         if(ext==".shader")
139                 return 0;
140
141         if(RefPtr<IO::Seekable> io = open_from_sources(name))
142         {
143                 ProgramCompiler compiler;
144                 compiler.compile(*io, this, name);
145                 RefPtr<Program> program = new Program;
146                 compiler.add_shaders(*program);
147                 program->link();
148                 return program.release();
149         }
150
151         return 0;
152 }
153
154 } // namespace GL
155 } // namespace Msp