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Add some utility functions for textures
[libs/gl.git] / source / resources.cpp
1 #include <msp/fs/utils.h>
2 #include <msp/gl/extensions/sgis_generate_mipmap.h>
3 #include "animation.h"
4 #include "armature.h"
5 #include "font.h"
6 #include "keyframe.h"
7 #include "material.h"
8 #include "mesh.h"
9 #include "object.h"
10 #include "pose.h"
11 #include "program.h"
12 #include "resourcemanager.h"
13 #include "resources.h"
14 #include "technique.h"
15 #include "texture1d.h"
16 #include "texture2d.h"
17 #include "texture2darray.h"
18 #include "texturecube.h"
19
20 using namespace std;
21
22 namespace Msp {
23 namespace GL {
24
25 Resources::Resources():
26         default_tex_filter(SGIS_generate_mipmap ? LINEAR_MIPMAP_LINEAR : LINEAR),
27         srgb_conversion(false),
28         resource_manager(0)
29 {
30         add_type<Animation>().suffix(".anim").keyword("animation");
31         add_type<Armature>().suffix(".arma").keyword("armature");
32         add_type<Font>().keyword("font");
33         add_type<KeyFrame>().suffix(".kframe").keyword("keyframe");
34         add_type<Material>().suffix(".mat").keyword("material");
35         add_type<Mesh>().keyword("mesh").creator(&Resources::create_mesh);
36         add_type<Object>().keyword("object");
37         add_type<Pose>().keyword("pose");
38         add_type<Program>().keyword("shader");
39         add_type<Technique>().suffix(".tech").keyword("technique");
40         add_type<Texture1D>().base<Texture>().suffix(".tex1d").keyword("texture1d");
41         add_type<Texture2D>().base<Texture>().suffix(".tex2d").suffix(".png").suffix(".jpg").keyword("texture2d").creator(&Resources::create_texture2d);
42         add_type<Texture3D>().base<Texture>().suffix(".tex3d").keyword("texture3d");
43         add_type<TextureCube>().base<Texture>().suffix(".texcb").keyword("texture_cube");
44         add_type<Texture2DArray>().base<Texture>().suffix(".tex2da").keyword("texture2d_array");
45 }
46
47 void Resources::set_default_texture_filter(TextureFilter tf)
48 {
49         default_tex_filter = tf;
50 }
51
52 void Resources::set_srgb_conversion(bool c)
53 {
54         srgb_conversion = c;
55 }
56
57 void Resources::set_resource_manager(ResourceManager *m)
58 {
59         resource_manager = m;
60 }
61
62 Mesh *Resources::create_mesh(const string &name)
63 {
64         if(!resource_manager)
65                 return 0;
66
67         if(RefPtr<IO::Seekable> io = open_from_sources(name))
68         {
69                 RefPtr<GL::Mesh> mesh = new GL::Mesh(resource_manager);
70                 resource_manager->set_resource_location(*mesh, *this, name);
71                 return mesh.release();
72         }
73
74         return 0;
75 }
76
77 Texture2D *Resources::create_texture2d(const string &name)
78 {
79         string ext = FS::extpart(name);
80         if(ext==".tex2d")
81                 return 0;
82
83         if(RefPtr<IO::Seekable> io = open_from_sources(name))
84         {
85                 Graphics::Image image;
86                 if(!resource_manager)
87                         image.load_io(*io);
88
89                 RefPtr<GL::Texture2D> tex = new GL::Texture2D(resource_manager);
90
91                 if(is_mipmapped(default_tex_filter))
92                 {
93                         tex->set_generate_mipmap(true);
94                         tex->set_mag_filter(LINEAR);
95                 }
96                 else
97                         tex->set_mag_filter(default_tex_filter);
98                 tex->set_min_filter(default_tex_filter);
99
100                 if(resource_manager)
101                         resource_manager->set_resource_location(*tex, *this, name);
102                 else
103                         tex->image(image, srgb_conversion);
104                 return tex.release();
105         }
106
107         return 0;
108 }
109
110 } // namespace GL
111 } // namespace Msp