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