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