]> git.tdb.fi Git - libs/gl.git/blob - source/resources/resources.cpp
Use pipeline keys for objects and effects
[libs/gl.git] / source / resources / resources.cpp
1 #include <msp/datafile/builtinsource.h>
2 #include <msp/fs/utils.h>
3 #include "animation.h"
4 #include "armature.h"
5 #include "backend.h"
6 #include "basicmaterial.h"
7 #include "camera.h"
8 #include "directionallight.h"
9 #include "error.h"
10 #include "font.h"
11 #include "keyframe.h"
12 #include "lighting.h"
13 #include "mesh.h"
14 #include "module.h"
15 #include "object.h"
16 #include "occludedscene.h"
17 #include "orderedscene.h"
18 #include "pbrmaterial.h"
19 #include "sequencetemplate.h"
20 #include "pointlight.h"
21 #include "pose.h"
22 #include "program.h"
23 #include "resourcemanager.h"
24 #include "resources.h"
25 #include "sampler.h"
26 #include "simplescene.h"
27 #include "technique.h"
28 #include "texture1d.h"
29 #include "texture2d.h"
30 #include "texture2darray.h"
31 #include "texturecube.h"
32 #include "unlitmaterial.h"
33 #include "zsortedscene.h"
34 #include "glsl/compiler.h"
35
36 using namespace std;
37
38 namespace Msp {
39 namespace GL {
40
41 void init_shaderlib(DataFile::BuiltinSource &);
42 void init_builtin_data(DataFile::BuiltinSource &);
43
44 Resources *Resources::global_resources = 0;
45
46 Resources::Resources(bool set_as_global):
47         resource_manager(0)
48 {
49         add_type<Animation>().suffix(".anim").keyword("animation");
50         add_type<Armature>().suffix(".arma").keyword("armature");
51         add_type<BasicMaterial>().base<Material>().suffix(".mat")
52                 .creator([this](const string &n) -> BasicMaterial * { create_generic<Material>(n); return 0; })
53                 .notify(&set_debug_name<Material>);
54         add_type<Camera>().keyword("camera")
55                 .notify(&set_debug_name<Camera>);
56         add_type<DirectionalLight>().base<Light>().suffix(".light")
57                 .creator([this](const string &n) -> DirectionalLight * { create_generic<Light>(n); return 0; });
58         add_type<Font>().keyword("font");
59         add_type<KeyFrame>().suffix(".kframe").keyword("keyframe");
60         add_type<Lighting>().suffix(".lightn").keyword("lighting")
61                 .notify(&set_debug_name<Lighting>);
62         add_type<Mesh>().keyword("mesh")
63                 .creator([this](const string &n){ return create_mesh(n); })
64                 .notify(&set_debug_name<Mesh>);
65         add_type<Module>().suffix(".glsl").suffix(".spv")
66                 .creator([this](const string &n){ return create_module(n); });
67         add_type<Object>().base<Renderable>().keyword("object");
68         add_type<OccludedScene>().base<Scene>().base<Renderable>().suffix(".scene")
69                 .creator([this](const string &n) -> OccludedScene * { create_generic<Scene>(n); return 0; });
70         add_type<OrderedScene>().base<Scene>().base<Renderable>().suffix(".scene")
71                 .creator([this](const string &n) -> OrderedScene * { create_generic<Scene>(n); return 0; });
72         add_type<PbrMaterial>().base<Material>().suffix(".mat")
73                 .creator([this](const string &n) -> PbrMaterial * { create_generic<Material>(n); return 0; })
74                 .notify(&set_debug_name<Material>);
75         add_type<PointLight>().base<Light>().suffix(".light")
76                 .creator([this](const string &n) -> PointLight * { create_generic<Light>(n); return 0; });
77         add_type<SequenceTemplate>().suffix(".seq").keyword("sequence");
78         add_type<Pose>().keyword("pose");
79         add_type<Program>().keyword("shader")
80                 .creator([this](const string &n){ return create_program(n); })
81                 .notify(&set_debug_name<Program>);
82         add_type<Sampler>().suffix(".samp").keyword("sampler")
83                 .notify(&set_debug_name<Sampler>);
84         add_type<SimpleScene>().base<Scene>().base<Renderable>().suffix(".scene")
85                 .creator([this](const string &n) -> SimpleScene * { create_generic<Scene>(n); return 0; });
86         add_type<Technique>().suffix(".tech").keyword("technique")
87                 .notify(&set_debug_name<Technique>);
88         add_type<Texture1D>().base<Texture>().suffix(".tex")
89                 .creator([this](const string &n) -> Texture1D * { create_texture(n); return 0; })
90                 .notify(&set_debug_name<Texture1D>);
91         add_type<Texture2D>().base<Texture>().suffix(".tex").suffix(".png").suffix(".jpg")
92                 .creator([this](const string &n) -> Texture2D * { create_texture(n); return 0; })
93                 .notify(&set_debug_name<Texture2D>);
94         add_type<Texture3D>().base<Texture>().suffix(".tex")
95                 .creator([this](const string &n) -> Texture3D * { create_texture(n); return 0; })
96                 .notify(&set_debug_name<Texture3D>);
97         add_type<TextureCube>().base<Texture>().suffix(".tex")
98                 .creator([this](const string &n) -> TextureCube * { create_texture(n); return 0; })
99                 .notify(&set_debug_name<TextureCube>);
100         add_type<Texture2DArray>().base<Texture>().suffix(".tex")
101                 .creator([this](const string &n) -> Texture2DArray * { create_texture(n); return 0; })
102                 .notify(&set_debug_name<Texture2DArray>);
103         add_type<UnlitMaterial>().base<Material>().suffix(".mat")
104                 .creator([this](const string &n) -> UnlitMaterial * { create_generic<Material>(n); return 0; })
105                 .notify(&set_debug_name<Material>);
106         add_type<ZSortedScene>().base<Scene>().base<Renderable>().suffix(".scene")
107                 .creator([this](const string &n) -> ZSortedScene * { create_generic<Scene>(n); return 0; });
108
109         add_source(get_builtins());
110
111         if(set_as_global && !global_resources)
112                 global_resources = this;
113 }
114
115 Resources::~Resources()
116 {
117         if(this==global_resources)
118                 global_resources = 0;
119 }
120
121 Resources &Resources::get_global()
122 {
123         if(!global_resources)
124                 throw invalid_operation("no global resources");
125         return *global_resources;
126 }
127
128 const DataFile::CollectionSource &Resources::get_builtins()
129 {
130         static DataFile::BuiltinSource builtins;
131         bool init_done = false;
132
133         if(!init_done)
134         {
135                 init_builtin_data(builtins);
136                 init_shaderlib(builtins);
137                 init_done = true;
138         }
139
140         return builtins;
141 }
142
143 void Resources::set_resource_manager(ResourceManager *m)
144 {
145         resource_manager = m;
146 }
147
148 template<typename T, typename L>
149 T *Resources::create_generic(const string &name)
150 {
151         if(RefPtr<IO::Seekable> io = open_raw(name))
152         {
153                 DataFile::Parser parser(*io, name);
154                 L ldr(*this);
155                 ldr.load(parser);
156                 ldr.store_object(*this, name);
157         }
158
159         return 0;
160 }
161
162 Mesh *Resources::create_mesh(const string &name)
163 {
164         if(!resource_manager || name[0]=='_')
165                 return 0;
166
167         if(RefPtr<IO::Seekable> io = open_raw(name))
168         {
169                 RefPtr<Mesh> mesh = new Mesh;
170                 mesh->set_manager(resource_manager);
171                 resource_manager->set_resource_location(*mesh, *this, name);
172                 return mesh.release();
173         }
174
175         return 0;
176 }
177
178 Texture *Resources::create_texture(const string &name)
179 {
180         bool managed = (resource_manager && name[0]!='_');
181
182         string ext = FS::extpart(name);
183         if(ext==".tex")
184         {
185                 if(managed)
186                         return create_generic<Texture, GenericResourceLoader<Texture>>(name);
187                 else
188                         return create_generic<Texture>(name);
189         }
190
191         if(RefPtr<IO::Seekable> io = open_raw(name))
192         {
193                 RefPtr<Texture2D> tex;
194
195                 // Verify that the image is loadable
196                 Graphics::Image image;
197                 if(!managed)
198                         image.load_io(*io);
199
200                 tex = new Texture2D;
201
202                 if(managed)
203                 {
204                         tex->set_manager(resource_manager);
205                         resource_manager->set_resource_location(*tex, *this, name);
206                 }
207                 else
208                         tex->image(image);
209
210                 add(name, tex.get());
211                 tex.release();
212         }
213
214         return 0;
215 }
216
217 Module *Resources::create_module(const string &name)
218 {
219         string ext = FS::extpart(name);
220         if(ext!=".glsl" && ext!=".spv")
221                 return 0;
222
223         if(RefPtr<IO::Seekable> io = open_raw(name))
224         {
225                 if(ext==".glsl")
226                 {
227                         RefPtr<Module> module;
228                         if(get_backend_api()==VULKAN)
229                                 module = new SpirVModule;
230                         else
231                                 module = new GlslModule;
232                         module->load_source(*io, this, name);
233                         return module.release();
234                 }
235                 else if(ext==".spv")
236                 {
237                         RefPtr<SpirVModule> module = new SpirVModule;
238                         module->load_code(*io);
239                         return module.release();
240                 }
241         }
242         else if(ext==".spv")
243         {
244                 if((io = open_raw(FS::basepart(name)+".glsl")))
245                 {
246                         RefPtr<SpirVModule> module = new SpirVModule;
247                         module->load_source(*io, this, name);
248                         return module.release();
249                 }
250         }
251
252         return 0;
253 }
254
255 Program *Resources::create_program(const string &name)
256 {
257         string ext = FS::extpart(name);
258         string base = FS::basepart(name);
259         string ext2 = FS::extpart(base);
260         if(ext==".shader" && (ext2==".glsl" || ext2==".spv"))
261         {
262                 Module &module = get<Module>(base);
263                 RefPtr<Program> shprog = new Program;
264                 shprog->add_stages(module);
265                 return shprog.release();
266         }
267
268         return 0;
269 }
270
271 template<typename T>
272 void Resources::set_debug_name(const string &name, T &item)
273 {
274 #ifdef DEBUG
275         item.set_debug_name(name);
276 #endif
277 }
278
279
280 Resources::Loader::Loader(Resources &r):
281         DerivedObjectLoader<Resources, Collection::Loader>(r)
282 {
283         add("light", &Loader::generic<Light>);
284         add("material", &Loader::generic<Material>);
285         add("scene", &Loader::generic<Scene>);
286         add("texture", &Loader::generic<Texture, GenericResourceLoader<Texture>>);
287 }
288
289 template<typename T, typename L>
290 void Resources::Loader::generic(const string &name)
291 {
292         L ldr(obj);
293         load_sub_with(ldr);
294         ldr.store_object(obj, name);
295 }
296
297
298 template<typename T>
299 void Resources::GenericResourceLoader<T>::type(const DataFile::Symbol &t)
300 {
301         T::GenericLoader::type(t);
302         this->object->set_manager(resources.resource_manager);
303 }
304
305 } // namespace GL
306 } // namespace Msp