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[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                 .notify(&set_debug_name<Module>);
68         add_type<Object>().base<Renderable>().keyword("object");
69         add_type<OccludedScene>().base<Scene>().base<Renderable>().suffix(".scene")
70                 .creator([this](const string &n) -> OccludedScene * { create_generic<Scene>(n); return 0; });
71         add_type<OrderedScene>().base<Scene>().base<Renderable>().suffix(".scene")
72                 .creator([this](const string &n) -> OrderedScene * { create_generic<Scene>(n); return 0; });
73         add_type<PbrMaterial>().base<Material>().suffix(".mat")
74                 .creator([this](const string &n) -> PbrMaterial * { create_generic<Material>(n); return 0; })
75                 .notify(&set_debug_name<Material>);
76         add_type<PointLight>().base<Light>().suffix(".light")
77                 .creator([this](const string &n) -> PointLight * { create_generic<Light>(n); return 0; });
78         add_type<SequenceTemplate>().suffix(".seq").keyword("sequence");
79         add_type<Pose>().keyword("pose");
80         add_type<Program>().keyword("shader")
81                 .creator([this](const string &n){ return create_program(n); })
82                 .notify(&set_debug_name<Program>);
83         add_type<Sampler>().suffix(".samp").keyword("sampler")
84                 .notify(&set_debug_name<Sampler>);
85         add_type<SimpleScene>().base<Scene>().base<Renderable>().suffix(".scene")
86                 .creator([this](const string &n) -> SimpleScene * { create_generic<Scene>(n); return 0; });
87         add_type<Technique>().suffix(".tech").keyword("technique")
88                 .notify(&set_debug_name<Technique>);
89         add_type<Texture1D>().base<Texture>().suffix(".tex")
90                 .creator([this](const string &n) -> Texture1D * { create_texture(n); return 0; })
91                 .notify(&set_debug_name<Texture1D>);
92         add_type<Texture2D>().base<Texture>().suffix(".tex").suffix(".png").suffix(".jpg")
93                 .creator([this](const string &n) -> Texture2D * { create_texture(n); return 0; })
94                 .notify(&set_debug_name<Texture2D>);
95         add_type<Texture3D>().base<Texture>().suffix(".tex")
96                 .creator([this](const string &n) -> Texture3D * { create_texture(n); return 0; })
97                 .notify(&set_debug_name<Texture3D>);
98         add_type<TextureCube>().base<Texture>().suffix(".tex")
99                 .creator([this](const string &n) -> TextureCube * { create_texture(n); return 0; })
100                 .notify(&set_debug_name<TextureCube>);
101         add_type<Texture2DArray>().base<Texture>().suffix(".tex")
102                 .creator([this](const string &n) -> Texture2DArray * { create_texture(n); return 0; })
103                 .notify(&set_debug_name<Texture2DArray>);
104         add_type<UnlitMaterial>().base<Material>().suffix(".mat")
105                 .creator([this](const string &n) -> UnlitMaterial * { create_generic<Material>(n); return 0; })
106                 .notify(&set_debug_name<Material>);
107         add_type<ZSortedScene>().base<Scene>().base<Renderable>().suffix(".scene")
108                 .creator([this](const string &n) -> ZSortedScene * { create_generic<Scene>(n); return 0; });
109
110         add_source(get_builtins());
111
112         if(set_as_global && !global_resources)
113                 global_resources = this;
114 }
115
116 Resources::~Resources()
117 {
118         if(this==global_resources)
119                 global_resources = 0;
120 }
121
122 Resources &Resources::get_global()
123 {
124         if(!global_resources)
125                 throw invalid_operation("no global resources");
126         return *global_resources;
127 }
128
129 const DataFile::CollectionSource &Resources::get_builtins()
130 {
131         static DataFile::BuiltinSource builtins;
132         bool init_done = false;
133
134         if(!init_done)
135         {
136                 init_builtin_data(builtins);
137                 init_shaderlib(builtins);
138                 init_done = true;
139         }
140
141         return builtins;
142 }
143
144 void Resources::set_resource_manager(ResourceManager *m)
145 {
146         resource_manager = m;
147 }
148
149 template<typename T, typename L>
150 T *Resources::create_generic(const string &name)
151 {
152         if(RefPtr<IO::Seekable> io = open_raw(name))
153         {
154                 DataFile::Parser parser(*io, name);
155                 L ldr(*this);
156                 ldr.load(parser);
157                 ldr.store_object(*this, name);
158         }
159
160         return 0;
161 }
162
163 Mesh *Resources::create_mesh(const string &name)
164 {
165         if(!resource_manager || name[0]=='_')
166                 return 0;
167
168         if(RefPtr<IO::Seekable> io = open_raw(name))
169         {
170                 RefPtr<Mesh> mesh = new Mesh;
171                 mesh->set_manager(resource_manager);
172                 resource_manager->set_resource_location(*mesh, *this, name);
173                 return mesh.release();
174         }
175
176         return 0;
177 }
178
179 Texture *Resources::create_texture(const string &name)
180 {
181         bool managed = (resource_manager && name[0]!='_');
182
183         string ext = FS::extpart(name);
184         if(ext==".tex")
185         {
186                 if(managed)
187                         return create_generic<Texture, GenericResourceLoader<Texture>>(name);
188                 else
189                         return create_generic<Texture>(name);
190         }
191
192         if(RefPtr<IO::Seekable> io = open_raw(name))
193         {
194                 RefPtr<Texture2D> tex;
195
196                 // Verify that the image is loadable
197                 Graphics::Image image;
198                 if(!managed)
199                         image.load_io(*io);
200
201                 tex = new Texture2D;
202
203                 if(managed)
204                 {
205                         tex->set_manager(resource_manager);
206                         resource_manager->set_resource_location(*tex, *this, name);
207                 }
208                 else
209                         tex->image(image);
210
211                 add(name, tex.get());
212                 tex.release();
213         }
214
215         return 0;
216 }
217
218 Module *Resources::create_module(const string &name)
219 {
220         string ext = FS::extpart(name);
221         if(ext!=".glsl" && ext!=".spv")
222                 return 0;
223
224         if(RefPtr<IO::Seekable> io = open_raw(name))
225         {
226                 if(ext==".glsl")
227                 {
228                         RefPtr<Module> module;
229                         if(get_backend_api()==VULKAN)
230                                 module = new SpirVModule;
231                         else
232                                 module = new GlslModule;
233                         module->load_source(*io, this, name);
234                         return module.release();
235                 }
236                 else if(ext==".spv")
237                 {
238                         RefPtr<SpirVModule> module = new SpirVModule;
239                         module->load_code(*io);
240                         return module.release();
241                 }
242         }
243         else if(ext==".spv")
244         {
245                 if((io = open_raw(FS::basepart(name)+".glsl")))
246                 {
247                         RefPtr<SpirVModule> module = new SpirVModule;
248                         module->load_source(*io, this, name);
249                         return module.release();
250                 }
251         }
252
253         return 0;
254 }
255
256 Program *Resources::create_program(const string &name)
257 {
258         string ext = FS::extpart(name);
259         string base = FS::basepart(name);
260         string ext2 = FS::extpart(base);
261         if(ext==".shader" && (ext2==".glsl" || ext2==".spv"))
262         {
263                 Module &module = get<Module>(base);
264                 RefPtr<Program> shprog = new Program;
265                 shprog->add_stages(module);
266                 return shprog.release();
267         }
268
269         return 0;
270 }
271
272 template<typename T>
273 void Resources::set_debug_name(const string &name, T &item)
274 {
275 #ifdef DEBUG
276         item.set_debug_name(name);
277 #endif
278 }
279
280
281 Resources::Loader::Loader(Resources &r):
282         DerivedObjectLoader<Resources, Collection::Loader>(r)
283 {
284         add("light", &Loader::generic<Light>);
285         add("material", &Loader::generic<Material>);
286         add("scene", &Loader::generic<Scene>);
287         add("texture", &Loader::generic<Texture, GenericResourceLoader<Texture>>);
288 }
289
290 template<typename T, typename L>
291 void Resources::Loader::generic(const string &name)
292 {
293         L ldr(obj);
294         load_sub_with(ldr);
295         ldr.store_object(obj, name);
296 }
297
298
299 template<typename T>
300 void Resources::GenericResourceLoader<T>::type(const DataFile::Symbol &t)
301 {
302         T::GenericLoader::type(t);
303         this->object->set_manager(resources.resource_manager);
304 }
305
306 } // namespace GL
307 } // namespace Msp