]> git.tdb.fi Git - libs/gl.git/blobdiff - source/resources.cpp
Refresh lighting and culling uniforms if the camera changes in pop_state
[libs/gl.git] / source / resources.cpp
index c30426633e60746756428951c8e907e82829c690..6f5b0712c1e4a2a403e39b9823ed6577afadc0d8 100644 (file)
@@ -1,3 +1,4 @@
+#include <msp/datafile/builtinsource.h>
 #include <msp/fs/utils.h>
 #include <msp/gl/extensions/sgis_generate_mipmap.h>
 #include "animation.h"
 #include "object.h"
 #include "pose.h"
 #include "program.h"
+#include "programcompiler.h"
 #include "resourcemanager.h"
 #include "resources.h"
 #include "technique.h"
 #include "texture1d.h"
 #include "texture2d.h"
+#include "texture2darray.h"
 #include "texturecube.h"
 
 using namespace std;
@@ -21,6 +24,8 @@ using namespace std;
 namespace Msp {
 namespace GL {
 
+void init_shaderlib(DataFile::BuiltinSource &);
+
 Resources::Resources():
        default_tex_filter(SGIS_generate_mipmap ? LINEAR_MIPMAP_LINEAR : LINEAR),
        srgb_conversion(false),
@@ -34,12 +39,29 @@ Resources::Resources():
        add_type<Mesh>().keyword("mesh").creator(&Resources::create_mesh);
        add_type<Object>().keyword("object");
        add_type<Pose>().keyword("pose");
-       add_type<Program>().keyword("shader");
+       add_type<Program>().keyword("shader").suffix(".glsl").creator(&Resources::create_program);
        add_type<Technique>().suffix(".tech").keyword("technique");
        add_type<Texture1D>().base<Texture>().suffix(".tex1d").keyword("texture1d");
        add_type<Texture2D>().base<Texture>().suffix(".tex2d").suffix(".png").suffix(".jpg").keyword("texture2d").creator(&Resources::create_texture2d);
        add_type<Texture3D>().base<Texture>().suffix(".tex3d").keyword("texture3d");
        add_type<TextureCube>().base<Texture>().suffix(".texcb").keyword("texture_cube");
+       add_type<Texture2DArray>().base<Texture>().suffix(".tex2da").keyword("texture2d_array");
+
+       add_source(get_builtins());
+}
+
+const DataFile::CollectionSource &Resources::get_builtins()
+{
+       static DataFile::BuiltinSource builtins;
+       bool init_done = false;
+
+       if(!init_done)
+       {
+               init_shaderlib(builtins);
+               init_done = true;
+       }
+
+       return builtins;
 }
 
 void Resources::set_default_texture_filter(TextureFilter tf)
@@ -86,8 +108,7 @@ Texture2D *Resources::create_texture2d(const string &name)
 
                RefPtr<GL::Texture2D> tex = new GL::Texture2D(resource_manager);
 
-               if(default_tex_filter==NEAREST_MIPMAP_NEAREST || default_tex_filter==NEAREST_MIPMAP_LINEAR ||
-                       default_tex_filter==LINEAR_MIPMAP_NEAREST || default_tex_filter==LINEAR_MIPMAP_LINEAR)
+               if(is_mipmapped(default_tex_filter))
                {
                        tex->set_generate_mipmap(true);
                        tex->set_mag_filter(LINEAR);
@@ -106,5 +127,24 @@ Texture2D *Resources::create_texture2d(const string &name)
        return 0;
 }
 
+Program *Resources::create_program(const string &name)
+{
+       string ext = FS::extpart(name);
+       if(ext==".shader")
+               return 0;
+
+       if(RefPtr<IO::Seekable> io = open_from_sources(name))
+       {
+               ProgramCompiler compiler;
+               compiler.compile(*io, this);
+               RefPtr<Program> program = new Program;
+               compiler.add_shaders(*program);
+               program->link();
+               return program.release();
+       }
+
+       return 0;
+}
+
 } // namespace GL
 } // namespace Msp