]> git.tdb.fi Git - libs/gl.git/blobdiff - source/resources.cpp
Add functions to control environment map updates
[libs/gl.git] / source / resources.cpp
index 68b8fd5bdded8aa12489d7bda38c42a301e4c0f0..fe59860d8cbbcd6ec9017bbdc70d162e8eff669e 100644 (file)
@@ -1,14 +1,18 @@
+#include <msp/datafile/builtinsource.h>
 #include <msp/fs/utils.h>
-#include <msp/gl/extensions/sgis_generate_mipmap.h>
 #include "animation.h"
 #include "armature.h"
+#include "camera.h"
 #include "font.h"
 #include "keyframe.h"
+#include "lighting.h"
 #include "material.h"
 #include "mesh.h"
 #include "object.h"
+#include "pipelinetemplate.h"
 #include "pose.h"
 #include "program.h"
+#include "programcompiler.h"
 #include "resourcemanager.h"
 #include "resources.h"
 #include "technique.h"
@@ -22,26 +26,48 @@ using namespace std;
 namespace Msp {
 namespace GL {
 
+void init_shaderlib(DataFile::BuiltinSource &);
+
 Resources::Resources():
-       default_tex_filter(SGIS_generate_mipmap ? LINEAR_MIPMAP_LINEAR : LINEAR),
+       default_tex_filter(Texture::can_generate_mipmap() ? LINEAR_MIPMAP_LINEAR : LINEAR),
+       default_tex_anisotropy(1.0f),
        srgb_conversion(false),
        resource_manager(0)
 {
        add_type<Animation>().suffix(".anim").keyword("animation");
        add_type<Armature>().suffix(".arma").keyword("armature");
+       add_type<Camera>().keyword("camera");
        add_type<Font>().keyword("font");
        add_type<KeyFrame>().suffix(".kframe").keyword("keyframe");
+       add_type<Lighting>().suffix(".lightn").keyword("lighting");
        add_type<Material>().suffix(".mat").keyword("material");
        add_type<Mesh>().keyword("mesh").creator(&Resources::create_mesh);
        add_type<Object>().keyword("object");
+       add_type<PipelineTemplate>().suffix(".pipe").keyword("pipeline");
        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)
@@ -49,6 +75,11 @@ void Resources::set_default_texture_filter(TextureFilter tf)
        default_tex_filter = tf;
 }
 
+void Resources::set_default_texture_anisotropy(float a)
+{
+       default_tex_anisotropy = a;
+}
+
 void Resources::set_srgb_conversion(bool c)
 {
        srgb_conversion = c;
@@ -66,7 +97,7 @@ Mesh *Resources::create_mesh(const string &name)
 
        if(RefPtr<IO::Seekable> io = open_from_sources(name))
        {
-               RefPtr<GL::Mesh> mesh = new GL::Mesh(resource_manager);
+               RefPtr<Mesh> mesh = new Mesh(resource_manager);
                resource_manager->set_resource_location(*mesh, *this, name);
                return mesh.release();
        }
@@ -86,7 +117,7 @@ Texture2D *Resources::create_texture2d(const string &name)
                if(!resource_manager)
                        image.load_io(*io);
 
-               RefPtr<GL::Texture2D> tex = new GL::Texture2D(resource_manager);
+               RefPtr<Texture2D> tex = new Texture2D(resource_manager);
 
                if(is_mipmapped(default_tex_filter))
                {
@@ -96,6 +127,7 @@ Texture2D *Resources::create_texture2d(const string &name)
                else
                        tex->set_mag_filter(default_tex_filter);
                tex->set_min_filter(default_tex_filter);
+               tex->set_max_anisotropy(default_tex_anisotropy);
 
                if(resource_manager)
                        resource_manager->set_resource_location(*tex, *this, name);
@@ -107,5 +139,24 @@ 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, name);
+               RefPtr<Program> program = new Program;
+               compiler.add_shaders(*program);
+               program->link();
+               return program.release();
+       }
+
+       return 0;
+}
+
 } // namespace GL
 } // namespace Msp