]> git.tdb.fi Git - libs/gl.git/blobdiff - source/resources.cpp
Support the sample sampling qualifier
[libs/gl.git] / source / resources.cpp
index 6f5b0712c1e4a2a403e39b9823ed6577afadc0d8..fe59860d8cbbcd6ec9017bbdc70d162e8eff669e 100644 (file)
@@ -1,13 +1,15 @@
 #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"
@@ -27,17 +29,21 @@ 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").suffix(".glsl").creator(&Resources::create_program);
        add_type<Technique>().suffix(".tech").keyword("technique");
@@ -69,6 +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;
@@ -86,7 +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();
        }
@@ -106,7 +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))
                {
@@ -116,6 +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);
@@ -136,7 +148,7 @@ Program *Resources::create_program(const string &name)
        if(RefPtr<IO::Seekable> io = open_from_sources(name))
        {
                ProgramCompiler compiler;
-               compiler.compile(*io, this);
+               compiler.compile(*io, this, name);
                RefPtr<Program> program = new Program;
                compiler.add_shaders(*program);
                program->link();