]> git.tdb.fi Git - libs/gl.git/blobdiff - source/resources/resources.cpp
Check the flat qualifier from the correct member
[libs/gl.git] / source / resources / resources.cpp
index 8a7780cd4016521c2b0cb39428270ad0f50c1609..ab4b0a8dd52d560282ef7ca11d1afcd41c1c6cda 100644 (file)
@@ -2,28 +2,35 @@
 #include <msp/fs/utils.h>
 #include "animation.h"
 #include "armature.h"
+#include "backend.h"
+#include "basicmaterial.h"
 #include "camera.h"
+#include "directionallight.h"
 #include "error.h"
 #include "font.h"
 #include "keyframe.h"
-#include "light.h"
 #include "lighting.h"
-#include "material.h"
 #include "mesh.h"
 #include "module.h"
 #include "object.h"
+#include "occludedscene.h"
+#include "orderedscene.h"
+#include "pbrmaterial.h"
 #include "sequencetemplate.h"
+#include "pointlight.h"
 #include "pose.h"
 #include "program.h"
 #include "resourcemanager.h"
 #include "resources.h"
 #include "sampler.h"
-#include "scene.h"
+#include "simplescene.h"
 #include "technique.h"
 #include "texture1d.h"
 #include "texture2d.h"
 #include "texture2darray.h"
 #include "texturecube.h"
+#include "unlitmaterial.h"
+#include "zsortedscene.h"
 #include "glsl/compiler.h"
 
 using namespace std;
@@ -37,45 +44,68 @@ void init_builtin_data(DataFile::BuiltinSource &);
 Resources *Resources::global_resources = 0;
 
 Resources::Resources(bool set_as_global):
-       srgb_conversion(false),
        resource_manager(0)
 {
        add_type<Animation>().suffix(".anim").keyword("animation");
        add_type<Armature>().suffix(".arma").keyword("armature");
+       add_type<BasicMaterial>().base<Material>().suffix(".mat")
+               .creator([this](const string &n) -> BasicMaterial * { create_generic<Material>(n); return 0; })
+               .notify(&set_debug_name<Material>);
        add_type<Camera>().keyword("camera")
-               .notify(&Resources::set_debug_name<Camera>);
+               .notify(&set_debug_name<Camera>);
+       add_type<DirectionalLight>().base<Light>().suffix(".light")
+               .creator([this](const string &n) -> DirectionalLight * { create_generic<Light>(n); return 0; });
        add_type<Font>().keyword("font");
        add_type<KeyFrame>().suffix(".kframe").keyword("keyframe");
-       add_type<Light>().keyword("light");
        add_type<Lighting>().suffix(".lightn").keyword("lighting")
-               .notify(&Resources::set_debug_name<Lighting>);
-       add_type<Material>().suffix(".mat")
-               .creator(&Resources::create_material).notify(&Resources::set_debug_name<Material>);
+               .notify(&set_debug_name<Lighting>);
        add_type<Mesh>().keyword("mesh")
-               .creator(&Resources::create_mesh).notify(&Resources::set_debug_name<Mesh>);
+               .creator([this](const string &n){ return create_mesh(n); })
+               .notify(&set_debug_name<Mesh>);
        add_type<Module>().suffix(".glsl").suffix(".spv")
-               .creator(&Resources::create_module);
-       add_type<Object>().keyword("object");
+               .creator([this](const string &n){ return create_module(n); })
+               .notify(&set_debug_name<Module>);
+       add_type<Object>().base<Renderable>().keyword("object");
+       add_type<OccludedScene>().base<Scene>().base<Renderable>().suffix(".scene")
+               .creator([this](const string &n) -> OccludedScene * { create_generic<Scene>(n); return 0; });
+       add_type<OrderedScene>().base<Scene>().base<Renderable>().suffix(".scene")
+               .creator([this](const string &n) -> OrderedScene * { create_generic<Scene>(n); return 0; });
+       add_type<PbrMaterial>().base<Material>().suffix(".mat")
+               .creator([this](const string &n) -> PbrMaterial * { create_generic<Material>(n); return 0; })
+               .notify(&set_debug_name<Material>);
+       add_type<PointLight>().base<Light>().suffix(".light")
+               .creator([this](const string &n) -> PointLight * { create_generic<Light>(n); return 0; });
        add_type<SequenceTemplate>().suffix(".seq").keyword("sequence");
        add_type<Pose>().keyword("pose");
        add_type<Program>().keyword("shader")
-               .creator(&Resources::create_program).notify(&Resources::set_debug_name<Program>);
+               .creator([this](const string &n){ return create_program(n); })
+               .notify(&set_debug_name<Program>);
        add_type<Sampler>().suffix(".samp").keyword("sampler")
-               .notify(&Resources::set_debug_name<Sampler>);
-       add_type<Scene>().suffix(".scene")
-               .creator(&Resources::create_scene);
+               .notify(&set_debug_name<Sampler>);
+       add_type<SimpleScene>().base<Scene>().base<Renderable>().suffix(".scene")
+               .creator([this](const string &n) -> SimpleScene * { create_generic<Scene>(n); return 0; });
        add_type<Technique>().suffix(".tech").keyword("technique")
-               .notify(&Resources::set_debug_name<Technique>);
-       add_type<Texture1D>().base<Texture>().suffix(".tex1d").keyword("texture1d")
-               .notify(&Resources::set_debug_name<Texture1D>);
-       add_type<Texture2D>().base<Texture>().suffix(".tex2d").suffix(".png").suffix(".jpg").keyword("texture2d")
-               .creator(&Resources::create_texture2d).notify(&Resources::set_debug_name<Texture2D>);
-       add_type<Texture3D>().base<Texture>().suffix(".tex3d").keyword("texture3d")
-               .notify(&Resources::set_debug_name<Texture3D>);
-       add_type<TextureCube>().base<Texture>().suffix(".texcb").keyword("texture_cube")
-               .notify(&Resources::set_debug_name<TextureCube>);
-       add_type<Texture2DArray>().base<Texture>().suffix(".tex2da").keyword("texture2d_array")
-               .notify(&Resources::set_debug_name<Texture2DArray>);
+               .notify(&set_debug_name<Technique>);
+       add_type<Texture1D>().base<Texture>().suffix(".tex")
+               .creator([this](const string &n) -> Texture1D * { create_texture(n); return 0; })
+               .notify(&set_debug_name<Texture1D>);
+       add_type<Texture2D>().base<Texture>().suffix(".tex").suffix(".png").suffix(".jpg")
+               .creator([this](const string &n) -> Texture2D * { create_texture(n); return 0; })
+               .notify(&set_debug_name<Texture2D>);
+       add_type<Texture3D>().base<Texture>().suffix(".tex")
+               .creator([this](const string &n) -> Texture3D * { create_texture(n); return 0; })
+               .notify(&set_debug_name<Texture3D>);
+       add_type<TextureCube>().base<Texture>().suffix(".tex")
+               .creator([this](const string &n) -> TextureCube * { create_texture(n); return 0; })
+               .notify(&set_debug_name<TextureCube>);
+       add_type<Texture2DArray>().base<Texture>().suffix(".tex")
+               .creator([this](const string &n) -> Texture2DArray * { create_texture(n); return 0; })
+               .notify(&set_debug_name<Texture2DArray>);
+       add_type<UnlitMaterial>().base<Material>().suffix(".mat")
+               .creator([this](const string &n) -> UnlitMaterial * { create_generic<Material>(n); return 0; })
+               .notify(&set_debug_name<Material>);
+       add_type<ZSortedScene>().base<Scene>().base<Renderable>().suffix(".scene")
+               .creator([this](const string &n) -> ZSortedScene * { create_generic<Scene>(n); return 0; });
 
        add_source(get_builtins());
 
@@ -111,24 +141,20 @@ const DataFile::CollectionSource &Resources::get_builtins()
        return builtins;
 }
 
-void Resources::set_srgb_conversion(bool c)
-{
-       srgb_conversion = c;
-}
-
 void Resources::set_resource_manager(ResourceManager *m)
 {
        resource_manager = m;
 }
 
-Material *Resources::create_material(const string &name)
+template<typename T, typename L>
+T *Resources::create_generic(const string &name)
 {
        if(RefPtr<IO::Seekable> io = open_raw(name))
        {
                DataFile::Parser parser(*io, name);
-               Material::GenericLoader ldr(this);
+               L ldr(*this);
                ldr.load(parser);
-               return ldr.get_material();
+               ldr.store_object(*this, name);
        }
 
        return 0;
@@ -136,12 +162,13 @@ Material *Resources::create_material(const string &name)
 
 Mesh *Resources::create_mesh(const string &name)
 {
-       if(!resource_manager)
+       if(!resource_manager || name[0]=='_')
                return 0;
 
        if(RefPtr<IO::Seekable> io = open_raw(name))
        {
-               RefPtr<Mesh> mesh = new Mesh(resource_manager);
+               RefPtr<Mesh> mesh = new Mesh;
+               mesh->set_manager(resource_manager);
                resource_manager->set_resource_location(*mesh, *this, name);
                return mesh.release();
        }
@@ -149,52 +176,40 @@ Mesh *Resources::create_mesh(const string &name)
        return 0;
 }
 
-Scene *Resources::create_scene(const string &name)
+Texture *Resources::create_texture(const string &name)
 {
-       if(RefPtr<IO::Seekable> io = open_raw(name))
-       {
-               DataFile::Parser parser(*io, name);
-               Scene::GenericLoader ldr(*this);
-               ldr.load(parser);
-               return ldr.get_scene();
-       }
+       bool managed = (resource_manager && name[0]!='_');
 
-       return 0;
-}
-
-Texture2D *Resources::create_texture2d(const string &name)
-{
        string ext = FS::extpart(name);
-       if(ext==".tex2d" && !resource_manager)
-               return 0;
+       if(ext==".tex")
+       {
+               if(managed)
+                       return create_generic<Texture, GenericResourceLoader<Texture>>(name);
+               else
+                       return create_generic<Texture>(name);
+       }
 
        if(RefPtr<IO::Seekable> io = open_raw(name))
        {
                RefPtr<Texture2D> tex;
 
-               if(ext==".tex2d")
-               {
-                       tex = new Texture2D(resource_manager);
-                       DataFile::Parser parser(*io, name);
-                       Texture2D::Loader ldr(*tex, *this);
-                       ldr.load(parser);
-               }
-               else
-               {
-                       // Verify that the image is loadable
-                       Graphics::Image image;
-                       if(!resource_manager)
-                               image.load_io(*io);
+               // Verify that the image is loadable
+               Graphics::Image image;
+               if(!managed)
+                       image.load_io(*io);
 
-                       tex = new Texture2D(resource_manager);
+               tex = new Texture2D;
 
-                       if(resource_manager)
-                               resource_manager->set_resource_location(*tex, *this, name);
-                       else
-                               tex->image(image);
+               if(managed)
+               {
+                       tex->set_manager(resource_manager);
+                       resource_manager->set_resource_location(*tex, *this, name);
                }
+               else
+                       tex->image(image);
 
-               return tex.release();
+               add(name, tex.get());
+               tex.release();
        }
 
        return 0;
@@ -210,7 +225,11 @@ Module *Resources::create_module(const string &name)
        {
                if(ext==".glsl")
                {
-                       RefPtr<GlslModule> module = new GlslModule;
+                       RefPtr<Module> module;
+                       if(get_backend_api()==VULKAN)
+                               module = new SpirVModule;
+                       else
+                               module = new GlslModule;
                        module->load_source(*io, this, name);
                        return module.release();
                }
@@ -244,7 +263,6 @@ Program *Resources::create_program(const string &name)
                Module &module = get<Module>(base);
                RefPtr<Program> shprog = new Program;
                shprog->add_stages(module);
-               shprog->link();
                return shprog.release();
        }
 
@@ -263,14 +281,26 @@ void Resources::set_debug_name(const string &name, T &item)
 Resources::Loader::Loader(Resources &r):
        DerivedObjectLoader<Resources, Collection::Loader>(r)
 {
-       add("scene", &Loader::scene);
+       add("light", &Loader::generic<Light>);
+       add("material", &Loader::generic<Material>);
+       add("scene", &Loader::generic<Scene>);
+       add("texture", &Loader::generic<Texture, GenericResourceLoader<Texture>>);
 }
 
-void Resources::Loader::scene(const string &name)
+template<typename T, typename L>
+void Resources::Loader::generic(const string &name)
 {
-       Scene::GenericLoader ldr(obj);
+       L ldr(obj);
        load_sub_with(ldr);
-       obj.add(name, ldr.get_scene());
+       ldr.store_object(obj, name);
+}
+
+
+template<typename T>
+void Resources::GenericResourceLoader<T>::type(const DataFile::Symbol &t)
+{
+       T::GenericLoader::type(t);
+       this->object->set_manager(resources.resource_manager);
 }
 
 } // namespace GL