#include "armature.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 "mesh.h"
#include "module.h"
#include "orderedscene.h"
#include "pbrmaterial.h"
#include "sequencetemplate.h"
+#include "pointlight.h"
#include "pose.h"
#include "program.h"
#include "resourcemanager.h"
.notify(&set_debug_name<Material>);
add_type<Camera>().keyword("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(&set_debug_name<Lighting>);
add_type<Mesh>().keyword("mesh")
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")
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();
}
if(ext==".tex2d")
{
- tex = new Texture2D(resource_manager);
+ tex = new Texture2D;
+ tex->set_manager(resource_manager);
DataFile::Parser parser(*io, name);
Texture2D::Loader ldr(*tex, *this);
ldr.load(parser);