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fix: resourceManager.cpp clang form
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@ -1,5 +1,5 @@
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---
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---
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Checks: '*,-altera-unroll-loops, -cppcoreguidelines-pro-type-reinterpret-cast,-llvmlibc-implementation-in-namespace,-llvmlibc-callee-namespace, -llvmlibc-restrict-system-libc-headers, -modernize-use-trailing-return-type'
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Checks: '*,-llvm-header-guard, -altera-unroll-loops, -cppcoreguidelines-pro-type-reinterpret-cast,-llvmlibc-implementation-in-namespace,-llvmlibc-callee-namespace, -llvmlibc-restrict-system-libc-headers, -modernize-use-trailing-return-type'
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WarningsAsErrors: ''
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WarningsAsErrors: ''
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HeaderFilterRegex: ''
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HeaderFilterRegex: ''
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AnalyzeTemporaryDtors: false
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AnalyzeTemporaryDtors: false
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@ -5,6 +5,7 @@
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namespace constants {
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namespace constants {
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constexpr int MAX_KEYS_TRACKED { 1024 };
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constexpr int MAX_KEYS_TRACKED { 1024 };
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constexpr int GAME_WINDOW_SIZE_ALLIGNMENT { 8 };
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constexpr int GAME_WINDOW_SIZE_ALLIGNMENT { 8 };
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constexpr int DEFAULT_INVALID_NUMBER { -1 };
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}
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}
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#endif // BREAKOUT_CONSTANTS_HPP_
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#endif // BREAKOUT_CONSTANTS_HPP_
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@ -2,6 +2,8 @@
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#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_RESOURCEMANAGER_CPP
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#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_RESOURCEMANAGER_CPP
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#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_RESOURCEMANAGER_CPP
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#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_RESOURCEMANAGER_CPP
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#include <iostream>
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#include "../breakout/resourceManager.hpp"
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#include "../breakout/resourceManager.hpp"
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#include "./shader.hpp"
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#include "./shader.hpp"
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#include "./stb_image.h"
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#include "./stb_image.h"
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@ -11,25 +13,25 @@
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std::map<std::string, Texture2D> ResourceManager::Textures;
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std::map<std::string, Texture2D> ResourceManager::Textures;
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std::map<std::string, Shader> ResourceManager::Shaders;
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std::map<std::string, Shader> ResourceManager::Shaders;
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auto ResourceManager::LoadShader(const char *vShaderFile,
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Shader ResourceManager::LoadShader(const char *vShaderFile,
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const char *fShaderFile,
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const char *fShaderFile,
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const char *gShaderFile,
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const char *gShaderFile,
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const std::string &name) -> Shader {
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const std::string &name) {
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Shaders[name] = loadShaderFromFile(vShaderFile, fShaderFile, gShaderFile);
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Shaders[name] = loadShaderFromFile(vShaderFile, fShaderFile, gShaderFile);
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return Shaders[name];
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return Shaders[name];
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}
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}
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auto ResourceManager::GetShader(const std::string &name) -> Shader {
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Shader ResourceManager::GetShader(const std::string &name) {
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return Shaders[name];
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return Shaders[name];
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}
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}
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auto ResourceManager::LoadTexture(const char *file, bool alpha,
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Texture2D ResourceManager::LoadTexture(const char *file, bool alpha,
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const std::string &name) -> Texture2D {
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const std::string &name) {
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Textures[name] = loadTextureFromFile(file, alpha);
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Textures[name] = loadTextureFromFile(file, alpha);
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return Textures[name];
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return Textures[name];
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}
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}
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auto ResourceManager::GetTexture(const std::string &name) -> Texture2D {
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Texture2D ResourceManager::GetTexture(const std::string &name) {
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return Textures[name];
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return Textures[name];
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}
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}
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@ -44,39 +46,9 @@ void ResourceManager::Clear() {
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}
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}
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}
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}
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auto ResourceManager::loadShaderFromFile(const char *vShaderFile,
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static Shader ResourceManager::createShaderObject(
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const char *fShaderFile,
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const std::string& vertexCode, const std::string& fragmentCode,
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const char *gShaderFile) -> Shader {
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const char *gShaderFile, const std::string& geometryCode) {
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// 1. retrieve the vertex/fragment source code from filePath
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std::string vertexCode;
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std::string fragmentCode;
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std::string geometryCode;
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try {
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// open files
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std::ifstream vertexShaderFile(vShaderFile);
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std::ifstream fragmentShaderFile(fShaderFile);
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std::stringstream vShaderStream;
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std::stringstream fShaderStream;
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// read file's buffer contents into streams
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vShaderStream << vertexShaderFile.rdbuf();
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fShaderStream << fragmentShaderFile.rdbuf();
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// close file handlers
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vertexShaderFile.close();
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fragmentShaderFile.close();
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// convert stream into string
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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// if geometry shader path is present, also load a geometry shader
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if (gShaderFile != nullptr) {
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std::ifstream geometryShaderFile(gShaderFile);
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std::stringstream gShaderStream;
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gShaderStream << geometryShaderFile.rdbuf();
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geometryShaderFile.close();
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geometryCode = gShaderStream.str();
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}
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} catch (std::exception const &) {
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std::cout << "ERROR::SHADER: Failed to read shader files" << std::endl;
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}
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const char *vShaderCode = vertexCode.c_str();
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const char *vShaderCode = vertexCode.c_str();
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const char *fShaderCode = fragmentCode.c_str();
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const char *fShaderCode = fragmentCode.c_str();
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const char *gShaderCode = geometryCode.c_str();
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const char *gShaderCode = geometryCode.c_str();
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@ -87,18 +59,76 @@ auto ResourceManager::loadShaderFromFile(const char *vShaderFile,
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return shader;
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return shader;
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}
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}
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auto ResourceManager::loadTextureFromFile(const char *file, bool alpha)
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static std::string ResourceManager::loadFragmentCode(const char *fShaderFile) {
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-> Texture2D {
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std::string fragmentCode;
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// open files
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std::ifstream fragmentShaderFile(fShaderFile);
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std::stringstream fShaderStream;
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// read file's buffer contents into streams
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fShaderStream << fragmentShaderFile.rdbuf();
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// close file handlers
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fragmentShaderFile.close();
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// convert stream into string
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fragmentCode = fShaderStream.str();
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return fragmentCode;
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}
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static std::string ResourceManager::loadVertexCode(const char *vShaderFile) {
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std::string vertexCode;
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std::ifstream vertexShaderFile(vShaderFile);
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std::stringstream vShaderStream;
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vShaderStream << vertexShaderFile.rdbuf();
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vertexShaderFile.close();
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vertexCode = vShaderStream.str();
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return vertexCode
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}
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static std::string ResourceManager::loadGeometryCode(const char *gShaderFile) {
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std::string geometryCode;
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std::ifstream geometryShaderFile(gShaderFile);
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std::stringstream gShaderStream;
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gShaderStream << geometryShaderFile.rdbuf();
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geometryShaderFile.close();
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geometryCode = gShaderStream.str();
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return geometryCode;
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}
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static Shader ResourceManager::loadShaderFromFile(const char *vShaderFile,
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const char *fShaderFile,
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const char *gShaderFile) {
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std::string vertexCode;
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std::string fragmentCode;
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std::string geometryCode;
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try {
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vertexCode = loadVertexCode(vShaderFile);
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fragmentCode = loadFragmentCode(fShaderFile);
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// if geometry shader path is present, also load a geometry shader
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if (gShaderFile != nullptr) {
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geometryCode = loadGeometryCode(gShaderFile);
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}
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} catch (std::exception const &) {
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std::cout << "ERROR::SHADER: Failed to read shader files" << std::endl;
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}
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return createShaderObject(
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vertexCode, fragmentCode, gShaderFile, geometryCode);
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}
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static Texture2D ResourceManager::createTextureObject(bool alpha) {
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// create texture object
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// create texture object
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Texture2D texture;
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Texture2D texture;
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if (alpha) {
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if (alpha) {
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texture.Internal_Format = GL_RGBA;
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texture.Internal_Format = GL_RGBA;
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texture.Image_Format = GL_RGBA;
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texture.Image_Format = GL_RGBA;
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}
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}
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return texture;
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}
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Texture2D ResourceManager::loadTextureFromFile(const char *file, bool alpha) {
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Texture2D texture = createTextureObject(alpha);
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// load image
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// load image
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int width;
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int width = -1;
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int height;
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int height = -1;
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int nrChannels;
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int nrChannels = -1;
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unsigned char *data = stbi_load(file, &width, &height, &nrChannels, 0);
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unsigned char *data = stbi_load(file, &width, &height, &nrChannels, 0);
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// now generate texture
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// now generate texture
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texture.Generate(width, height, data);
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texture.Generate(width, height, data);
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@ -10,13 +10,11 @@
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#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_RESOURCEMANAGER_HPP
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#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_RESOURCEMANAGER_HPP
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#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_RESOURCEMANAGER_HPP
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#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_RESOURCEMANAGER_HPP
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#include "../dependencies/include/glad/glad.h"
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#include "../dependencies/include/glad/glad.h"
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#include "../breakout/shader.hpp"
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#include "../breakout/shader.hpp"
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#include "../breakout/texture.hpp"
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#include "../breakout/texture.hpp"
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// A static singleton ResourceManager class that hosts several
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// A static singleton ResourceManager class that hosts several
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// functions to load Textures and Shaders. Each loaded texture
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// functions to load Textures and Shaders. Each loaded texture
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// and/or shader is also stored for future reference by string
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// and/or shader is also stored for future reference by string
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class ResourceManager {
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class ResourceManager {
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public:
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public:
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// resource storage
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// resource storage
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template<> static std::max<std::string, Shader>; Shaders;
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template <> static std::max<std::string, Shader>;
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template<> static std::max<std::string, Texture2D>; Textures;
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Shaders{};
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template <> static std::max<std::string, Texture2D>;
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Textures{};
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// loads (and generates) a shader program from file loading vertex,
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// loads (and generates) a shader program from file loading vertex,
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// fragment (and geometry) shader's source code.
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// fragment (and geometry) shader's source code.
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// If gShaderFile is not nullptr, it also loads a geometry shader
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// If gShaderFile is not nullptr, it also loads a geometry shader
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static auto LoadShader(
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static auto LoadShader(const char *vShaderFile, const char *fShaderFile,
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const char *vShaderFile,
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const char *gShaderFile, const std::string &name)
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const char *fShaderFile,
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-> Shader;
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const char *gShaderFile,
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const std::string& name) -> Shader;
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// retrieves a stored sader
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// retrieves a stored sader
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static auto GetShader(const std::string &name) -> Shader;
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static auto GetShader(const std::string &name) -> Shader;
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// loads (and generates) a texture from file
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// loads (and generates) a texture from file
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static auto LoadTexture(
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static auto LoadTexture(const char *file, bool alpha, const std::string &name)
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const char *file,
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-> Texture2D;
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bool alpha,
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const std::string& name) -> Texture2D;
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// retrieves a stored texture
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// retrieves a stored texture
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static auto GetTexture(const std::string &name) -> Texture2D;
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static auto GetTexture(const std::string &name) -> Texture2D;
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// properly de-allocates all loaded resources
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// properly de-allocates all loaded resources
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@ -53,11 +49,17 @@ class ResourceManager {
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// Its members and functions should be publicly available (static).
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// Its members and functions should be publicly available (static).
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ResourceManager() = default;
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ResourceManager() = default;
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// loads and generates a shader from file
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// loads and generates a shader from file
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static auto loadShaderFromFile(
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static Shader ResourceManager::createShaderObject(
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const char *vShaderFile,
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std::string vertexCode, std::string fragmentCode,
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const char *gShaderFile, std::string geometryCode);
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static std::string ResourceManager::loadFragmentCode(const char *fShaderFile);
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static std::string ResourceManager::loadVertexCode(const char *vShaderFile);
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static std::string ResourceManager::loadGeometryCode(const char *gShaderFile);
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static auto loadShaderFromFile(const char *vShaderFile,
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const char *fShaderFile,
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const char *fShaderFile,
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const char *gShaderFile) -> Shader;
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const char *gShaderFile) -> Shader;
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// loads a single texture from file
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// loads a single texture from file
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static Texture2D ResourceManager::createTextureObject();
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static auto loadTextureFromFile(const char *file, bool alpha) -> Texture2D;
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static auto loadTextureFromFile(const char *file, bool alpha) -> Texture2D;
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};
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};
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@ -1,4 +1,4 @@
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#!/bin/sh
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#!/bin/sh
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clang-tidy --config-file=./.clang-tidy -p ./build/compile_commands.json ./breakout/breakout.cpp
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clang-tidy --config-file=./.clang-tidy -p ./build/compile_commands.json ./breakout/resourceManager.cpp
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cpplint ./breakout/breakout.cpp
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cpplint ./breakout/breakout.cpp
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