fix: resourceManager.cpp clang form

This commit is contained in:
Krzysztof Rudnicki 2023-07-11 19:20:19 +02:00
parent ce05bca9c4
commit 0ab96eb0fc
5 changed files with 117 additions and 84 deletions

View File

@ -1,5 +1,5 @@
---
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'
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'
WarningsAsErrors: ''
HeaderFilterRegex: ''
AnalyzeTemporaryDtors: false

View File

@ -5,6 +5,7 @@
namespace constants {
constexpr int MAX_KEYS_TRACKED { 1024 };
constexpr int GAME_WINDOW_SIZE_ALLIGNMENT { 8 };
constexpr int DEFAULT_INVALID_NUMBER { -1 };
}
#endif // BREAKOUT_CONSTANTS_HPP_

View File

@ -2,6 +2,8 @@
#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_RESOURCEMANAGER_CPP
#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_RESOURCEMANAGER_CPP
#include <iostream>
#include "../breakout/resourceManager.hpp"
#include "./shader.hpp"
#include "./stb_image.h"
@ -11,25 +13,25 @@
std::map<std::string, Texture2D> ResourceManager::Textures;
std::map<std::string, Shader> ResourceManager::Shaders;
auto ResourceManager::LoadShader(const char *vShaderFile,
Shader ResourceManager::LoadShader(const char *vShaderFile,
const char *fShaderFile,
const char *gShaderFile,
const std::string &name) -> Shader {
const std::string &name) {
Shaders[name] = loadShaderFromFile(vShaderFile, fShaderFile, gShaderFile);
return Shaders[name];
}
auto ResourceManager::GetShader(const std::string &name) -> Shader {
Shader ResourceManager::GetShader(const std::string &name) {
return Shaders[name];
}
auto ResourceManager::LoadTexture(const char *file, bool alpha,
const std::string &name) -> Texture2D {
Texture2D ResourceManager::LoadTexture(const char *file, bool alpha,
const std::string &name) {
Textures[name] = loadTextureFromFile(file, alpha);
return Textures[name];
}
auto ResourceManager::GetTexture(const std::string &name) -> Texture2D {
Texture2D ResourceManager::GetTexture(const std::string &name) {
return Textures[name];
}
@ -44,39 +46,9 @@ void ResourceManager::Clear() {
}
}
auto ResourceManager::loadShaderFromFile(const char *vShaderFile,
const char *fShaderFile,
const char *gShaderFile) -> Shader {
// 1. retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::string geometryCode;
try {
// open files
std::ifstream vertexShaderFile(vShaderFile);
std::ifstream fragmentShaderFile(fShaderFile);
std::stringstream vShaderStream;
std::stringstream fShaderStream;
// read file's buffer contents into streams
vShaderStream << vertexShaderFile.rdbuf();
fShaderStream << fragmentShaderFile.rdbuf();
// close file handlers
vertexShaderFile.close();
fragmentShaderFile.close();
// convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
// if geometry shader path is present, also load a geometry shader
if (gShaderFile != nullptr) {
std::ifstream geometryShaderFile(gShaderFile);
std::stringstream gShaderStream;
gShaderStream << geometryShaderFile.rdbuf();
geometryShaderFile.close();
geometryCode = gShaderStream.str();
}
} catch (std::exception const &) {
std::cout << "ERROR::SHADER: Failed to read shader files" << std::endl;
}
static Shader ResourceManager::createShaderObject(
const std::string& vertexCode, const std::string& fragmentCode,
const char *gShaderFile, const std::string& geometryCode) {
const char *vShaderCode = vertexCode.c_str();
const char *fShaderCode = fragmentCode.c_str();
const char *gShaderCode = geometryCode.c_str();
@ -87,18 +59,76 @@ auto ResourceManager::loadShaderFromFile(const char *vShaderFile,
return shader;
}
auto ResourceManager::loadTextureFromFile(const char *file, bool alpha)
-> Texture2D {
static std::string ResourceManager::loadFragmentCode(const char *fShaderFile) {
std::string fragmentCode;
// open files
std::ifstream fragmentShaderFile(fShaderFile);
std::stringstream fShaderStream;
// read file's buffer contents into streams
fShaderStream << fragmentShaderFile.rdbuf();
// close file handlers
fragmentShaderFile.close();
// convert stream into string
fragmentCode = fShaderStream.str();
return fragmentCode;
}
static std::string ResourceManager::loadVertexCode(const char *vShaderFile) {
std::string vertexCode;
std::ifstream vertexShaderFile(vShaderFile);
std::stringstream vShaderStream;
vShaderStream << vertexShaderFile.rdbuf();
vertexShaderFile.close();
vertexCode = vShaderStream.str();
return vertexCode
}
static std::string ResourceManager::loadGeometryCode(const char *gShaderFile) {
std::string geometryCode;
std::ifstream geometryShaderFile(gShaderFile);
std::stringstream gShaderStream;
gShaderStream << geometryShaderFile.rdbuf();
geometryShaderFile.close();
geometryCode = gShaderStream.str();
return geometryCode;
}
static Shader ResourceManager::loadShaderFromFile(const char *vShaderFile,
const char *fShaderFile,
const char *gShaderFile) {
std::string vertexCode;
std::string fragmentCode;
std::string geometryCode;
try {
vertexCode = loadVertexCode(vShaderFile);
fragmentCode = loadFragmentCode(fShaderFile);
// if geometry shader path is present, also load a geometry shader
if (gShaderFile != nullptr) {
geometryCode = loadGeometryCode(gShaderFile);
}
} catch (std::exception const &) {
std::cout << "ERROR::SHADER: Failed to read shader files" << std::endl;
}
return createShaderObject(
vertexCode, fragmentCode, gShaderFile, geometryCode);
}
static Texture2D ResourceManager::createTextureObject(bool alpha) {
// create texture object
Texture2D texture;
if (alpha) {
texture.Internal_Format = GL_RGBA;
texture.Image_Format = GL_RGBA;
}
return texture;
}
Texture2D ResourceManager::loadTextureFromFile(const char *file, bool alpha) {
Texture2D texture = createTextureObject(alpha);
// load image
int width;
int height;
int nrChannels;
int width = -1;
int height = -1;
int nrChannels = -1;
unsigned char *data = stbi_load(file, &width, &height, &nrChannels, 0);
// now generate texture
texture.Generate(width, height, data);

View File

@ -10,13 +10,11 @@
#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_RESOURCEMANAGER_HPP
#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_RESOURCEMANAGER_HPP
#include "../dependencies/include/glad/glad.h"
#include "../breakout/shader.hpp"
#include "../breakout/texture.hpp"
// A static singleton ResourceManager class that hosts several
// functions to load Textures and Shaders. Each loaded texture
// and/or shader is also stored for future reference by string
@ -25,23 +23,21 @@
class ResourceManager {
public:
// resource storage
template<> static std::max<std::string, Shader>; Shaders;
template<> static std::max<std::string, Texture2D>; Textures;
template <> static std::max<std::string, Shader>;
Shaders{};
template <> static std::max<std::string, Texture2D>;
Textures{};
// loads (and generates) a shader program from file loading vertex,
// fragment (and geometry) shader's source code.
// If gShaderFile is not nullptr, it also loads a geometry shader
static auto LoadShader(
const char *vShaderFile,
const char *fShaderFile,
const char *gShaderFile,
const std::string& name) -> Shader;
static auto LoadShader(const char *vShaderFile, const char *fShaderFile,
const char *gShaderFile, const std::string &name)
-> Shader;
// retrieves a stored sader
static auto GetShader(const std::string &name) -> Shader;
// loads (and generates) a texture from file
static auto LoadTexture(
const char *file,
bool alpha,
const std::string& name) -> Texture2D;
static auto LoadTexture(const char *file, bool alpha, const std::string &name)
-> Texture2D;
// retrieves a stored texture
static auto GetTexture(const std::string &name) -> Texture2D;
// properly de-allocates all loaded resources
@ -53,11 +49,17 @@ class ResourceManager {
// Its members and functions should be publicly available (static).
ResourceManager() = default;
// loads and generates a shader from file
static auto loadShaderFromFile(
const char *vShaderFile,
static Shader ResourceManager::createShaderObject(
std::string vertexCode, std::string fragmentCode,
const char *gShaderFile, std::string geometryCode);
static std::string ResourceManager::loadFragmentCode(const char *fShaderFile);
static std::string ResourceManager::loadVertexCode(const char *vShaderFile);
static std::string ResourceManager::loadGeometryCode(const char *gShaderFile);
static auto loadShaderFromFile(const char *vShaderFile,
const char *fShaderFile,
const char *gShaderFile) -> Shader;
// loads a single texture from file
static Texture2D ResourceManager::createTextureObject();
static auto loadTextureFromFile(const char *file, bool alpha) -> Texture2D;
};

View File

@ -1,4 +1,4 @@
#!/bin/sh
clang-tidy --config-file=./.clang-tidy -p ./build/compile_commands.json ./breakout/breakout.cpp
clang-tidy --config-file=./.clang-tidy -p ./build/compile_commands.json ./breakout/resourceManager.cpp
cpplint ./breakout/breakout.cpp