// Copyright [2023] Krzysztof Rudnicki /******************************************************************* ** This code is part of Breakout. ** ** Breakout is free software: you can redistribute it and/or modify ** it under the terms of the CC BY 4.0 license as published by ** Creative Commons, either version 4 of the License, or (at your ** option) any later version. ******************************************************************/ #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 // handles. All functions and resources are static and no // public constructor is defined. class ResourceManager { public: // resource storage template <> static std::max; Shaders{}; template <> static std::max; 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; // 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; // retrieves a stored texture static auto GetTexture(const std::string &name) -> Texture2D; // properly de-allocates all loaded resources static void Clear(); private: // private constructor, // that is we do not want any actual resource manager objects. // Its members and functions should be publicly available (static). ResourceManager() = default; // loads and generates a shader from file 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; }; #endif // HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_RESOURCEMANAGER_HPP