engineer-thesis-WUT/breakout/resourceManager.cpp

141 lines
4.4 KiB
C++

// Copyright [2023] Krzysztof Rudnicki
#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"
#include "./texture.hpp"
// Instantiate static variables
std::map<std::string, Texture2D> ResourceManager::Textures;
std::map<std::string, Shader> ResourceManager::Shaders;
Shader ResourceManager::LoadShader(const char *vShaderFile,
const char *fShaderFile,
const char *gShaderFile,
const std::string &name) {
Shaders[name] = loadShaderFromFile(vShaderFile, fShaderFile, gShaderFile);
return Shaders[name];
}
Shader ResourceManager::GetShader(const std::string &name) {
return Shaders[name];
}
Texture2D ResourceManager::LoadTexture(const char *file, bool alpha,
const std::string &name) {
Textures[name] = loadTextureFromFile(file, alpha);
return Textures[name];
}
Texture2D ResourceManager::GetTexture(const std::string &name) {
return Textures[name];
}
void ResourceManager::Clear() {
// (properly) delete all shaders
for (const auto &iter : Shaders) {
glDeleteProgram(iter.second.ID);
}
// (properly) delete all textures
for (const auto &iter : Textures) {
glDeleteTextures(1, &iter.second.ID);
}
}
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();
// 2. now create shader object from source code
Shader shader;
shader.Compile(vShaderCode, fShaderCode,
gShaderFile != nullptr ? gShaderCode : nullptr);
return shader;
}
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 = -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);
// and finally free image data
stbi_image_free(data);
return texture;
}
#endif