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https://github.com/kuhyx/engineer-thesis-WUT.git
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141 lines
4.4 KiB
C++
141 lines
4.4 KiB
C++
// Copyright [2023] Krzysztof Rudnicki
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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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#include <iostream>
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#include "../breakout/resourceManager.hpp"
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#include "./shader.hpp"
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#include "./stb_image.h"
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#include "./texture.hpp"
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// Instantiate static variables
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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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Shader ResourceManager::LoadShader(const char *vShaderFile,
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const char *fShaderFile,
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const char *gShaderFile,
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const std::string &name) {
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Shaders[name] = loadShaderFromFile(vShaderFile, fShaderFile, gShaderFile);
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return Shaders[name];
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}
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Shader ResourceManager::GetShader(const std::string &name) {
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return Shaders[name];
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}
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Texture2D ResourceManager::LoadTexture(const char *file, bool alpha,
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const std::string &name) {
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Textures[name] = loadTextureFromFile(file, alpha);
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return Textures[name];
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}
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Texture2D ResourceManager::GetTexture(const std::string &name) {
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return Textures[name];
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}
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void ResourceManager::Clear() {
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// (properly) delete all shaders
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for (const auto &iter : Shaders) {
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glDeleteProgram(iter.second.ID);
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}
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// (properly) delete all textures
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for (const auto &iter : Textures) {
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glDeleteTextures(1, &iter.second.ID);
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}
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}
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static Shader ResourceManager::createShaderObject(
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const std::string& vertexCode, const std::string& fragmentCode,
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const char *gShaderFile, const std::string& geometryCode) {
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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 *gShaderCode = geometryCode.c_str();
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// 2. now create shader object from source code
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Shader shader;
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shader.Compile(vShaderCode, fShaderCode,
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gShaderFile != nullptr ? gShaderCode : nullptr);
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return shader;
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}
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static std::string ResourceManager::loadFragmentCode(const char *fShaderFile) {
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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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Texture2D texture;
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if (alpha) {
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texture.Internal_Format = GL_RGBA;
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texture.Image_Format = GL_RGBA;
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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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int width = -1;
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int height = -1;
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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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// now generate texture
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texture.Generate(width, height, data);
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// and finally free image data
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stbi_image_free(data);
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return texture;
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}
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#endif
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