engineer-thesis-WUT/breakout/resourceManager.hpp

67 lines
2.9 KiB
C++

// 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<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;
// 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