engineer-thesis-WUT/breakout/resourceManager.hpp

67 lines
2.5 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 BREAKOUT_RESOURCEMANAGER_HPP_
#define BREAKOUT_RESOURCEMANAGER_HPP_
#include <map>
#include <string>
#include "../dependencies/include/glad/glad.h"
#include "../breakout/texture.hpp"
#include "../breakout/shader.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
static std::map<std::string, Shader> Shaders;
static std::map<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 Shader LoadShader(
const char *vShaderFile,
const char *fShaderFile,
const char *gShaderFile,
std::string name);
// retrieves a stored sader
static Shader GetShader(std::string name);
// loads (and generates) a texture from file
static Texture2D LoadTexture(
const char *file,
bool alpha,
std::string name);
// retrieves a stored texture
static Texture2D GetTexture(std::string name);
// 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() { }
// loads and generates a shader from file
static Shader loadShaderFromFile(
const char *vShaderFile,
const char *fShaderFile,
const char *gShaderFile = nullptr);
// loads a single texture from file
static Texture2D loadTextureFromFile(const char *file, bool alpha);
};
#endif // BREAKOUT_RESOURCEMANAGER_HPP_