setup complete - visible character
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101
src/logic/resourceManager.cpp
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101
src/logic/resourceManager.cpp
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#include "resourceManager.h"
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#include <iostream>
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#include <sstream>
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#include <fstream>
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// Instantiate static variables
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std::map<std::string, Texture> ResourceManager::Textures;
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std::map<std::string, Shader> ResourceManager::Shaders;
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Shader ResourceManager::LoadShader(const GLchar* vShaderFile, const GLchar* fShaderFile, const GLchar* gShaderFile, std::string name)
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{
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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(std::string name)
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{
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return Shaders[name];
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}
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Texture ResourceManager::LoadTexture(const GLchar* file, std::string name)
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{
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Textures[name] = loadTextureFromFile(file);
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return Textures[name];
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}
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Texture ResourceManager::GetTexture(std::string name)
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{
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return Textures[name];
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}
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void ResourceManager::Clear()
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{
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// (Properly) delete all shaders
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for (auto iter : Shaders)
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glDeleteProgram(iter.second.ID);
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// (Properly) delete all Textures
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for (auto iter : Textures)
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glDeleteTextures(1, &iter.second.ID);
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}
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Shader ResourceManager::loadShaderFromFile(const GLchar* vShaderFile, const GLchar* fShaderFile, const GLchar* gShaderFile)
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{
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// 1. Retrieve the vertex/fragment source code from filePath
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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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{
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// Open files
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std::ifstream vertexShaderFile(vShaderFile);
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std::ifstream fragmentShaderFile(fShaderFile);
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std::stringstream vShaderStream, fShaderStream;
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// Read file's buffer contents into streams
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vShaderStream << vertexShaderFile.rdbuf();
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fShaderStream << fragmentShaderFile.rdbuf();
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// close file handlers
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vertexShaderFile.close();
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fragmentShaderFile.close();
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// Convert stream into string
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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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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{
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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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}
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}
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catch (std::exception e)
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{
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std::cout << "ERROR::SHADER: Failed to read shader files" << std::endl;
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}
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const GLchar* vShaderCode = vertexCode.c_str();
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const GLchar* fShaderCode = fragmentCode.c_str();
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const GLchar* 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, gShaderFile != nullptr ? gShaderCode : nullptr);
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return shader;
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}
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Texture ResourceManager::loadTextureFromFile(const GLchar* file)
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{
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// Create Texture object
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Texture Texture;
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// Load image
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int width, height, nrChannels;
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unsigned char* image = stbi_load(file, &width, &height, &nrChannels , 4);
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// Now generate Texture
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Texture.generate(width, height, image);
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// And finally free image data
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stbi_image_free(image);
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return Texture;
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}
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