Files
TheSubterranean/src/logic/resourceManager.cpp

101 lines
3.2 KiB
C++

#include "resourceManager.h"
#include <iostream>
#include <sstream>
#include <fstream>
// Instantiate static variables
std::map<std::string, Texture> ResourceManager::Textures;
std::map<std::string, Shader> ResourceManager::Shaders;
Shader ResourceManager::LoadShader(const GLchar* vShaderFile, const GLchar* fShaderFile, const GLchar* gShaderFile, std::string name)
{
Shaders[name] = loadShaderFromFile(vShaderFile, fShaderFile, gShaderFile);
return Shaders[name];
}
Shader ResourceManager::GetShader(std::string name)
{
return Shaders[name];
}
Texture ResourceManager::LoadTexture(const GLchar* file, std::string name)
{
Textures[name] = loadTextureFromFile(file);
return Textures[name];
}
Texture ResourceManager::GetTexture(std::string name)
{
return Textures[name];
}
void ResourceManager::Clear()
{
// (Properly) delete all shaders
for (auto iter : Shaders)
glDeleteProgram(iter.second.ID);
// (Properly) delete all Textures
for (auto iter : Textures)
glDeleteTextures(1, &iter.second.ID);
}
Shader ResourceManager::loadShaderFromFile(const GLchar* vShaderFile, const GLchar* fShaderFile, const GLchar* gShaderFile)
{
// 1. Retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::string geometryCode;
try
{
// Open files
std::ifstream vertexShaderFile(vShaderFile);
std::ifstream fragmentShaderFile(fShaderFile);
std::stringstream vShaderStream, fShaderStream;
// Read file's buffer contents into streams
vShaderStream << vertexShaderFile.rdbuf();
fShaderStream << fragmentShaderFile.rdbuf();
// close file handlers
vertexShaderFile.close();
fragmentShaderFile.close();
// Convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
// If geometry shader path is present, also load a geometry shader
if (gShaderFile != nullptr)
{
std::ifstream geometryShaderFile(gShaderFile);
std::stringstream gShaderStream;
gShaderStream << geometryShaderFile.rdbuf();
geometryShaderFile.close();
geometryCode = gShaderStream.str();
}
}
catch (std::exception e)
{
std::cout << "ERROR::SHADER: Failed to read shader files" << std::endl;
}
const GLchar* vShaderCode = vertexCode.c_str();
const GLchar* fShaderCode = fragmentCode.c_str();
const GLchar* gShaderCode = geometryCode.c_str();
// 2. Now create shader object from source code
Shader shader;
shader.Compile(vShaderCode, fShaderCode, gShaderFile != nullptr ? gShaderCode : nullptr);
return shader;
}
Texture ResourceManager::loadTextureFromFile(const GLchar* file)
{
// Create Texture object
Texture Texture;
// Load image
int width, height, nrChannels;
unsigned char* image = stbi_load(file, &width, &height, &nrChannels , 4);
// Now generate Texture
Texture.generate(width, height, image);
// And finally free image data
stbi_image_free(image);
return Texture;
}