103 lines
3.1 KiB
C++
103 lines
3.1 KiB
C++
#include "ResourceManager.h"
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#include <string>
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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, Shader> ResourceManager::shaders;
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std::map<std::string, LevelMap> ResourceManager::levelMaps;
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Shader ResourceManager::LoadShader(const char* vShaderFile, const char* fShaderFile, const char* 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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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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}
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Shader ResourceManager::LoadShaderFromFile(const char* vShaderFile, const char* fShaderFile, const char* 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 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, gShaderFile != nullptr ? gShaderCode : nullptr);
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return shader;
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}
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LevelMap ResourceManager::LoadLevelMap(const char* filePath, std::string name)
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{
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levelMaps[name] = LoadLevelMapFromFile(filePath);
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return levelMaps[name];
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}
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LevelMap ResourceManager::LoadLevelMapFromFile(const char* filePath)
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{
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std::string level_map_code;
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try
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{
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std::ifstream level_map_file(filePath);
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std::stringstream level_map_stream;
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level_map_stream << level_map_file.rdbuf();
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level_map_file.close();
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level_map_code = level_map_stream.str();
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}
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catch (std::exception e)
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{
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std::cout << "ERROR::LEVELMAP: Failed to read level map file: " << filePath << std::endl;
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}
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LevelMap level_map;
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level_map.Compile(level_map_code);
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return level_map;
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}
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