Files
LearningOpenGL/ResourceManager.cpp
onTheZero 4bf6b02255 GameObjects
Began to add GameObjects, starting with the player.
2025-08-13 00:59:03 -04:00

103 lines
3.1 KiB
C++

#include "ResourceManager.h"
#include <string>
#include <iostream>
#include <sstream>
#include <fstream>
// Instantiate static variables
std::map<std::string, Shader> ResourceManager::shaders;
std::map<std::string, LevelMap> ResourceManager::levelMaps;
Shader ResourceManager::LoadShader(const char* vShaderFile, const char* fShaderFile, const char* gShaderFile, std::string name)
{
shaders[name] = LoadShaderFromFile(vShaderFile, fShaderFile, gShaderFile);
return shaders[name];
}
Shader ResourceManager::GetShader(std::string name)
{
return shaders[name];
}
void ResourceManager::Clear()
{
// (properly) delete all shaders
for (auto iter : shaders)
glDeleteProgram(iter.second.ID);
}
Shader ResourceManager::LoadShaderFromFile(const char* vShaderFile, const char* fShaderFile, const char* 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 char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
const char* gShaderCode = geometryCode.c_str();
// 2. now create shader object from source code
Shader shader;
shader.Compile(vShaderCode, fShaderCode, gShaderFile != nullptr ? gShaderCode : nullptr);
return shader;
}
LevelMap ResourceManager::LoadLevelMap(const char* filePath, std::string name)
{
levelMaps[name] = LoadLevelMapFromFile(filePath);
return levelMaps[name];
}
LevelMap ResourceManager::LoadLevelMapFromFile(const char* filePath)
{
std::string level_map_code;
try
{
std::ifstream level_map_file(filePath);
std::stringstream level_map_stream;
level_map_stream << level_map_file.rdbuf();
level_map_file.close();
level_map_code = level_map_stream.str();
}
catch (std::exception e)
{
std::cout << "ERROR::LEVELMAP: Failed to read level map file: " << filePath << std::endl;
}
LevelMap level_map;
level_map.Compile(level_map_code);
return level_map;
}