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resourcemanager.cpp
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resourcemanager.cpp
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#include "resourcemanager.h"
std::unique_ptr<ResourceManager> ResourceManager::resource_manager_ = nullptr;
ResourceManager* ResourceManager::resourceManager(){
return ResourceManager::resource_manager_.get();
}
bool ResourceManager::initialize(){
if(resource_manager_ != nullptr){
return false;
}
ResourceManager::resource_manager_ = std::unique_ptr<ResourceManager>(new ResourceManager);
return true;
}
bool ResourceManager::shutdown(){
if(resource_manager_ == nullptr){
return false;
}
ResourceManager::resource_manager_ = nullptr;
return true;
}
ResourceManager::ResourceManager() : mesh_id_counter_(0), shader_id_counter_(0){
}
ResourceManager::~ResourceManager(){
}
Mesh* ResourceManager::createMesh(const std::string& lexical_name, std::unique_ptr<std::vector<VertexData> >&& vertices, std::unique_ptr<std::vector<GLuint> >&& indices,
MeshCacheOption cache_options){
if(mesh_lexical_names_.find(lexical_name) != mesh_lexical_names_.end()){
std::cerr << "Error: Mesh lexical names must not be duplicate" << std::endl;
return nullptr;
}
std::uint32_t mesh_id = mesh_id_counter_++;
meshes_[mesh_id] = std::unique_ptr<Mesh>(new Mesh(lexical_name, mesh_id, cache_options));
if(vertices != nullptr && indices != nullptr){
meshes_[mesh_id]->setMeshData(std::move(vertices), std::move(indices));
}
mesh_lexical_names_[lexical_name] = mesh_id;
return meshes_[mesh_id].get();
}
Mesh* ResourceManager::getMesh(const std::uint32_t& id){
if(meshes_.find(id) != meshes_.end()){
return meshes_[id].get();
}
else{
return nullptr;
}
}
Mesh* ResourceManager::getMesh(const std::string& lexical_name){
if(mesh_lexical_names_.find(lexical_name) != mesh_lexical_names_.end()){
std::uint32_t id = mesh_lexical_names_[lexical_name];
return meshes_[id].get();
}
else{
return nullptr;
}
}
bool ResourceManager::freeMesh(const std::uint32_t& id){
if(meshes_.find(id) != meshes_.end()){
std::string lexical_name = meshes_[id]->getLexicalName();
meshes_.erase(id);
mesh_lexical_names_.erase(lexical_name);
return true;
}
else{
return false;
}
}
Shader* ResourceManager::createShader(const std::string& lexical_name, const std::string& vs, const std::string& fs, ShaderDataType data_type){
if(shader_lexical_names_.find(lexical_name) != shader_lexical_names_.end()){
std::cerr << "Error: Shader lexical names must not be duplicate" << std::endl;
return nullptr;
}
std::uint32_t id = shader_id_counter_++;
if(data_type == SHADER_FILE){
std::ifstream vs_file(vs);
if(!vs_file.is_open()){
std::cerr << "Error: unable to find vertex shader file" << std::endl;
return nullptr;
}
std::stringstream vs_stream;
vs_stream << vs_file.rdbuf();
std::string vs_dat = vs_stream.str();
std::ifstream fs_file(fs);
if(!fs_file.is_open()){
std::cerr << "Error: unable to find fragment shader file" << std::endl;
return nullptr;
}
std::stringstream fs_stream;
fs_stream << fs_file.rdbuf();
std::string fs_dat = vs_stream.str();
std::unique_ptr<Shader> shader;
try{
shader = std::unique_ptr<Shader>(new Shader(lexical_name, id, vs_dat, fs_dat));
}
catch(ShaderCompileError e){
std::cerr << "Error: " << e.what() << std::endl;
return nullptr;
}
shaders_[id] = std::move(shader);
}
else{
std::unique_ptr<Shader> shader;
try{
shader = std::unique_ptr<Shader>(new Shader(lexical_name, id, vs, fs));
}
catch(ShaderCompileError e){
std::cerr << "Error: " << e.what() << std::endl;
return nullptr;
}
shaders_[id] = std::move(shader);
}
shader_lexical_names_[lexical_name] = id;
}
Shader* ResourceManager::getShader(const std::uint32_t& id){
if(shaders_.find(id) != shaders_.end()){
return shaders_[id].get();
}
else{
return nullptr;
}
}
Shader* ResourceManager::getShader(const std::string& lexical_name){
if(shader_lexical_names_.find(lexical_name) != shader_lexical_names_.end()){
std::uint32_t id = shader_lexical_names_[lexical_name];
return shaders_[id].get();
}
else{
return nullptr;
}
}
bool ResourceManager::freeShader(const std::uint32_t& id){
if(shaders_.find(id) != shaders_.end()){
std::string lexical_name = shaders_[id]->getLexicalName();
shader_lexical_names_.erase(lexical_name);
shaders_.erase(id);
return true;
}
else{
return false;
}
}
std::unique_ptr<Renderable> ResourceManager::createRenderable(std::unique_ptr<Material>&& mat, Mesh* mesh){
assert(mat != nullptr && mesh != nullptr);
std::uint64_t shader_id = (std::uint64_t)mat->getShader()->getID();
std::uint64_t mesh_id = (std::uint64_t)mesh->getID();
std::uint64_t hash = (shader_id << 32) | mesh_id;
if(existing_vaos_.find(hash) != existing_vaos_.end()){
GLuint vao_name = existing_vaos_[hash];
try{
return std::unique_ptr<Renderable>(new Renderable(std::move(mat), mesh, vao_name));
}
catch(RenderableError e){
std::cerr << e.what() << std::endl;
return nullptr;
}
}
try{
std::unique_ptr<Renderable> renderable(new Renderable(std::move(mat), mesh));
existing_vaos_[hash] = renderable->getVAOName();
return renderable;
}
catch(RenderableError e){
std::cerr << e.what() << std::endl;
return nullptr;
}
}