ResourceManager

- Added ResourceManager
- Removed FileManager
- Shader's constructor now takes the shader source specific to the current GraphicsAPI
This commit is contained in:
Light 2021-06-28 14:37:48 +04:30
parent b50564c833
commit 6149c0da70
10 changed files with 236 additions and 82 deletions

View file

@ -21,10 +21,16 @@ project "Engine"
-- Project Files ---
files
{
"%{prj.location}/src/**.h" ,
"%{prj.location}/src/**.cpp" ,
"%{prj.location}/**.lua" ,
"%{prj.location}/dxgidebug.dll" ,
-- src
"%{prj.location}/src/**.h",
"%{prj.location}/src/**.cpp",
-- premake
"%{prj.location}/preake5*.lua",
"%{prj.location}/dxgidebug.dll", -- :#todo
"%{prj.location}/res/**"
}
-- Dependencies --
@ -38,11 +44,11 @@ project "Engine"
-- 3rd party
(dependenciesdir .. "spdlog/include/"),
(dependenciesdir .. "GLFW/include/" ),
(dependenciesdir .. "GLAD/include" ),
(dependenciesdir .. "imgui/backends" ),
(dependenciesdir .. "imgui/" ),
(dependenciesdir .. "glm/" ),
(dependenciesdir .. "GLFW/include/"),
(dependenciesdir .. "GLAD/include"),
(dependenciesdir .. "imgui/backends"),
(dependenciesdir .. "imgui/"),
(dependenciesdir .. "glm/"),
}
links

View file

@ -0,0 +1,53 @@
#define LT_ENGINE_RESOURCES_QUAD_SHADER_VS \
R"(
+GLSL
#version 440 core
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec4 a_Color;
out vec4 fragColor;
void main()
{
gl_Position = vec4(a_Position, 1.0);
fragColor = a_Color;
}
-GLSL
+HLSL
struct VertexOut
{
float4 Color : COLOR;
float4 Position : SV_Position;
};
VertexOut main(float3 InPosition : POSITION, float4 InColor : COLOR)
{
VertexOut vso;
vso.Position = float4(InPosition.x, InPosition.y, InPosition.z, 1.0);
vso.Color = InColor;
return vso;
}
-HLSL)"
#define LT_ENGINE_RESOURCES_QUAD_SHADER_PS \
R"(
+GLSL
#version 440 core
in vec4 fragColor;
out vec4 FragmentColor;
void main()
{
FragmentColor = fragColor;
}
-GLSL
+HLSL
float4 main(float4 Color : COLOR) : SV_Target
{
return Color;
}
-HLSL
)"

View file

@ -12,6 +12,7 @@
#include "RenderCommand.h"
#include "UserInterface/UserInterface.h"
#include "Utility/ResourceManager.h"
#include "Utility/Stringifier.h"
namespace Light {
@ -61,6 +62,8 @@ namespace Light {
}
// create gfx context dependent classes
s_Context->m_ResourceManager = std::unique_ptr<ResourceManager>(ResourceManager::Create(s_Context->m_SharedContext));
s_Context->m_RenderCommand = std::unique_ptr<RenderCommand>(RenderCommand::Create(windowHandle, s_Context->m_SharedContext));
s_Context->m_UserInterface = std::unique_ptr<UserInterface>(UserInterface::Create(windowHandle, s_Context->m_SharedContext));
s_Context->m_Renderer = std::unique_ptr<Renderer>(Renderer::Create(s_Context->m_RenderCommand, s_Context->m_SharedContext));

View file

@ -6,8 +6,12 @@
struct GLFWwindow;
#include "Utility/ResourceManager.h"
namespace Light {
class ResourceManager;
class Renderer;
class RenderCommand;
class UserInterface;
@ -28,6 +32,8 @@ namespace Light {
private:
static GraphicsContext* s_Context;
std::unique_ptr<ResourceManager> m_ResourceManager;
std::unique_ptr<Renderer> m_Renderer;
std::shared_ptr<RenderCommand> m_RenderCommand;
std::unique_ptr<UserInterface> m_UserInterface;

View file

@ -3,6 +3,10 @@
#include "GraphicsContext.h"
#include "Utility/ResourceManager.h"
#include "../res/Shaders/QuadShader.h"
#include "RenderCommand.h"
namespace Light {
@ -14,8 +18,10 @@ namespace Light {
{
s_Context = this;
ResourceManager::CreateShader("QuadShader", LT_ENGINE_RESOURCES_QUAD_SHADER_VS, LT_ENGINE_RESOURCES_QUAD_SHADER_PS);
// QUADRENDERER //
m_QuadRenderer.shader = std::unique_ptr<Shader>(Shader::Create("res/vertex.vertex", "res/fragment.fragment", m_SharedContext));
m_QuadRenderer.shader = ResourceManager::GetShader("QuadShader");
m_QuadRenderer.vertexBuffer = std::unique_ptr<VertexBuffer>(VertexBuffer::Create(nullptr, sizeof(QuadRendererProgram::QuadVertexData), LT_MAX_QUAD * 4, m_SharedContext));
m_QuadRenderer.indexBuffer = std::unique_ptr<IndexBuffer>(IndexBuffer::Create(nullptr, LT_MAX_QUAD * 6, m_SharedContext));
m_QuadRenderer.vertexLayout = std::unique_ptr<VertexLayout>(VertexLayout::Create(m_QuadRenderer.vertexBuffer.get(), m_QuadRenderer.shader.get(), { { "POSITION", VertexElementType::Float3 },{ "COLOR", VertexElementType::Float4 } }, m_SharedContext));

View file

@ -9,28 +9,17 @@
#include "GraphicsContext.h"
#include "Utility/FileManager.h"
namespace Light {
Shader* Shader::Create(const std::string& vertexPath, const std::string& pixelPath, std::shared_ptr<SharedContext> sharedContext)
Shader* Shader::Create(const std::string& vertexSource, const std::string& pixelSource, std::shared_ptr<SharedContext> sharedContext)
{
// load shader source
std::string vertexSource = FileManager::ReadTXTFile(vertexPath);
std::string pixelSource = FileManager::ReadTXTFile(pixelPath);
switch (GraphicsContext::GetGraphicsAPI())
{
case GraphicsAPI::OpenGL:
ExtractShaderSource(vertexSource, "GLSL");
ExtractShaderSource(pixelSource, "GLSL");
return new glShader(vertexSource, pixelSource);
case GraphicsAPI::DirectX: LT_WIN(
ExtractShaderSource(vertexSource, "HLSL");
ExtractShaderSource(pixelSource, "HLSL");
return new dxShader(vertexSource, pixelSource, std::static_pointer_cast<dxSharedContext>(sharedContext));)
default:
@ -39,26 +28,4 @@ namespace Light {
}
}
void Shader::ExtractShaderSource(std::string& src, const std::string& delim)
{
size_t begDelimPos, endDelimPos;
// find begin and end delimiter (eg. +GLSL ... -GLSL )
begDelimPos = src.find('+' + delim) + 5;
endDelimPos = src.find('-' + delim);
// check
LT_ENGINE_ASSERT(begDelimPos != std::string::npos + 5,
"Shader::ExtractShaderSource: failed to find the start delimeter in shader source, delim: {}, shader:\n{}",
delim, src);
LT_ENGINE_ASSERT(endDelimPos != std::string::npos,
"Shader::ExtractShaderSource: failed to find the end delimeter in shader source, delim: {}, shader:\n{}",
delim, src);
// extract the shader
src = src.substr(begDelimPos, endDelimPos - begDelimPos);
}
}

View file

@ -1,24 +0,0 @@
#include "ltpch.h"
#include "FileManager.h"
namespace Light {
std::string FileManager::ReadTXTFile(const std::string& path)
{
// initialize
std::ifstream stream(path);
std::stringstream ss;
std::string line;
// check
LT_ENGINE_ASSERT(!path.empty(), "FileManager::ReadTXTFile: path is empty");
LT_ENGINE_ASSERT(stream.is_open(), "FileManager::ReadTXTFile: invalid path: {}", path);
// read
while (std::getline(stream, line))
ss << line << '\n';
return ss.str();
}
}

View file

@ -1,14 +0,0 @@
#pragma once
#include "Base.h"
namespace Light {
// TODO: optimize!!
class FileManager
{
public:
static std::string ReadTXTFile(const std::string& path);
};
}

View file

@ -0,0 +1,111 @@
#include "ltpch.h"
#include "ResourceManager.h"
#include "Graphics/GraphicsContext.h"
#include "Graphics/Shader.h"
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>g
namespace Light {
ResourceManager* ResourceManager::s_Context = nullptr;
ResourceManager* ResourceManager::Create(std::shared_ptr<SharedContext> sharedContext)
{
return new ResourceManager(sharedContext);
}
ResourceManager::ResourceManager(std::shared_ptr<SharedContext> sharedContext)
: m_SharedContext(sharedContext)
{
LT_ENGINE_ASSERT(!s_Context, "ResourceManager::ResourceManager: an instance of 'resource manager' already exists, do not construct this class");
s_Context = this;
}
void ResourceManager::CreateShaderImpl(const std::string& name, const std::string& vertexSource, const std::string& pixelSource)
{
// delim
std::string delim = GraphicsContext::GetGraphicsAPI() == GraphicsAPI::OpenGL ? "GLSL" :
GraphicsContext::GetGraphicsAPI() == GraphicsAPI::DirectX ? "HLSL" : NULL;
// check
LT_ENGINE_ASSERT(!vertexSource.empty(), "ResourceManager::CreateShader: vertex source is empty");
LT_ENGINE_ASSERT(!vertexSource.empty(), "ResourceManager::CreateShader: pixel source is empty");
LT_ENGINE_ASSERT(!delim.empty(), "ResourceManager::LoadShader: invalid/unsupported graphics api: {}", GraphicsContext::GetGraphicsAPI());
// save to string
std::string vsSource = vertexSource;
std::string psSource = pixelSource;
// extract source
ResourceManager::ExtractShaderSource(vsSource, delim);
ResourceManager::ExtractShaderSource(psSource, delim);
// create shader
m_Shaders[name] = std::shared_ptr<Shader>(Shader::Create(vsSource, psSource, m_SharedContext));
}
void ResourceManager::LoadShaderImpl(const std::string& name, const std::string& vertexPath, const std::string& pixelPath)
{
// check
LT_ENGINE_ASSERT(!vertexPath.empty(), "ResourceManager::LoadShader: vertex path is empty");
LT_ENGINE_ASSERT(!pixelPath.empty(), "ResourceManager::LoadShader: pixel path is empty");
// initialize
std::ifstream vsStream(vertexPath), psStream(pixelPath);
std::stringstream vsSS, psSS; // pss pss pss pss :D
std::string vertexSource, pixelSource;
std::string line;
// delim
std::string delim = GraphicsContext::GetGraphicsAPI() == GraphicsAPI::OpenGL ? "GLSL" :
GraphicsContext::GetGraphicsAPI() == GraphicsAPI::DirectX ? "HLSL" : NULL;
// check
LT_ENGINE_ASSERT(!delim.empty(), "ResourceManager::LoadShader: invalid/unsupported graphics api: {}", GraphicsContext::GetGraphicsAPI());
LT_ENGINE_ASSERT(vsStream.is_open(), "ResourceManager::LoadShader: invalid vertex path: {}", vertexPath);
LT_ENGINE_ASSERT(psStream.is_open(), "ResourceManager::LoadShader: invalid pixel path: {}", pixelPath);
// read
while (std::getline(vsStream, line))
vsSS << line << '\n';
while (std::getline(psStream, line))
psSS << line << '\n';
// save to string
vertexSource = vsSS.str();
pixelSource = psSS.str();
// extract source
ResourceManager::ExtractShaderSource(vertexSource, delim);
ResourceManager::ExtractShaderSource(pixelSource, delim);
// create shader
m_Shaders[name] = std::shared_ptr<Shader>(Shader::Create(vertexSource, pixelSource, m_SharedContext));
}
void ResourceManager::ExtractShaderSource(std::string& src, const std::string& delim)
{
size_t begDelimPos, endDelimPos;
// find begin and end delimiter (eg. +GLSL ... -GLSL )
begDelimPos = src.find('+' + delim) + 5;
endDelimPos = src.find('-' + delim);
// check
LT_ENGINE_ASSERT(begDelimPos != std::string::npos + 5,
"Shader::ExtractShaderSource: failed to find the start delimeter in shader source, delim: {}, shader:\n{}",
delim, src);
LT_ENGINE_ASSERT(endDelimPos != std::string::npos,
"Shader::ExtractShaderSource: failed to find the end delimeter in shader source, delim: {}, shader:\n{}",
delim, src);
// extract the shader
src = src.substr(begDelimPos, endDelimPos - begDelimPos);
}
}

View file

@ -0,0 +1,40 @@
#pragma once
#include "Base.h"
#include <glm/glm.hpp>
namespace Light {
class Shader;
class SharedContext;
class ResourceManager
{
private:
std::unordered_map<std::string, std::shared_ptr<Shader>> m_Shaders;
std::shared_ptr<SharedContext> m_SharedContext;
static ResourceManager* s_Context;
public:
static ResourceManager* Create(std::shared_ptr<SharedContext> sharedContext);
// #todo: add geometry shader support
static inline void CreateShader(const std::string& name, const std::string& vertexSource, const std::string& pixelSource) { s_Context->CreateShaderImpl(name, vertexSource, pixelSource); }
static inline void LoadShader(const std::string& name, const std::string& vertexPath, const std::string& pixelPath) { s_Context->LoadShaderImpl(name, vertexPath, pixelPath); }
static inline std::shared_ptr<Shader> GetShader(const std::string& name) { return s_Context->m_Shaders[name]; }
private:
ResourceManager(std::shared_ptr<SharedContext> sharedContext);
void CreateShaderImpl(const std::string& name, const std::string& vertexSource, const std::string& pixelSource);
void LoadShaderImpl(const std::string& name, const std::string& vertexPath, const std::string& pixelPath);
private:
void ExtractShaderSource(std::string& src, const std::string& delim);
};
}