Files
dt/ResourceManager.cpp
2026-11-03 20:05:02 -05:00

118 lines
3.3 KiB
C++

#include "ResourceManager.h"
#include <iostream>
#include <stdexcept>
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include "texture.h"
#include "font.h"
#include "MeshData.h"
ResourceManager::~ResourceManager()
{
for (auto& [path, texture] : textures) {
if (!texture) continue;
texture->Delete();
delete texture;
}
for (Texture* texture : createdTextures) {
texture->Delete();
delete texture;
}
for (auto& [path, font] : fonts)
delete font;
for (auto& [path, mesh] : meshes)
delete mesh;
}
const MeshData* ResourceManager::GetMeshData(const std::string& path)
{
auto existing = meshes.find(path);
if (existing != meshes.end())
return existing->second;
// Pre-transforming bakes each node's placement in, so the merged meshes keep their layout
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_GenSmoothNormals |
aiProcess_JoinIdenticalVertices | aiProcess_PreTransformVertices);
MeshData* data = nullptr;
if (!scene || (scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE) || scene->mNumMeshes == 0) {
std::cout << "RESOURCE MANAGER: couldn't load mesh " << path << ": " << importer.GetErrorString() << "\n";
}
else {
data = new MeshData();
for (unsigned int m = 0; m < scene->mNumMeshes; m++) {
const aiMesh* mesh = scene->mMeshes[m];
const GLuint firstVertex = (GLuint)data->vertices.size();
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
Vertex vertex;
vertex.Position = glm::vec3(mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z);
vertex.Normal = mesh->HasNormals()
? glm::vec3(mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z) : glm::vec3(0.0f, 1.0f, 0.0f);
vertex.TexCoords = mesh->mTextureCoords[0]
? glm::vec2(mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y) : glm::vec2(0.0f);
data->vertices.push_back(vertex);
}
for (unsigned int f = 0; f < mesh->mNumFaces; f++) {
for (unsigned int j = 0; j < mesh->mFaces[f].mNumIndices; j++)
data->indices.push_back(firstVertex + mesh->mFaces[f].mIndices[j]);
}
}
}
meshes[path] = data;
return data;
}
Texture* ResourceManager::CreateTexture(int width, int height)
{
createdTextures.push_back(new Texture(width, height));
return createdTextures.back();
}
Texture* ResourceManager::CopyTexture(const Texture& source)
{
createdTextures.push_back(new Texture(source));
return createdTextures.back();
}
// Failed loads are cached as nullptr too, so a missing file only gets reported once
Texture* ResourceManager::GetTexture(const std::string& path)
{
auto existing = textures.find(path);
if (existing != textures.end())
return existing->second;
Texture* texture = nullptr;
try {
texture = new Texture(path.c_str());
}
catch (const std::exception& error) {
std::cout << "RESOURCE MANAGER: " << error.what() << "\n";
}
textures[path] = texture;
return texture;
}
Font* ResourceManager::GetFont(const std::string& path)
{
auto existing = fonts.find(path);
if (existing != fonts.end())
return existing->second;
Font* font = nullptr;
try {
font = new Font(path.c_str());
}
catch (const std::exception& error) {
std::cout << "RESOURCE MANAGER: " << error.what() << ": " << path << "\n";
}
fonts[path] = font;
return font;
}