Remove stdstring, use platform layer to open files

This commit is contained in:
Doyle Thai 2016-06-18 02:01:43 +10:00
parent 3c51010e77
commit 6251e105c8
9 changed files with 109 additions and 63 deletions

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@ -122,6 +122,7 @@
<ItemGroup>
<ClCompile Include="src\AssetManager.cpp" />
<ClCompile Include="src\dengine.cpp" />
<ClCompile Include="src\Platform.cpp" />
<ClCompile Include="src\Renderer.cpp" />
<ClCompile Include="src\Shader.cpp" />
<ClCompile Include="src\WorldTraveller.cpp" />
@ -135,6 +136,7 @@
<None Include="data\shaders\sprite.vert.glsl" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\include\Dengine\Platform.h" />
<ClInclude Include="src\include\Dengine\AssetManager.h" />
<ClInclude Include="src\include\Dengine\Common.h" />
<ClInclude Include="src\include\Breakout\Game.h" />

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@ -36,6 +36,9 @@
<ClCompile Include="src\WorldTraveller.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\Platform.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="data\shaders\default.vert.glsl" />
@ -74,5 +77,8 @@
<ClInclude Include="src\include\Dengine\Math.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\include\Dengine\Platform.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>

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@ -3,33 +3,31 @@
#define STBI_FAILURE_USERMSG
#define STB_IMAGE_IMPLEMENTATION
#include <STB/stb_image.h>
#include <fstream>
std::map<std::string, Texture> textures;
std::map<std::string, Shader> shaders;
Texture *asset_getTexture(const std::string name)
Texture *asset_getTexture(const char *const name)
{
// NOTE(doyle): Since we're using a map, the count of an object can
// only be 1 or 0
if (textures.count(name) == 1)
return &textures[name];
return nullptr;
return NULL;
}
const i32 asset_loadTextureImage(const std::string path, const std::string name)
const i32 asset_loadTextureImage(const char *const path, const char *const name)
{
/* Open the texture image */
i32 imgWidth, imgHeight, bytesPerPixel;
stbi_set_flip_vertically_on_load(TRUE);
u8 *image =
stbi_load(path.c_str(), &imgWidth, &imgHeight, &bytesPerPixel, 0);
stbi_load(path, &imgWidth, &imgHeight, &bytesPerPixel, 0);
if (!image)
{
std::cerr << "stdbi_load() failed: " << stbi_failure_reason()
<< std::endl;
printf("stdbi_load() failed: %s\n", stbi_failure_reason());
return -1;
}
@ -42,7 +40,7 @@ const i32 asset_loadTextureImage(const std::string path, const std::string name)
return 0;
}
Shader *asset_getShader(const std::string name)
Shader *asset_getShader(const char *const name)
{
if (shaders.count(name) == 1)
return &shaders[name];
@ -50,34 +48,15 @@ Shader *asset_getShader(const std::string name)
return nullptr;
}
INTERNAL std::string stringFromFile(const std::string &filename)
INTERNAL GLuint createShaderFromPath(const char *const path, GLuint shadertype)
{
std::ifstream file;
file.open(filename.c_str(), std::ios::in | std::ios::binary);
PlatformFileReadResult file = {0};
std::string output;
std::string line;
i32 status = platform_readFileToBuffer(path, &file);
if (status)
return status;
if (!file.is_open())
{
std::runtime_error(std::string("Failed to open file: ") + filename);
}
else
{
while (file.good())
{
std::getline(file, line);
output.append(line + "\n");
}
}
file.close();
return output;
}
INTERNAL GLuint createShaderFromPath(std::string path, GLuint shadertype)
{
std::string shaderSource = stringFromFile(path);
const GLchar *source = shaderSource.c_str();
const GLchar *source = CAST(char *)file.buffer;
GLuint result = glCreateShader(shadertype);
glShaderSource(result, 1, &source, NULL);
@ -89,15 +68,17 @@ INTERNAL GLuint createShaderFromPath(std::string path, GLuint shadertype)
if (!success)
{
glGetShaderInfoLog(result, 512, NULL, infoLog);
std::cout << "glCompileShader failed: " << infoLog << std::endl;
printf("glCompileShader() failed: %s\n", infoLog);
}
platform_closeFileReadResult(&file);
return result;
}
const i32 asset_loadShaderFiles(const std::string vertexPath,
const std::string fragmentPath,
const std::string name)
const i32 asset_loadShaderFiles(const char *const vertexPath,
const char *const fragmentPath,
const char *const name)
{
GLuint vertexShader = createShaderFromPath(vertexPath, GL_VERTEX_SHADER);
GLuint fragmentShader =

49
src/Platform.cpp Normal file
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@ -0,0 +1,49 @@
#include <Dengine/Platform.h>
i32 platform_readFileToBuffer(const char *const filePath,
PlatformFileReadResult *file)
{
HANDLE fileHandle = CreateFile(filePath, GENERIC_READ, FILE_SHARE_READ,
NULL, OPEN_ALWAYS, 0, NULL);
if (fileHandle == INVALID_HANDLE_VALUE)
{
printf("CreateFile() failed: INVALID_HANDLE_VALUE\n");
return -1;
}
LARGE_INTEGER fileSize;
BOOL status = GetFileSizeEx(fileHandle, &fileSize);
if (!status)
{
printf("GetFileSizeEx() failed: %d error number\n",
status);
return status;
}
// TODO(doyle): Warning we assume files less than 4GB
file->buffer = (void *)calloc(fileSize.LowPart, sizeof(char));
file->size = fileSize.LowPart;
DWORD numBytesRead = 0;
status =
ReadFile(fileHandle, file->buffer, file->size, &numBytesRead, NULL);
if (!status)
{
printf("ReadFile() failed: %d error number\n",
status);
free(file->buffer);
return status;
}
else if (numBytesRead != file->size)
{
printf(
"ReadFile() failed: Number of bytes read doesn't match file "
"size\n");
free(file->buffer);
return -1;
}
return 0;
}

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@ -1,9 +1,6 @@
#if 1
#include <Dengine/AssetManager.h>
#include <Dengine/Common.h>
#include <Dengine/OpenGL.h>
#include <Dengine/Renderer.h>
#include <Dengine/Shader.h>
#include <WorldTraveller/WorldTraveller.h>

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@ -1,38 +1,25 @@
#ifndef DENGINE_ASSET_MANAGER_H
#define DENGINE_ASSET_MANAGER_H
#include <Dengine/Common.h>
#include <Dengine/Platform.h>
#include <Dengine/Shader.h>
#include <Dengine/Texture.h>
#include <iostream>
#include <map>
#include <string>
enum Assets
{
asset_vertShader,
asset_fragShader,
asset_hero,
};
struct AssetManager
{
Textures textures[256];
Shaders shaders[256];
};
extern std::map<std::string, Texture> textures;
extern std::map<std::string, Shader> shaders;
/* Texture */
Texture *asset_getTexture(const std::string name);
const i32 asset_loadTextureImage(const std::string path,
const std::string name);
Texture *asset_getTexture(const char *const name);
const i32 asset_loadTextureImage(const char *const path,
const char *const name);
/* Shaders */
Shader *asset_getShader(const std::string name);
const i32 asset_loadShaderFiles(const std::string vertexPath,
const std::string fragmentPath,
const std::string name);
Shader *asset_getShader(const char *const name);
const i32 asset_loadShaderFiles(const char *const vertexPath,
const char *const fragmentPath,
const char *const name);
#endif

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@ -2,7 +2,6 @@
#define DENGINE_COMMON_H
#include <stdint.h>
#include <stdlib.h>
typedef uint8_t u8;
typedef uint32_t u32;

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@ -1,7 +1,6 @@
#ifndef DENGINE_ENTITY_H
#define DENGINE_ENTITY_H
#include <Dengine/Common.h>
#include <Dengine/Texture.h>
#include <glm/glm.hpp>

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@ -0,0 +1,26 @@
#ifndef DENGINE_PLATFORM_H
#define DENGINE_PLATFORM_H
#include <Dengine/Common.h>
#include <stdio.h>
#include <Windows.h>
typedef struct
{
void *buffer;
i32 size;
} PlatformFileReadResult;
i32 platform_readFileToBuffer(const char *const filePath,
PlatformFileReadResult *file);
inline void platform_closeFileReadResult(PlatformFileReadResult *file)
{
if (file->buffer)
{
free(file->buffer);
}
}
#endif