// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2020 NVIDIA Corporation. All rights reserved. #ifndef RESOURCE_MANAGER_H #define RESOURCE_MANAGER_H #include #include #include #include #include "DirectXTex.h" struct Resource { private: Resource& operator = (const Resource&); }; struct ShaderFileResource : public Resource { ShaderFileResource(const std::string& p) : path(p) {} std::string path; }; struct TextureResource : public Resource { DirectX::TexMetadata metaData; DirectX::ScratchImage image; }; /** ResourceManager used to look for files in provided dirs (see addSearchDir). Also it loads resources and caches them. */ class ResourceManager { public: //////// ctor //////// ResourceManager(); ~ResourceManager(); //////// public API //////// bool addSearchDir(const char* dir, bool recursive = true); const ShaderFileResource* requestShaderFile(const char* name); const TextureResource* requestTexture(const char* name); bool findFile(std::string fileName, std::string& foundPath); bool findFile(std::string fileName, const std::vector& exts, char* foundPath); private: //////// internal methods //////// enum ResourceType { eSHADER_FILE, eTEXTURE }; const Resource* requestResource(ResourceType type, const char* name); bool findFileInDir(std::string fileNameFull, const char* path, bool recursive, char* foundPath); struct SearchDir { SearchDir(std::string path_, bool recursive_) : path(path_), recursive(recursive_) {} std::string path; bool recursive; }; //////// internal data //////// std::vector m_searchDirs; std::map, std::shared_ptr> m_loadedResources; }; #endif