/* * Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, 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. */ #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