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ResourceManager.h
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#ifndef _RESOURCEMANAGER_H_
#define _RESOURCEMANAGER_H_
#include <memory>
#include "GameObject.h"
#include "Mesh.h"
#include "Camera.h"
#include "AnimCharacter.h"
#include "Particle.h"
#include "Jelly.h"
/*GameObject_sp
Resource Manager Caches all resources/ object in this program.
Every new allocated object will be regist in ResourceManager.
In game loop, when you need to call for another object in your custom class, use findObj().
*/
//using GameObject_sp = std::shared_ptr<GameObject>;
//using Mesh_sp = std::shared_ptr<Mesh>;
//using Shader_sp = std::shared_ptr<Shader>;
using Shader_Object_Map = std::unordered_map< std::shared_ptr<Shader>, std::vector<std::shared_ptr<GameObject>>>;
class ResourceManager
{
public:
ResourceManager();
~ResourceManager();
void ShutDown();
void RemoveObject(std::weak_ptr<GameObject> object);
void RemoveObjectFromLast();
void ArrangeStaticObjects();
std::shared_ptr<GameObject> FindObjByName(const string& name);
void SetMainCamera(std::shared_ptr<Camera> camera);
void AddStaticObject(std::shared_ptr<GameObject> object);
void AddGameObject(std::shared_ptr<GameObject> object);
void AddMesh(std::shared_ptr<Mesh> mesh);
void AddShader(std::shared_ptr<Shader> shader);
void AddAnimCharacter(std::shared_ptr<AnimCharacter> anim_character);
void AddJelly(std::shared_ptr<Jelly> jelly);
void GenerateParticle(glm::vec3 pos, float mass);
std::shared_ptr<Mesh> FindMeshByName(std::string name);
std::shared_ptr<Shader> FindShaderByName(std::string name);
// getter
inline std::shared_ptr<Camera> getMainCamera() { return m_camera; };
inline const std::vector<std::shared_ptr<GameObject>>& getObjects() { return m_obj_vec; };
inline const std::vector<std::shared_ptr<GameObject>>& getStaticObjects() { return m_static_obj_vec; };
inline const std::vector<std::shared_ptr<Mesh>>& getMeshes() { return m_mesh_vec; };
inline const std::vector<std::shared_ptr<Shader>>& getShaders() { return m_shader_vec; };
inline const std::vector<std::shared_ptr<AnimCharacter>>& getAnimCharacters() { return m_anim_character_vec; };
inline const std::vector<std::shared_ptr<Jelly>>& getJellies() { return m_jellies; };
inline const std::vector<Particle_Ptr>& getParticles() { return m_particles; };
inline Shader_Object_Map& getShaderObjectMap() { return m_shader_object_map; };
//inline const std::shared_ptr<SimCharacter> getSimCharacter() { return m_sim_character; };
private:
//void CreateNewStaticMesh();
//void MergeToStaticMesh();
// Ensure vetex number won't overflow
inline int CheckStaticMesh(const size_t& new_length);
void MergeStaticMesh(int opt, std::shared_ptr<GameObject> object, std::shared_ptr<Mesh> mesh);
void AddtoShaderObjectMap(std::shared_ptr<Shader> shader, std::shared_ptr<GameObject> gameobject);
void RemoveObjectMapCache(std::shared_ptr<Shader> shader, std::shared_ptr<GameObject> object);
std::vector<std::shared_ptr<GameObject>> m_obj_vec; // Game object vector
std::vector<std::shared_ptr<GameObject>> m_static_obj_vec; // combine all vertex and indices (ready for batching)
std::vector<std::shared_ptr<GameObject>> m_static_obj_tmp_vec; // Dirty work of creating static Gameobject (only use once)
Shader_Object_Map m_shader_object_map;
std::vector<std::shared_ptr<AnimCharacter>> m_anim_character_vec; // update(anim_character), render(anim_character)
std::vector < std::shared_ptr<Jelly>> m_jellies;
std::vector<std::shared_ptr<Mesh>> m_mesh_vec; // Mesh vector
std::vector<std::shared_ptr<Mesh>> m_static_mesh_vec; // combined static meshes
//std::shared_ptr<SimCharacter> m_sim_character; // Simulated Character
std::vector<std::shared_ptr<Shader>> m_shader_vec; // Shader vector
std::vector<Particle_Ptr> m_particles;
std::shared_ptr<Camera> m_camera;
};
#endif