Manager for shaders. For loading models and accessing them within user defined games object
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#include <ShaderManager.h>
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enum class | DefaultShader { TEXTURE
, LIGHTED_TEXTURE
, CONSTANT_COLOR
, SPRITE
} |
| Values that represent default shaders. More...
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typedef std::string | MapKey |
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typedef std::map< MapKey, ShaderObject * > | ShaderMap |
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| ShaderManager (const ShaderManager &)=delete |
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ShaderManager & | operator= (const ShaderManager &)=delete |
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| ShaderManager (const ShaderManager &&)=delete |
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ShaderManager & | operator= (ShaderManager &&)=delete |
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void | loadDefaultShaders () |
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void | privSetDefaultPath (const std::string defaultPath) |
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void | privLoadShaderAndAssignKey (const std::string &fileName, const MapKey &key) |
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bool | hasKeyBeenAssigned (const MapKey &key) const |
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void | printKeyAssignedErrorAndTerminate (const MapKey &key) const |
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bool | isFilePathValid (const std::string &fileName) const |
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void | printFileNameErrorAndTerminate (const std::string &fileName) const |
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void | printShaderLoadedSuccessfully (const std::string &fileName) const |
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ShaderObject * | privGetShader (const MapKey &key) const |
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ShaderObject * | privGetDefaultShader (const DefaultShader) const |
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ShaderObject * | tryToGetShader (const MapKey &key) const |
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const MapKey | getDefaultShaderKey (const DefaultShader) const |
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void | deleteAllShaders () |
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static ShaderManager & | GetInstance () |
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static void | Delete () |
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static void | DebugPrint (const std::string &message) |
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std::string | _defaultPath |
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ShaderMap | _shaderStorageMap |
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static ShaderManager * | pShaderManagerInstance = nullptr |
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static const std::string | DEBUG_TITLE_MESSAGE = "ShaderManager_DEBUG: " |
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class | ShaderManagerAttorney |
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Manager for shaders. For loading models and accessing them within user defined games object
The documentation for this class was generated from the following files: