Even more shared pointers.
This commit is contained in:
@ -8,7 +8,7 @@
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using namespace Dawn;
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struct Color Color::fromString(std::string str) {
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struct Color Color::fromString(const std::string str) {
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// Convert to lowercase
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auto lower = stringToLowercase(str);
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@ -20,7 +20,7 @@ namespace Dawn {
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* @param str String to parse.
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* @return Color parsed.
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*/
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static struct Color fromString(std::string str);
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static struct Color fromString(const std::string str);
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float_t r, g, b, a;
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@ -15,7 +15,7 @@ namespace Dawn {
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class ShaderManager;
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class RenderTarget;
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class IRenderManager {
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class IRenderManager : public std::enable_shared_from_this<IRenderManager> {
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protected:
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flag_t renderFlags = 0;
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@ -44,14 +44,14 @@ namespace Dawn {
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*
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* @return Reference to the currently active main scene render pipeline.
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*/
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virtual RenderPipeline * getRenderPipeline() = 0;
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virtual std::shared_ptr<RenderPipeline> getRenderPipeline() = 0;
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/**
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* Returns the shader manager that this render manager uses.
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*
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* @return Reference to the shader manager.
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*/
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virtual ShaderManager * getShaderManager() = 0;
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virtual std::shared_ptr<ShaderManager> getShaderManager() = 0;
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/**
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* Sets the render flags for the render manager to use.
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@ -13,32 +13,35 @@
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using namespace Dawn;
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RenderPipeline::RenderPipeline(RenderManager *renderManager) {
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assertNotNull(renderManager, "RenderPipeline::RenderPipeline: RenderManager cannot be null");
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this->renderManager = renderManager;
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RenderPipeline::RenderPipeline() {
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}
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void RenderPipeline::init() {
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this->shaderBuffer.init();
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void RenderPipeline::init(const std::weak_ptr<RenderManager> renderManager) {
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this->renderManager = renderManager;
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shaderBuffer.init();
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}
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void RenderPipeline::render() {
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auto game = this->renderManager->game.lock();
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auto rm = renderManager.lock();
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assertNotNull(rm, "RenderPipeline::render: RenderManager cannot be null");
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auto game = rm->game.lock();
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assertNotNull(game, "RenderPipeline::render: Game cannot be null");
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if(game->scene != nullptr) {
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this->renderScene(game->scene);
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renderScene(game->scene);
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}
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}
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void RenderPipeline::renderScene(Scene *scene) {
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void RenderPipeline::renderScene(std::shared_ptr<Scene> scene) {
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assertNotNull(scene, "RenderPipeline::renderScene: Scene cannot be null");
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auto rm = renderManager.lock();
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assertNotNull(rm, "RenderPipeline::renderScene: RenderManager cannot be null");
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// Render subscenes first.
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auto subSceneControllers = scene->findComponents<SubSceneController>();
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auto itSubScene = subSceneControllers.begin();
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while(itSubScene != subSceneControllers.end()) {
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Scene *subScene = (Scene *)((*itSubScene)->subScene);
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auto subScene = (*itSubScene)->subScene;
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if(subScene == nullptr) {
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++itSubScene;
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continue;
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@ -49,12 +52,12 @@ void RenderPipeline::renderScene(Scene *scene) {
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continue;
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}
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this->renderScene(subScene);
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renderScene(subScene);
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++itSubScene;
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}
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// Now render backbuffers.
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auto backBuffer = this->renderManager->getBackBuffer();
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auto backBuffer = rm->getBackBuffer();
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auto cameras = scene->findComponents<Camera>();
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Camera *backBufferCamera = nullptr;
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@ -71,7 +74,7 @@ void RenderPipeline::renderScene(Scene *scene) {
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} else if(cameraTarget == backBuffer) {
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backBufferCamera = *it;
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} else {
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this->renderSceneCamera(scene, *it);
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renderSceneCamera(&(*scene), *it);
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}
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++it;
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@ -79,10 +82,13 @@ void RenderPipeline::renderScene(Scene *scene) {
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// Now render the backbuffer camera.
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if(backBufferCamera == nullptr) return;
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this->renderSceneCamera(scene, backBufferCamera);
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renderSceneCamera(&(*scene), backBufferCamera);
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}
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void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
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auto rm = renderManager.lock();
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assertNotNull(rm, "RenderPipeline::renderSceneCamera: RenderManager cannot be null");
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std::vector<struct ShaderPassItem>::iterator itPassItem;
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assertNotNull(scene, "RenderPipeline::renderSceneCamera: Scene cannot be null");
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@ -90,7 +96,7 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
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// Create a new render ID. Long story short this is a really dirty way of
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// not sending parameters to shaders more than we need.
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this->renderId--;
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renderId--;
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// Get the render target.
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auto renderTarget = camera->getRenderTarget();
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@ -100,7 +106,7 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
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struct RenderPipelineShaderBufferData shaderBufferData;
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shaderBufferData.projection = camera->getProjection();
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shaderBufferData.view = camera->transform->getWorldTransform();
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this->shaderBuffer.buffer(&shaderBufferData);
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shaderBuffer.buffer(&shaderBufferData);
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// Prepare a render context. This is just a nice way of letting renderables
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// know a bit about what is happening, they can choose to use this data to
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@ -137,7 +143,7 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
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&lineMesh,
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&lineIndex,
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camera,
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this->renderManager->simpleTexturedShader
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renderManager->simpleTexturedShader
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);
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shaderPassItems.push_back(item);
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itDebugLine = scene->debugLines.erase(itDebugLine);
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@ -260,7 +266,7 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
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}
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// Set Render flags
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this->renderManager->setRenderFlags(item.renderFlags);
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rm->setRenderFlags(item.renderFlags);
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// Thank god that's done, now just draw the damn mesh.
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item.mesh->draw(item.drawMode, item.start, item.count);
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@ -18,22 +18,22 @@ namespace Dawn {
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int_fast16_t renderId = -1;
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public:
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RenderManager *renderManager;
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std::weak_ptr<RenderManager> renderManager;
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RenderPipelineShaderBuffer shaderBuffer;
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/**
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* Constructs a new RenderPipeline. Render Pipelines are my attempt to
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* create both a flexible, but standard way to allow the individual games
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* to decide how they want to render the common scene-item models.
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*
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* @param renderManager Parent render manager this pipeline belongs to.
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*/
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RenderPipeline(RenderManager *renderManager);
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RenderPipeline();
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/**
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* Initialize the render pipeline.
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*
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* @param renderManager Parent render manager this pipeline belongs to.
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*/
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virtual void init();
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virtual void init(const std::weak_ptr<RenderManager> renderManager);
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/**
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* Renders the games' currently active scene, and all of its' cameras.
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@ -46,7 +46,7 @@ namespace Dawn {
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*
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* @param scene Scene to render.
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*/
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virtual void renderScene(Scene *scene);
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virtual void renderScene(std::shared_ptr<Scene> scene);
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/**
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* Render a specific camera on a specific scene.
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@ -9,15 +9,15 @@ using namespace Dawn;
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DawnGame::DawnGame(const std::weak_ptr<DawnHost> host) :
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host(host),
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renderManager(),
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inputManager(this),
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saveManager(this)
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{
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renderManager = std::make_shared<RenderManager>();
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}
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int32_t DawnGame::init() {
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this->assetManager.init();
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this->renderManager.init(weak_from_this());
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this->renderManager->init(weak_from_this());
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this->scene = dawnGameGetInitialScene(this);
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@ -31,10 +31,9 @@ int32_t DawnGame::update(float_t delta) {
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if(this->scene != nullptr) this->scene->update();
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this->renderManager.update();
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this->renderManager->update();
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if(this->sceneToCutTo != nullptr) {
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delete this->scene;
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this->scene = nullptr;
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this->scene = this->sceneToCutTo;
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this->sceneToCutTo = nullptr;
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@ -47,7 +46,7 @@ int32_t DawnGame::update(float_t delta) {
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return DAWN_GAME_UPDATE_RESULT_SUCCESS;
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}
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void DawnGame::sceneCutover(Scene *scene) {
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void DawnGame::sceneCutover(std::shared_ptr<Scene> scene) {
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if(scene == nullptr) scene = this->scene;
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this->sceneToCutTo = scene;
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}
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@ -24,15 +24,15 @@ namespace Dawn {
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class DawnGame : public std::enable_shared_from_this<DawnGame> {
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private:
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Scene *sceneToCutTo = nullptr;
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std::shared_ptr<Scene> sceneToCutTo;
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bool_t closeRequested = false;
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public:
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const std::weak_ptr<DawnHost> host;
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Scene *scene = nullptr;
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std::shared_ptr<Scene> scene;
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AssetManager assetManager;
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TimeManager timeManager;
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RenderManager renderManager;
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std::shared_ptr<RenderManager> renderManager;
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InputManager inputManager;
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SaveManager saveManager;
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@ -75,7 +75,7 @@ namespace Dawn {
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*
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* @param scene Scene to cut over to.
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*/
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void sceneCutover(Scene *scene);
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void sceneCutover(std::shared_ptr<Scene> scene);
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/**
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* Gracefully requests that the game should be closed as soon as possible.
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@ -90,5 +90,5 @@ namespace Dawn {
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* @param game Game that is requesting this scene.
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* @return Pointer to a scene that you wish to have as the default scene.
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*/
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Scene * dawnGameGetInitialScene(DawnGame *game);
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std::shared_ptr<Scene> dawnGameGetInitialScene(DawnGame *game);
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}
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@ -10,7 +10,7 @@ using namespace Dawn;
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Camera::Camera(SceneItem *item) :
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SceneItemComponent(item),
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renderTarget(item->scene->game->renderManager.getBackBuffer()),
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renderTarget(item->scene->game->renderManager->getBackBuffer()),
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fov(0.785398f),// 45 degrees,
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type(CAMERA_TYPE_PERSPECTIVE),
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orthoLeft(-0.5f),
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@ -12,5 +12,5 @@ Material::Material(SceneItem *item) : SceneItemComponent(item) {
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}
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ShaderManager & Material::getShaderManager() {
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return *this->getGame()->renderManager.getShaderManager();
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return *this->getGame()->renderManager->getShaderManager();
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}
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@ -10,7 +10,7 @@ namespace Dawn {
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class SubSceneController : public SceneItemComponent {
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public:
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// @optional
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Scene *subScene = nullptr;
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std::shared_ptr<Scene> subScene = nullptr;
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// @optional
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bool_t onlyUpdateUnpaused = false;
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@ -33,7 +33,7 @@ float_t UIBorder::getChildOffsetY() {
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std::vector<struct ShaderPassItem> UIBorder::getUIRenderPasses() {
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struct ShaderPassItem item;
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auto shader = getGame()->renderManager.uiShader;
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auto shader = getGame()->renderManager->uiShader;
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item.shader = shader;
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item.colorValues[shader->paramColor] = COLOR_WHITE;
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item.parameterBuffers[shader->bufferUiCanvas] = &this->getCanvas()->shaderBuffer;
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@ -14,9 +14,12 @@ UIComponentRenderable::UIComponentRenderable(SceneItem *i) : UIComponent(i) {
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std::vector<struct ShaderPassItem> UIComponentRenderable::getRenderPasses(
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struct IRenderableContext &context
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) {
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auto renderManager = context.renderPipeline->renderManager.lock();
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assertNotNull(renderManager, "RenderManager cannot be null");
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if(
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context.camera->getRenderTarget() !=
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context.renderPipeline->renderManager->getBackBuffer()
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renderManager->getBackBuffer()
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) {
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auto canvas = this->getCanvas();
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if(canvas->drawType == UI_DRAW_TYPE_WORLD_CAMERA_RELATIVE) return {};
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@ -28,7 +28,7 @@ float_t UIImage::getContentHeight() {
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std::vector<struct ShaderPassItem> UIImage::getUIRenderPasses() {
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struct ShaderPassItem item;
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auto shader = getGame()->renderManager.uiShader;
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auto shader = getGame()->renderManager->uiShader;
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item.shader = shader;
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item.colorValues[shader->paramColor] = this->color;
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item.parameterBuffers[shader->bufferUiCanvas] = &getCanvas()->shaderBuffer;
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@ -27,7 +27,7 @@ float_t UIMesh::getContentHeight() {
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std::vector<struct ShaderPassItem> UIMesh::getUIRenderPasses() {
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struct ShaderPassItem item;
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auto shader = getGame()->renderManager.uiShader;
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auto shader = getGame()->renderManager->uiShader;
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item.shader = shader;
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item.colorValues[shader->paramColor] = this->color;
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item.parameterBuffers[shader->bufferUiCanvas] = &getCanvas()->shaderBuffer;
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@ -87,7 +87,7 @@ std::vector<struct ShaderPassItem> UILabel::getUIRenderPasses() {
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if(this->textsBuffered.empty()) return {};
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auto canvas = this->getCanvas();
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auto shader = getGame()->renderManager.fontShader;
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auto shader = getGame()->renderManager->fontShader;
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// Translate
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glm::mat4 model = transform->getWorldTransform();
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@ -65,9 +65,9 @@ int32_t DawnHost::init(std::shared_ptr<DawnGame> game) {
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assertTrue(fbWidth > 0, "Detected framebuffer height is too small?");
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assertTrue(windowWidth > 0, "Detected window width is too small?");
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assertTrue(windowHeight > 0, "Detected window height is too small?");
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game->renderManager.backBuffer->setSize(fbWidth, fbHeight);
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game->renderManager.backBuffer->scale = ((float_t)fbWidth) / ((float_t)windowWidth);
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assertTrue(game->renderManager.backBuffer->scale > 0, "Back buffer scale is invalid");
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game->renderManager->backBuffer->setSize(fbWidth, fbHeight);
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game->renderManager->backBuffer->scale = ((float_t)fbWidth) / ((float_t)windowWidth);
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assertTrue(game->renderManager->backBuffer->scale > 0, "Back buffer scale is invalid");
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assertNoGLError();
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// Default keybinds
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@ -184,16 +184,16 @@ void glfwOnResize(GLFWwindow *window, int32_t w, int32_t h) {
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if(!host) return;
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assertTrue(window == host->data->window, "glfwOnResize: Window mismatch");
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auto backBuffer = ((BackBufferRenderTarget*)&host->game->renderManager.backBuffer);
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assertNotNull(backBuffer, "glfwOnResize: Back buffer is not valid");
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auto bb = host->game->renderManager->backBuffer;
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assertNotNull(bb, "glfwOnResize: Back buffer is not valid");
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int32_t windowWidth, windowHeight;
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glfwGetWindowSize(window, &windowWidth, &windowHeight);
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// TODO: I may throttle this, it calls for every frame the window's resized.
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backBuffer->setSize((float_t)w, (float_t)h);
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backBuffer->scale = ((float_t)w) / ((float_t)windowWidth);
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assertTrue(backBuffer->scale > 0, "glfwOnResize: Back buffer scale is invalid");
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bb->setSize((float_t)w, (float_t)h);
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bb->scale = ((float_t)w) / ((float_t)windowWidth);
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assertTrue(bb->scale > 0, "glfwOnResize: Back buffer scale is invalid");
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}
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void glfwOnKey(
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@ -225,11 +225,11 @@ void glfwOnCursor(GLFWwindow* window, double xpos, double ypos) {
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if(host == nullptr) return;
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host->game->inputManager.rawInputValues[INPUT_MANAGER_AXIS_MOUSE_X] = mathClamp<float_t>(
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(float_t)(xpos / host->game->renderManager.backBuffer->getWidth()),
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(float_t)(xpos / host->game->renderManager->backBuffer->getWidth()),
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0, 1
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);
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host->game->inputManager.rawInputValues[INPUT_MANAGER_AXIS_MOUSE_Y] = mathClamp<float_t>(
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(float_t)(ypos / host->game->renderManager.backBuffer->getHeight()),
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(float_t)(ypos / host->game->renderManager->backBuffer->getHeight()),
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0, 1
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);
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}
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|
@ -8,6 +8,6 @@
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using namespace Dawn;
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Scene * Dawn::dawnGameGetInitialScene(DawnGame *game) {
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return new HelloWorldScene(game);
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std::shared_ptr<Scene> Dawn::dawnGameGetInitialScene(DawnGame *game) {
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return std::make_shared<HelloWorldScene>(game);
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}
|
@ -9,28 +9,29 @@
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using namespace Dawn;
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RenderManager::RenderManager() :
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IRenderManager(),
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renderPipeline(this)
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{
|
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RenderManager::RenderManager() : IRenderManager() {
|
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renderPipeline = std::make_shared<RenderPipeline>();
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shaderManager = std::make_shared<ShaderManager>();
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backBuffer = std::make_shared<BackBufferRenderTarget>(*this);
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}
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void RenderManager::init(std::weak_ptr<DawnGame> game) {
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this->game = game;
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// Init the render pipeline
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renderPipeline->init(std::static_pointer_cast<RenderManager>(shared_from_this()));
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// Lock the common shaders
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lockSimpleTextured = shaderManager.lockShader<SimpleTexturedShader>();
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simpleTexturedShader = shaderManager.getShader<SimpleTexturedShader>(
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lockSimpleTextured = shaderManager->lockShader<SimpleTexturedShader>();
|
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simpleTexturedShader = shaderManager->getShader<SimpleTexturedShader>(
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lockSimpleTextured
|
||||
);
|
||||
|
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lockUIShaderProgram = shaderManager.lockShader<UIShader>();
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uiShader = shaderManager.getShader<UIShader>(lockUIShaderProgram);
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lockUIShaderProgram = shaderManager->lockShader<UIShader>();
|
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uiShader = shaderManager->getShader<UIShader>(lockUIShaderProgram);
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||||
|
||||
lockFontShader = shaderManager.lockShader<FontShader>();
|
||||
fontShader = shaderManager.getShader<FontShader>(lockFontShader);
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||||
renderPipeline.init();
|
||||
lockFontShader = shaderManager->lockShader<FontShader>();
|
||||
fontShader = shaderManager->getShader<FontShader>(lockFontShader);
|
||||
assertNoGLError();
|
||||
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||||
// Prepare the initial values
|
||||
@ -53,12 +54,12 @@ std::shared_ptr<RenderTarget> RenderManager::getBackBuffer() {
|
||||
return backBuffer;
|
||||
}
|
||||
|
||||
RenderPipeline * RenderManager::getRenderPipeline() {
|
||||
return &renderPipeline;
|
||||
std::shared_ptr<RenderPipeline> RenderManager::getRenderPipeline() {
|
||||
return renderPipeline;
|
||||
}
|
||||
|
||||
ShaderManager * RenderManager::getShaderManager() {
|
||||
return &shaderManager;
|
||||
std::shared_ptr<ShaderManager> RenderManager::getShaderManager() {
|
||||
return shaderManager;
|
||||
}
|
||||
|
||||
void RenderManager::setRenderFlags(flag_t flags) {
|
||||
@ -84,7 +85,7 @@ void RenderManager::update() {
|
||||
}
|
||||
|
||||
RenderManager::~RenderManager() {
|
||||
shaderManager.releaseShader<SimpleTexturedShader>(lockSimpleTextured);
|
||||
shaderManager.releaseShader<UIShader>(lockUIShaderProgram);
|
||||
shaderManager.releaseShader<FontShader>(lockFontShader);
|
||||
shaderManager->releaseShader<SimpleTexturedShader>(lockSimpleTextured);
|
||||
shaderManager->releaseShader<UIShader>(lockUIShaderProgram);
|
||||
shaderManager->releaseShader<FontShader>(lockFontShader);
|
||||
}
|
@ -15,8 +15,8 @@
|
||||
namespace Dawn {
|
||||
class RenderManager : public IRenderManager {
|
||||
private:
|
||||
RenderPipeline renderPipeline;
|
||||
ShaderManager shaderManager;
|
||||
std::shared_ptr<RenderPipeline> renderPipeline;
|
||||
std::shared_ptr<ShaderManager> shaderManager;
|
||||
shaderlock_t lockSimpleTextured = -1;
|
||||
shaderlock_t lockUIShaderProgram = -1;
|
||||
shaderlock_t lockFontShader = -1;
|
||||
@ -33,8 +33,8 @@ namespace Dawn {
|
||||
RenderManager();
|
||||
|
||||
std::shared_ptr<RenderTarget> getBackBuffer() override;
|
||||
RenderPipeline * getRenderPipeline() override;
|
||||
ShaderManager * getShaderManager() override;
|
||||
std::shared_ptr<RenderPipeline> getRenderPipeline() override;
|
||||
std::shared_ptr<ShaderManager> getShaderManager() override;
|
||||
void setRenderFlags(flag_t renderFlags) override;
|
||||
void init(std::weak_ptr<DawnGame> game) override;
|
||||
void update() override;
|
||||
|
Reference in New Issue
Block a user