Converted a couple more things to shared pointers.
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@ -9,14 +9,16 @@
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using namespace Dawn;
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RenderManager::RenderManager(DawnGame *game) :
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IRenderManager(game),
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backBuffer(*this),
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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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backBuffer = std::make_shared<BackBufferRenderTarget>(*this);
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}
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void RenderManager::init() {
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void RenderManager::init(std::weak_ptr<DawnGame> game) {
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this->game = game;
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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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@ -47,8 +49,8 @@ void RenderManager::init() {
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assertNoGLError();
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}
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RenderTarget * RenderManager::getBackBuffer() {
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return &backBuffer;
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std::shared_ptr<RenderTarget> RenderManager::getBackBuffer() {
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return backBuffer;
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}
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RenderPipeline * RenderManager::getRenderPipeline() {
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@ -59,7 +61,7 @@ ShaderManager * RenderManager::getShaderManager() {
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return &shaderManager;
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}
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void RenderManager::setRenderFlags(renderflag_t flags) {
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void RenderManager::setRenderFlags(flag_t flags) {
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renderFlags = flags;
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if((flags & RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST) == 0) {
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@ -22,7 +22,7 @@ namespace Dawn {
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shaderlock_t lockFontShader = -1;
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public:
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BackBufferRenderTarget backBuffer;
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std::shared_ptr<BackBufferRenderTarget> backBuffer;
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SimpleTexturedShader *simpleTexturedShader = nullptr;
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UIShader *uiShader = nullptr;
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FontShader *fontShader = nullptr;
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@ -30,13 +30,13 @@ namespace Dawn {
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/**
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* Construct a new RenderManager for a game instance.
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*/
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RenderManager(DawnGame *game);
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RenderManager();
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RenderTarget * getBackBuffer() override;
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std::shared_ptr<RenderTarget> getBackBuffer() override;
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RenderPipeline * getRenderPipeline() override;
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ShaderManager * getShaderManager() override;
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void setRenderFlags(renderflag_t renderFlags) override;
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void init() override;
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void setRenderFlags(flag_t renderFlags) override;
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void init(std::weak_ptr<DawnGame> game) override;
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void update() override;
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/**
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