blob: 1643f4d1bffd66cf54808874fbbf1220a958e5c1 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
|
#pragma once
#include "Runtime/BaseClasses/GameManager.h"
#include <string>
#include <map>
#include "Runtime/Shaders/NameToObjectMap.h"
#include "Runtime/Modules/ExportModules.h"
using std::string;
class Shader;
typedef std::vector< PPtr<Shader> > ShaderPtrVector;
class EXPORT_COREMODULE ScriptMapper : public GlobalGameManager
{
public:
typedef std::multimap<UnityStr, PPtr<Shader> > StringToShader;
REGISTER_DERIVED_CLASS (ScriptMapper, GlobalGameManager)
DECLARE_OBJECT_SERIALIZE (ScriptMapper)
typedef NameToObjectMap<Shader, std::map<PPtr<Shader>, UnityStr>, std::multimap<UnityStr, PPtr<Shader> > > Shaders;
ScriptMapper (MemLabelId label, ObjectCreationMode mode);
// virtual ~ScriptMapper (); declared-by-macro
// Add a shader to the system.
void AddShader (Shader& ptr);
void AddBuiltinShader (const std::string& className, PPtr<Shader> ptr);
// Get a shader by name.
// If the shader could not be loaded (e.g. because it was deleted), it is removed from the master list.
Shader* FindShader (const string &name);
bool ShouldIgnoreInGarbageDependencyTracking ();
#if UNITY_EDITOR
Shader *GetDefaultShader() { return FindShader( "Diffuse" ); }
const Shaders& GetShaders () { return m_Shaders; }
void SetShaders (const Shaders& shaders) { m_Shaders = shaders; }
#endif // UNITY_EDITOR
private:
Shaders m_Shaders;
};
ScriptMapper& GetScriptMapper ();
ScriptMapper* GetScriptMapperPtr ();
Shader* FindShaderLabShader (const std::string& name, ShaderPtrVector& shaderLookup, bool useLookup);
|