System manager for saving and accessing external shader resources. More...
#include <ShaderAssets.h>
Detailed Description
System manager for saving and accessing external shader resources.
The ShaderAssets is a singleton that allows the user to resuse saved external shader resources throughout their project.
Shaders are saved via the Load() functions in the IonEngine::LoadResources() function. They can then be accessed by using the Get() functions and the associated key that the user defined upon loading.
Public Types | |
typedef std::string | ShaderKey |
Static Public Member Functions | |
static void | Load (const ShaderKey &Shader_Map_Key, ShaderBase *Shader) |
Function saves a shader created from the desired path. More... | |
static ShaderBase * | Get (const ShaderKey &Shader_Map_Key) |
Function returns shader pointer based off of the passed in key. More... | |
Member Typedef Documentation
typedef std::string ShaderAssets::ShaderKey |
Typedef of an std::string for an easier to read name.
Member Function Documentation
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inlinestatic |
Function returns shader pointer based off of the passed in key.
This Get() function uses it's Shader_Map_Key parameter to search the shader map and return the shader saved under the same key string.
- Parameters
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Shader_Map_Key An std::string for use as a key to access the stored shader
- Returns
- Pointer to shader at stored key
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inlinestatic |
Function saves a shader created from the desired path.
This Load() function stores a shader pointer in the ShaderAssets map. The Shader_Map_Key parameter is a key string for access later when using the Get() command.
- Parameters
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Shader_Map_Key An std::string for use as a storage key Shader A ShaderBase pointer to store