Initial engine repository
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#pragma once
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#include <frostbite2D/graphics/shader.h>
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#include <frostbite2D/types/type_alias.h>
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#include <string>
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#include <unordered_map>
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namespace frostbite2D {
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class Renderer;
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class ShaderManager {
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public:
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static ShaderManager& get();
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bool init(const std::string& shadersDir);
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void shutdown();
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Shader* getShader(const std::string& name);
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bool hasShader(const std::string& name) const;
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const std::unordered_map<std::string, Ptr<Shader>>& getLoadedShaders() const {
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return shaders_;
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}
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~ShaderManager() = default;
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ShaderManager() = default;
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private:
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std::unordered_map<std::string, Ptr<Shader>> shaders_;
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std::string shadersDir_;
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bool loadShadersFromConfig(const std::string& configPath);
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bool loadShader(const std::string& name, const std::string& vertPath,
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const std::string& fragPath);
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ShaderManager(const ShaderManager&) = delete;
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ShaderManager& operator=(const ShaderManager&) = delete;
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};
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}
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