43 status(
"Initialising default materials...");
67 for (std::map<Common::UString, ShaderMaterial *>::iterator iter =
_resourceMap.begin(); iter !=
_resourceMap.end(); ++iter) {
74 std::map<Common::UString, ShaderMaterial *>::iterator iter =
_resourceMap.begin();
90 std::map<Common::UString, ShaderMaterial *>::iterator iter =
_resourceMap.find(material->
getName());
101 std::map<Common::UString, ShaderMaterial *>::iterator iter =
_resourceMap.find(material->
getName());
108 std::map<Common::UString, ShaderMaterial *>::iterator iter =
_resourceMap.find(name);
117 std::map<Common::UString, ShaderMaterial *>::iterator inext = iter;
void addMaterial(ShaderMaterial *material)
Adds a material to be managed.
std::map< Common::UString, ShaderMaterial * > _resourceMap
std::map< Common::UString, ShaderMaterial * >::iterator delResource(std::map< Common::UString, ShaderMaterial *>::iterator iter)
A class holding an UTF-8 string.
void cleanup()
Remove any resource that has a usage count of zero.
void * getVariableData(uint32 index) const
void delMaterial(ShaderMaterial *material)
Forcibly remove the material from the map.
const Common::UString & getName() const
Utility templates and functions.
#define DECLARE_SINGLETON(T)
Note that you need to use this macro from the global namespace.
void init()
Initialise material management, including default material creation.
The global shader material manager.
ShaderMaterial * getMaterial(const Common::UString &name)
Returns a material with the given name, or zero if it does not exist.
#define ShaderMan
Shortcut for accessing the shader manager.
void status(const char *s,...)
void deinit()
Deinitialise material management subsystem.