SH_API EVERYWHERE
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@ -1,6 +1,6 @@
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#include "SBpch.h"
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#include "SBpch.h"
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#include "SBApplication.h"
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#include "SBApplication.h"
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#include "Engine/ECS_Base/System/SHSystemManager.h"
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#include "ECS_Base/System/SHSystemManager.h"
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#define SHEDITOR
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#define SHEDITOR
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#ifdef SHEDITOR
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#ifdef SHEDITOR
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#include <string>
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#include <string>
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#include <cassert>
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#include <cassert>
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#include "../System/SHSystem.h"
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#include "../System/SHSystem.h"
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#include "SH_API.h"
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namespace SHADE
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namespace SHADE
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{
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{
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class SHSystemManager
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class SH_API SHSystemManager
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{
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{
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//type definition for the container we use to store our system
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//type definition for the container we use to store our system
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using SystemContainer = std::unordered_map<std::string, std::unique_ptr<SHSystem>>;
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using SystemContainer = std::unordered_map<std::string, std::unique_ptr<SHSystem>>;
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@ -63,7 +63,7 @@ namespace SHADE
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portions of the screen.
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portions of the screen.
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*/
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*/
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/***********************************************************************************/
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/***********************************************************************************/
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class SHGraphicsSystem : public SHSystem
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class SH_API SHGraphicsSystem : public SHSystem
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{
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{
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public:
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public:
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/*-----------------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------------*/
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@ -3,6 +3,7 @@
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#include <vector>
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#include <vector>
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#include "SHPerFrameData.h"
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#include "SHPerFrameData.h"
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#include "SH_API.h"
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namespace SHADE
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namespace SHADE
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{
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{
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//! render context in SHADE engine has is that it requires users to call these explicitly in the middle end. While there
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//! render context in SHADE engine has is that it requires users to call these explicitly in the middle end. While there
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//! is little reason the flow of the render context should deviate from its intended usage, we want to leave it up to
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//! is little reason the flow of the render context should deviate from its intended usage, we want to leave it up to
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//! users to explicitly call functions from here so we don't risk losing opportunities for different usage.
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//! users to explicitly call functions from here so we don't risk losing opportunities for different usage.
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class SHRenderContext
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class SH_API SHRenderContext
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{
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{
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private:
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private:
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//! container of frame data. Note that the manager owns the data, but the frame data themselves do not own anything.
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//! container of frame data. Note that the manager owns the data, but the frame data themselves do not own anything.
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#include "Graphics/Renderpass/SHVkRenderpass.h"
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#include "Graphics/Renderpass/SHVkRenderpass.h"
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#include "Resource/ResourceLibrary.h"
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#include "Resource/ResourceLibrary.h"
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#include "SH_API.h"
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#include <string>
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#include <string>
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#include <map>
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#include <map>
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@ -28,7 +29,7 @@ namespace SHADE
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DEPTH_STENCIL,
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DEPTH_STENCIL,
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};
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};
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class SHRenderGraphResource
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class SH_API SHRenderGraphResource
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{
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{
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private:
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private:
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/*-----------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------*/
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friend class SHRenderGraph;
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friend class SHRenderGraph;
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};
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};
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class SHRenderGraphNode : public ISelfHandle<SHRenderGraphNode>
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class SH_API SHRenderGraphNode : public ISelfHandle<SHRenderGraphNode>
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{
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{
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public:
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public:
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class SHSubpass
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class SH_API SHSubpass
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{
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{
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public:
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public:
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/*-----------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------*/
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@ -218,7 +219,7 @@ namespace SHADE
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friend class SHRenderGraph;
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friend class SHRenderGraph;
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};
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};
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class SHRenderGraph
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class SH_API SHRenderGraph
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{
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{
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private:
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private:
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/*-----------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------*/
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