Vulkan Schnee 0.0.1
High-performance rendering engine
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EngineCore::MaterialAssetManager Class Reference

#include <MaterialAsset.h>

Inheritance diagram for EngineCore::MaterialAssetManager:
Collaboration diagram for EngineCore::MaterialAssetManager:

Public Member Functions

 MaterialAssetManager ()=default
Public Member Functions inherited from Asset::AssetManager< Asset::Path, MaterialAsset >
 AssetManager ()=default
virtual ~AssetManager ()=default
void declare (Asset::Path path, Args &&... args)
 Adds an asset to the list in its unloaded state.
void add (Asset::Path path, MaterialAsset *asset)
 Adds or overwrites a previously declared asset at a key.
bool exists (Asset::Path path)
 Checks if an asset already exists. This means it is declared and there is content.
bool isDeclared (Asset::Path path)
 Checks if an asset has been declared. If it exists it is also declared.
CpuLoadingState getAssetLoadingState (const Asset::Path &path)
 Gets a loading state for an asset. If the asset is not yet declared it will return that it is UNLOADED.
std::optional< MaterialAsset * > getAsset (const Asset::Path &path)
 Try's to get an asset. If the asset does not exist (can be checked with exists) it will return a std::nullopt.
virtual void clear ()
 Clears out all resources.
void forEachAsset (Func &&func) const
 Iterates over all assets and calls the provided callback for each.

Detailed Description

Definition at line 184 of file MaterialAsset.h.

Constructor & Destructor Documentation

◆ MaterialAssetManager()

EngineCore::MaterialAssetManager::MaterialAssetManager ( )
default

The documentation for this class was generated from the following file:
  • /home/magerbeton/Documents/gl3-vulkan/Engine/include/Engine/Material/MaterialAsset.h