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- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsRendererFactory.h"
- #include "BsModule.h"
- namespace BansheeEngine
- {
- /**
- * @brief Allows you to change and retrieve the active renderer. Active renderer will
- * be used for rendering all objects in the following frame.
- *
- * @note No renderer is active by default. You must make a renderer active before doing any rendering.
- */
- class BS_CORE_EXPORT RendererManager : public Module<RendererManager>
- {
- public:
- /**
- * @brief Attempts to find a renderer with the specified name and makes it active.
- * Exception is thrown if renderer with the specified name doesn't exist.
- */
- void setActive(const String& name);
- /**
- * @brief Returns the currently active renderer. Null if no renderer is active.
- */
- RendererPtr getActive() { return mActiveRenderer; }
- /**
- * @brief Core renderer represents a set of shared features within all renderers.
- * Techniques using this renderer name will report as if they are supported regardless
- * of the active renderer.
- *
- * @note Useful when you want to make a technique working on all renderers. (Normally techniques
- * need to be different as far as render system is concerned but can often be same from
- * renderers perspective).
- *
- * @see Technique
- */
- static const String& getCoreRendererName();
- /**
- * @brief Registers a new renderer factory. Any renderer you try to make active with
- * "setActive" you will need to have previously registered here.
- *
- * @note Internal method.
- */
- void _registerFactory(RendererFactoryPtr factory);
- private:
- Vector<RendererFactoryPtr> mAvailableFactories;
- RendererPtr mActiveRenderer;
- };
- }
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