TDME2  1.9.200
Macros
Engine.cpp File Reference
#include <tdme/engine/Engine.h>
#include <algorithm>
#include <list>
#include <memory>
#include <string>
#include <tdme/tdme.h>
#include <tdme/application/Application.h>
#include <tdme/engine/fileio/textures/PNGTextureWriter.h>
#include <tdme/engine/Texture.h>
#include <tdme/engine/fileio/textures/TextureReader.h>
#include <tdme/engine/Color4.h>
#include <tdme/engine/model/Node.h>
#include <tdme/engine/physics/CollisionDetection.h>
#include <tdme/engine/primitives/BoundingBox.h>
#include <tdme/engine/primitives/LineSegment.h>
#include <tdme/engine/subsystems/environmentmapping/EnvironmentMappingRenderer.h>
#include <tdme/engine/subsystems/framebuffer/BRDFLUTShader.h>
#include <tdme/engine/subsystems/framebuffer/DeferredLightingRenderShader.h>
#include <tdme/engine/subsystems/framebuffer/FrameBufferRenderShader.h>
#include <tdme/engine/subsystems/framebuffer/SkyRenderShader.h>
#include <tdme/engine/subsystems/lighting/LightingShader.h>
#include <tdme/engine/subsystems/lines/LinesShader.h>
#include <tdme/engine/subsystems/manager/MeshManager.h>
#include <tdme/engine/subsystems/manager/TextureManager.h>
#include <tdme/engine/subsystems/manager/VBOManager.h>
#include <tdme/engine/subsystems/particlesystem/ParticlesShader.h>
#include <tdme/engine/subsystems/postprocessing/PostProcessing.h>
#include <tdme/engine/subsystems/postprocessing/PostProcessingProgram.h>
#include <tdme/engine/subsystems/postprocessing/PostProcessingShader.h>
#include <tdme/engine/subsystems/renderer/Renderer.h>
#include <tdme/engine/subsystems/rendering/EntityRenderer.h>
#include <tdme/engine/subsystems/rendering/EntityRenderer_InstancedRenderFunctionParameters.h>
#include <tdme/engine/subsystems/rendering/ObjectBase_TransformedFacesIterator.h>
#include <tdme/engine/subsystems/rendering/ObjectBuffer.h>
#include <tdme/engine/subsystems/rendering/ObjectNodeMesh.h>
#include <tdme/engine/subsystems/rendering/TransparentRenderFacesPool.h>
#include <tdme/engine/subsystems/shadowmapping/ShadowMap.h>
#include <tdme/engine/subsystems/shadowmapping/ShadowMapping.h>
#include <tdme/engine/subsystems/shadowmapping/ShadowMapCreationShader.h>
#include <tdme/engine/subsystems/shadowmapping/ShadowMapRenderShader.h>
#include <tdme/engine/subsystems/skinning/SkinningShader.h>
#include <tdme/engine/subsystems/texture2D/Texture2DRenderShader.h>
#include <tdme/engine/Camera.h>
#include <tdme/engine/Decal.h>
#include <tdme/engine/Entity.h>
#include <tdme/engine/EntityHierarchy.h>
#include <tdme/engine/EntityPickingFilter.h>
#include <tdme/engine/EnvironmentMapping.h>
#include <tdme/engine/FogParticleSystem.h>
#include <tdme/engine/FrameBuffer.h>
#include <tdme/engine/GeometryBuffer.h>
#include <tdme/engine/ImposterObject.h>
#include <tdme/engine/Light.h>
#include <tdme/engine/Lines.h>
#include <tdme/engine/LODObject.h>
#include <tdme/engine/LODObjectImposter.h>
#include <tdme/engine/Object.h>
#include <tdme/engine/ObjectParticleSystem.h>
#include <tdme/engine/ObjectRenderGroup.h>
#include <tdme/engine/OctTreePartition.h>
#include <tdme/engine/ParticleSystem.h>
#include <tdme/engine/ParticleSystemGroup.h>
#include <tdme/engine/Partition.h>
#include <tdme/engine/PointsParticleSystem.h>
#include <tdme/engine/ShaderParameter.h>
#include <tdme/engine/Timing.h>
#include <tdme/gui/renderer/GUIRenderer.h>
#include <tdme/gui/renderer/GUIShader.h>
#include <tdme/gui/GUI.h>
#include <tdme/gui/GUIParser.h>
#include <tdme/math/Math.h>
#include <tdme/math/Matrix4x4.h>
#include <tdme/math/Vector2.h>
#include <tdme/math/Vector3.h>
#include <tdme/math/Vector4.h>
#include <tdme/os/filesystem/FileSystem.h>
#include <tdme/os/filesystem/FileSystemInterface.h>
#include <tdme/os/threading/Queue.h>
#include <tdme/os/threading/Thread.h>
#include <tdme/utilities/ByteBuffer.h>
#include <tdme/utilities/Console.h>
#include <tdme/utilities/Float.h>
#include <tdme/utilities/TextureAtlas.h>

Go to the source code of this file.

Macros

#define CHECK_INITIALIZED(NAME, SHADER)   if (SHADER != nullptr && SHADER->isInitialized() == false) Console::println(string("TDME: ") + NAME + ": Not initialized")
 

Macro Definition Documentation

◆ CHECK_INITIALIZED

#define CHECK_INITIALIZED (   NAME,
  SHADER 
)    if (SHADER != nullptr && SHADER->isInitialized() == false) Console::println(string("TDME: ") + NAME + ": Not initialized")