82 lines
2.3 KiB
C++
82 lines
2.3 KiB
C++
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/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "RenderUnit.h"
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namespace Graphic
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{
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using namespace Math;
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using namespace RenderBase;
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RenderbleResUnit::RenderbleResUnit()
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:mRenderable(NULL)
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{
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}
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RenderbleResUnit::~RenderbleResUnit()
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{
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_destroy();
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}
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void RenderbleResUnit::SetResInfo(const GPtr<Resources::MaterialResInfo>& res)
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{
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mShaderRes = res;
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if (mRenderable)
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{
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mRenderable->SetMaterial(res->GetHandle().get());
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}
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}
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//just be used for RenderableResUnitArray. rhs<68>ᱻ<EFBFBD>Ϳգ<CDBF>ֻΪ<D6BB><CEAA><EFBFBD><EFBFBD>RenderableResUnitArray<61><79><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>move<76>ܰ<EFBFBD>ȫ<EFBFBD><C8AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void RenderbleResUnit::operator = (const RenderbleResUnit& rhs)
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{
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_destroy();
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this->mShaderRes = rhs.mShaderRes;
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this->mRenderable = rhs.mRenderable;
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rhs.mShaderRes = NULL;
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rhs.mRenderable = NULL;
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}
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void RenderbleResUnit::CopyFrom(const RenderbleResUnit& rhs,bool isCopyReable)
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{
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_destroy();
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this->mShaderRes = rhs.mShaderRes;
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if (isCopyReable)
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{
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this->mRenderable = rhs.mRenderable;
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}
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}
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void RenderbleResUnit::_destroy()
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{
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mShaderRes = NULL;
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if (mRenderable)
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{
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n_delete(mRenderable);
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}
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mRenderable = NULL;
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}
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}
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