61 lines
2.1 KiB
C++
61 lines
2.1 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 "MaterialTech.h"
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namespace Graphic
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{
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__ImplementClass(MaterialTech,'GRMT',Core::RefCounted)
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MaterialTech::MaterialTech()
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{
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//empty
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}
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MaterialTech::~MaterialTech()
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{
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m_passList.Clear();
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}
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void MaterialTech::Clone(const GPtr<MaterialTech>& from)
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{
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m_passList.Clear();
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m_bSurfaceTech = from->m_bSurfaceTech;
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const Util::Array< GPtr<MaterialPass> >& passList = from->GetPassList();
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for (SizeT i = 0; i < passList.Size(); ++i)
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{
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GPtr<MaterialPass> pass = MaterialPass::Create();
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m_passList.Append(pass);
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m_passList[i]->Clone(passList[i]);
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}
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}
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// <20><><EFBFBD><EFBFBD>shader<65><72><EFBFBD><EFBFBD><EFBFBD>ͼĴ<CDBC><C4B4><EFBFBD><EFBFBD>İ<C4B0><F3B6A8B1><EFBFBD> <20>ⲿ<EFBFBD><E2B2BF>Ҫ<EFBFBD><D2AA><EFBFBD>á<EFBFBD> ֻ<><D6BB><EFBFBD>ڵ<EFBFBD>һ<EFBFBD>ζ<EFBFBD>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>shader<65><72><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD><C4A3><EFBFBD><EFBFBD>
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void MaterialTech::_BuildBindingMap(Material* mat)
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{
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for (SizeT i = 0; i < m_passList.Size(); ++i)
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{
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m_passList[i]->_BuildBindingMap(mat);
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}
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}
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}
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