6e8fbca745
match the genesis editor version 1.3.0.653.
63 lines
2.2 KiB
C++
63 lines
2.2 KiB
C++
/****************************************************************************
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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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#ifndef _MESHRENDEROBJECT_H_
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#define _MESHRENDEROBJECT_H_
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#include "util/stringatom.h"
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#include "app/graphicfeature/components/apprenderobject.h"
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#include "app/graphicfeature/components/apprenderable.h"
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namespace App
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{
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class MeshRenderObject;
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class MeshRenderComponent;
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class MeshRenderObject : public AppRenderObject
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{
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__DeclareSubClass(MeshRenderObject, AppRenderObject)
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public:
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typedef AppRenderable RenderableType;
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typedef MeshRenderComponent Owner;
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MeshRenderObject();
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virtual ~MeshRenderObject();
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const Util::StringAtom& GetMeshName() const;
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virtual void Render(const Graphic::Renderable* renderable, Graphic::RenderPassType passType, const Graphic::Material* customizedMaterial);
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virtual bool IsUseLM() const;
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virtual bool IsLMHandleValid() const;
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protected:
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void setLightParam();
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void resetLightmap();
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private:
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Owner* getOwner() const;
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};
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inline MeshRenderObject::Owner* MeshRenderObject::getOwner() const
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{
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return GetOwner<Owner>();
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}
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}
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#endif //_MESHRENDEROBJECT_H_
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