6e8fbca745
match the genesis editor version 1.3.0.653.
84 lines
3.0 KiB
C++
84 lines
3.0 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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#include "stdneb.h"
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#include "graphicsystem/GraphicSystem.h"
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#include "sprite/spriteimage.h"
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#include "graphicfeature/components/spritebaserendercomponent.h"
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#include "graphicsystem/Camera/RenderPipeline/RenderData.h"
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#include "graphicsystem/Renderable/GraphicRenderer.h"
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#include "spriterenderobject.h"
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namespace App
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{
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//static const ShaderParamString& gDiffuseParam = "_diffuseMap";
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using namespace Graphic;
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SpriteRenderable::SpriteRenderable()
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{
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}
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SpriteRenderable::~SpriteRenderable()
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{
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}
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void SpriteRenderable::RenderForward(Graphic::RenderPassType surType, const RenderBase::PrimitiveHandle& primHandle, const Graphic::Material* custom) const
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{
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mImage->PushTexture();
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//Graphic::GraphicRenderer::ResetMaterialCache();
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Graphic::GraphicRenderer::RenderForward(surType, this, primHandle, custom);
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}
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__ImplementClass(SpriteRenderObject,'SPRO',AppRenderObject);
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SpriteRenderObject::SpriteRenderObject()
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{
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}
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SpriteRenderObject::~SpriteRenderObject()
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{
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}
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void SpriteRenderObject::Render(const Graphic::Renderable* renderable, Graphic::RenderPassType passType, const Graphic::Material* customizedMaterial)
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{
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const RenderBase::PrimitiveHandle& priHandle = getOwner()->_getHandle();
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if (priHandle.IsValid())//( (customizedMat.isvalid() || mat.isvalid()) && priHandle.IsValid() )
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{
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const Graphic::Material* material = (NULL == customizedMaterial) ? renderable->GetMaterial() : customizedMaterial;
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const RenderableType* rd = renderable->cast_fast<RenderableType>();
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setModelParam(renderable, passType, material);
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//render passType
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if (passType && material->GetTech()->IsTemplateTech())
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{
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rd->RenderForward(passType, priHandle, customizedMaterial);
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}
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else
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{
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rd->RenderForward(eForward, priHandle, customizedMaterial);
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}
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}
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}
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} |