genesis-3d_engine/Engine/graphicsystem/RenderUnit.cc
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

82 lines
2.3 KiB
C++
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

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