背景和头像缺失
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129
cocos2d/cocos/renderer/CCTechnique.cpp
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129
cocos2d/cocos/renderer/CCTechnique.cpp
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/****************************************************************************
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Copyright (c) 2015 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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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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Ideas taken from:
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- GamePlay3D: http://gameplay3d.org/
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- OGRE3D: http://www.ogre3d.org/
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- Qt3D: http://qt-project.org/
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****************************************************************************/
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#include "renderer/CCTechnique.h"
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#include "renderer/CCGLProgramState.h"
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#include "renderer/CCMaterial.h"
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#include "renderer/CCPass.h"
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NS_CC_BEGIN
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Technique* Technique::createWithGLProgramState(Material* parent, GLProgramState* state)
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{
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auto technique = new (std::nothrow) Technique();
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if (technique && technique->init(parent))
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{
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auto pass = Pass::createWithGLProgramState(technique, state);
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technique->addPass(pass);
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technique->autorelease();
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return technique;
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}
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return nullptr;
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}
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Technique* Technique::create(Material* material)
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{
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auto technique = new (std::nothrow) Technique();
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if (technique && technique->init(material))
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{
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technique->autorelease();
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return technique;
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}
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return nullptr;
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}
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Technique::Technique()
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: _name("")
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{
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}
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Technique::~Technique()
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{
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}
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bool Technique::init(Material* parent)
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{
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_parent = parent;
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return true;
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}
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Technique* Technique::clone() const
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{
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auto technique = new (std::nothrow) Technique();
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if (technique)
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{
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technique->_name = _name;
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RenderState::cloneInto(technique);
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for (const auto pass: _passes)
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{
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auto p = pass->clone();
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p->_parent = technique;
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technique->_passes.pushBack(p);
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}
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technique->autorelease();
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}
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return technique;
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}
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void Technique::addPass(Pass *pass)
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{
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_passes.pushBack(pass);
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}
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std::string Technique::getName() const
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{
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return _name;
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}
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void Technique::setName(const std::string &name)
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{
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_name = name;
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}
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Pass* Technique::getPassByIndex(ssize_t index) const
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{
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CC_ASSERT(index>=0 && index<_passes.size() && "Invalid index");
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return _passes.at(index);
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}
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ssize_t Technique::getPassCount() const
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{
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return _passes.size();
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}
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const Vector<Pass*>& Technique::getPasses() const
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{
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return _passes;
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}
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NS_CC_END
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