mirror of
https://github.com/cocos/cocos-engine.git
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66 lines
2.0 KiB
C++
66 lines
2.0 KiB
C++
/****************************************************************************
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Copyright (c) 2021-2022 Xiamen Yaji Software Co., Ltd.
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http://www.cocos.com
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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 engine source code (the "Software"), a limited,
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worldwide, royalty-free, non-assignable, revocable and non-exclusive license
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to use Cocos Creator solely to develop games on your target platforms. You shall
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not use Cocos Creator software for developing other software or tools that's
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used for developing games. You are not granted to publish, distribute,
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sublicense, and/or sell copies of Cocos Creator.
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The software or tools in this License Agreement are licensed, not sold.
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Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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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 "scene/SubModel.h"
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#include "scene/Pass.h"
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namespace cc {
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namespace scene {
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SubModel::SubModel() {
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_id = generateId();
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}
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void SubModel::update() {
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for (Pass *pass : _passes) {
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pass->update();
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}
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_descriptSet->update();
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_worldBoundDescriptorSet->update();
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}
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SubModel::~SubModel() {
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delete _subMesh;
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}
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gfx::Shader *SubModel::getShader(uint index) const {
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if (index >= _shaders.size()) {
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return nullptr;
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}
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return _shaders[index];
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}
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Pass *SubModel::getPass(uint index) const {
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if (index >= _passes.size()) {
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return nullptr;
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}
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return _passes[index];
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}
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} // namespace scene
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} // namespace cc
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