renamed Renderable to Mesh
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@@ -54,7 +54,7 @@ class RenderResource
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IDObjectManage<PrimitiveID, Primitive> rm_primitives; ///<图元合集
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IDObjectManage<BufferID, DeviceBuffer> rm_buffers; ///<顶点缓冲区合集
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IDObjectManage<SamplerID, Sampler> rm_samplers; ///<采样器合集
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IDObjectManage<RenderableID, Renderable> rm_renderables; ///<渲染实例集合集
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IDObjectManage<RenderableID, Mesh> rm_renderables; ///<渲染实例集合集
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private:
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@@ -97,7 +97,7 @@ public: //添加数据到管理器(如果指针为nullptr会返回-1)
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PrimitiveID Add(Primitive * p ){return rm_primitives.Add(p);}
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BufferID Add(DeviceBuffer * buf ){return rm_buffers.Add(buf);}
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SamplerID Add(Sampler * s ){return rm_samplers.Add(s);}
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RenderableID Add(Renderable * r ){return rm_renderables.Add(r);}
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RenderableID Add(Mesh * r ){return rm_renderables.Add(r);}
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public: // VAB/VAO
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@@ -143,8 +143,8 @@ public: //Material
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MaterialInstance * CreateMaterialInstance(const AnsiString &mtl_name,const mtl::MaterialCreateInfo *,const VILConfig *vil_cfg=nullptr);
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Renderable * CreateRenderable(Primitive *r,MaterialInstance *mi,Pipeline *p);
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Renderable * CreateRenderable(PrimitiveCreater *pc,MaterialInstance *mi,Pipeline *p);
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Mesh * CreateRenderable(Primitive *r,MaterialInstance *mi,Pipeline *p);
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Mesh * CreateRenderable(PrimitiveCreater *pc,MaterialInstance *mi,Pipeline *p);
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Sampler * CreateSampler(VkSamplerCreateInfo *sci=nullptr);
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Sampler * CreateSampler(Texture *);
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@@ -157,7 +157,7 @@ public: //Get
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Primitive * GetPrimitive (const PrimitiveID &id){return rm_primitives.Get(id);}
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DeviceBuffer * GetBuffer (const BufferID &id){return rm_buffers.Get(id);}
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Sampler * GetSampler (const SamplerID &id){return rm_samplers.Get(id);}
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Renderable * GetRenderable (const RenderableID &id){return rm_renderables.Get(id);}
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Mesh * GetRenderable (const RenderableID &id){return rm_renderables.Get(id);}
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public: //Release
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@@ -167,7 +167,7 @@ public: //Release
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void Release(Primitive * p ){rm_primitives.Release(p);}
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void Release(DeviceBuffer * buf ){rm_buffers.Release(buf);}
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void Release(Sampler * s ){rm_samplers.Release(s);}
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void Release(Renderable * r ){rm_renderables.Release(r);}
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void Release(Mesh * r ){rm_renderables.Release(r);}
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};//class RenderResource
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/**
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