restruct codes for TextureManager

This commit is contained in:
2024-11-05 00:04:36 +08:00
parent 1543ed8952
commit f1f562c709
17 changed files with 127 additions and 74 deletions

View File

@@ -34,7 +34,6 @@ using DescriptorSetID =int;
using PrimitiveID =int;
using RenderableID =int;
using SamplerID =int;
using TextureID =int;
using StaticMeshID =int;
class VertexAttribData;
@@ -59,7 +58,6 @@ class RenderResource
IDObjectManage<PrimitiveID, Primitive> rm_primitives; ///<图元合集
IDObjectManage<BufferID, DeviceBuffer> rm_buffers; ///<顶点缓冲区合集
IDObjectManage<SamplerID, Sampler> rm_samplers; ///<采样器合集
IDObjectManage<TextureID, Texture> rm_textures; ///<纹理合集
IDObjectManage<RenderableID, Renderable> rm_renderables; ///<渲染实例集合集
IDObjectManage<StaticMeshID, StaticMesh> rm_static_mesh; ///<静态网格合集
@@ -105,7 +103,7 @@ public: //添加数据到管理器如果指针为nullptr会返回-1
PrimitiveID Add(Primitive * p ){return rm_primitives.Add(p);}
BufferID Add(DeviceBuffer * buf ){return rm_buffers.Add(buf);}
SamplerID Add(Sampler * s ){return rm_samplers.Add(s);}
TextureID Add(Texture * t ){return rm_textures.Add(t);}
// TextureID Add(Texture * t ){return rm_textures.Add(t);}
RenderableID Add(Renderable * r ){return rm_renderables.Add(r);}
StaticMeshID Add(StaticMesh * sm ){return rm_static_mesh.Add(sm);}
@@ -175,7 +173,7 @@ public: //Get
Primitive * GetPrimitive (const PrimitiveID &id){return rm_primitives.Get(id);}
DeviceBuffer * GetBuffer (const BufferID &id){return rm_buffers.Get(id);}
Sampler * GetSampler (const SamplerID &id){return rm_samplers.Get(id);}
Texture * GetTexture (const TextureID &id){return rm_textures.Get(id);}
// Texture * GetTexture (const TextureID &id){return rm_textures.Get(id);}
Renderable * GetRenderable (const RenderableID &id){return rm_renderables.Get(id);}
StaticMesh * GetStaticMesh (const StaticMeshID &id){return rm_static_mesh.Get(id);}
@@ -188,7 +186,7 @@ public: //Release
void Release(Primitive * p ){rm_primitives.Release(p);}
void Release(DeviceBuffer * buf ){rm_buffers.Release(buf);}
void Release(Sampler * s ){rm_samplers.Release(s);}
void Release(Texture * t ){rm_textures.Release(t);}
// void Release(Texture * t ){rm_textures.Release(t);}
void Release(Renderable * r ){rm_renderables.Release(r);}
void Release(StaticMesh * sm ){rm_static_mesh.Release(sm);}