//---------------------------------------------------------------------------------- // //---------------------------------------------------------------------------------- EffectImplemented::EffectImplemented( Setting* setting, void* pData, int size ) : m_pManager ( NULL ) , m_setting (setting) , m_reference ( 1 ) , m_version ( 0 ) , m_ImageCount ( 0 ) , m_ImagePaths ( NULL ) , m_pImages ( NULL ) , m_WaveCount ( 0 ) , m_WavePaths ( NULL ) , m_pWaves ( NULL ) , m_modelCount ( 0 ) , m_modelPaths ( NULL ) , m_pModels ( NULL ) , m_maginification ( 1.0f ) , m_maginificationExternal ( 1.0f ) , m_pRoot ( NULL ) , m_normalImageCount(0) , m_normalImagePaths(nullptr) , m_normalImages(nullptr) , m_distortionImageCount(0) , m_distortionImagePaths(nullptr) , m_distortionImages(nullptr) { ES_SAFE_ADDREF( m_setting ); Culling.Shape = CullingShape::NoneShape; }
//---------------------------------------------------------------------------------- // //---------------------------------------------------------------------------------- ModelLoader::ModelLoader(ID3D11Device* device, ::Effekseer::FileInterface* fileInterface ) : device ( device ) , m_fileInterface ( fileInterface ) { ES_SAFE_ADDREF(device); if( m_fileInterface == NULL ) { m_fileInterface = &m_defaultFileInterface; } }
//---------------------------------------------------------------------------------- // //---------------------------------------------------------------------------------- Handle ManagerImplemented::AddDrawSet( Effect* effect, InstanceContainer* pInstanceContainer, InstanceGlobal* pGlobalPointer ) { Handle Temp = m_NextHandle; if( ++m_NextHandle < 0 ) { // オーバーフローしたらリセットする m_NextHandle = 0; } DrawSet drawset( effect, pInstanceContainer, pGlobalPointer ); drawset.Self = Temp; ES_SAFE_ADDREF( effect ); m_DrawSets[Temp] = drawset; return Temp; }
//---------------------------------------------------------------------------------- // //---------------------------------------------------------------------------------- void ManagerImplemented::SetSetting(Setting* setting) { ES_SAFE_RELEASE(m_setting); m_setting = setting; ES_SAFE_ADDREF(m_setting); }
//---------------------------------------------------------------------------------- // //---------------------------------------------------------------------------------- DeviceObject::DeviceObject( RendererImplemented* renderer ) : m_renderer ( renderer ) { ES_SAFE_ADDREF( m_renderer ); m_renderer->m_deviceObjects.insert( this ); }
void RendererImplemented::SetBackground(ID3D11ShaderResourceView* background) { ES_SAFE_ADDREF(background); ES_SAFE_RELEASE(m_background); m_background = background; }