void RenderingContext::SetRenderTargetAndCamera( IRenderTarget* val ,Camera* camera) { mStep=RenderingStep::RenderTarget; SAFE_ASSIGN_REF(mRenderTarget,val); SAFE_ASSIGN_REF(mCamera,camera); }
RenderingObject& RenderingObject::operator=(const RenderingObject& val) { if (this!=&val) { SAFE_ASSIGN_REF(mMesh, val.mMesh); SAFE_ASSIGN_REF(mMaterial, val.mMaterial); } return *this; }
void BaseSingleBatchRenderQueue::SetCamera(Camera* val) { SAFE_ASSIGN_REF(mCamera, val); }
void BaseSingleBatchRenderQueue::SetRenderTarget(IRenderTarget* val) { SAFE_ASSIGN_REF(mRenderTarget, val); }
void EffectRenderGroup::SetEffect(const IEffect* val) { SAFE_ASSIGN_REF(mEffect, val); }
void IRenderBatch::SetStateTreeNode(RenderStateTreeLeafNode* val) { SAFE_ASSIGN_REF(mStateTreeNode, val); }
void IRenderBatch::SetMaterial(const IMaterial* val) { SAFE_ASSIGN_REF(mMaterial, val); }
void IRenderBatch::SetEffect(const IEffect* val) { SAFE_ASSIGN_REF(mEffect, val); }
void RenderingContext::SetState(RenderStateTreeLeafNode* stateNode) { mStep=RenderingStep::State; SAFE_ASSIGN_REF(mStateNode, stateNode); mStateNode = stateNode; }
void RenderingContext::SetMaterial(const IMaterial* val ) { mStep=RenderingStep::Material; SAFE_ASSIGN_REF(mMaterial,val); }
void RenderingContext::SetRenderPass( IRenderPass* val ) { mStep=RenderingStep::RenderPass; SAFE_ASSIGN_REF(mRenderPass,val); }
void RenderingObject::SetMaterial(IMaterial* val) { SAFE_ASSIGN_REF(mMaterial, val); }
void RenderingObject::SetMesh(IMesh* val) { SAFE_ASSIGN_REF(mMesh, val); }
void IScene::SetRenderTarget(IRenderTarget* val) { SAFE_ASSIGN_REF(mRenderTarget, val); }
void RenderingContext::SetEffect(const IEffect* val ) { SAFE_ASSIGN_REF(mEffect,val); }
void IScene::SetCamera(Camera* val) { SAFE_ASSIGN_REF(mCamera, val); }
void MaterialRenderGroup::SetMaterial(const IMaterial* val) { SAFE_ASSIGN_REF(mMaterial, val); }