void Context::Terminate()
{
    Assert( sIsInitialized );

    sIsInitialized = false;

    sScene         = content::Ref< Scene >();
    sCamera        = content::Ref< Camera >();
    sPhongEffect   = content::Ref< rtgi::Effect >();
    sDebugCamera   = content::Ref< Camera >();
    sDebugMaterial = content::Ref< Material >();

    content::LoadManager::Unload( sInventory );

    sInventory->Release();
    sInventory = NULL;

    sDebugTextFont->Release();
    sDebugTextFont = NULL;

    sDebugTexture->Release();
    sDebugTexture = NULL;

    AssignRef( sCurrentRenderStrategy, NULL );

    rtgi::DestroySharedShaderParameter( "modelViewProjectionMatrix" );
    rtgi::DestroySharedShaderParameter( "objectSpaceLightPosition"  );
    rtgi::DestroySharedShaderParameter( "objectSpaceCameraPosition" );

    rtgi::Terminate();
}
void Context::SetCurrentRenderStrategy( RenderStrategy* renderStrategy )
{
    Assert( sIsInitialized );

    AssignRef( sCurrentRenderStrategy, renderStrategy );
}
RenderStrategy::~RenderStrategy()
{
    AssignRef( mRenderCallback, NULL );
}
void RenderStrategy::SetRenderCallback( core::IFunctor* renderCallback )
{
    AssignRef( mRenderCallback, renderCallback );
}
Exemple #5
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 TargetGroup::Details::Details(const TargetGroup::Params& params)
 {
     AssignRef(m_params.zbuffer, params.zbuffer);
     for (m_viewCount = 0; m_viewCount < cMaxTargets && params.targets[m_viewCount] != nullptr; m_viewCount++)
         AssignRef(m_params.targets[m_viewCount], params.targets[m_viewCount]);
 }
void GPUSegRenderStrategy::SetEngine( Engine* engine )
{
    AssignRef( sEngine, engine );
}
void GPUSegRenderStrategy::SetActiveElementsVolumeTexture( rendering::rtgi::Texture* texture )
{
    AssignRef( sActiveElementsVolumeTexture, texture );
}
void GPUSegRenderStrategy::SetFrozenLevelSetVolumeTexture( rendering::rtgi::Texture* texture )
{
    AssignRef( sFrozenLevelSetVolumeTexture, texture );
}
void GPUSegRenderStrategy::SetSourceVolumeTexture( rendering::rtgi::Texture* texture )
{
    AssignRef( sSourceVolumeTexture, texture );
}