Improved (Fixed ?) Material Copy/Move

Former-commit-id: 8eb9b716e2b028c6d2e249f9706ad6f5567c95dc
This commit is contained in:
Lynix 2015-01-16 14:03:06 +01:00
parent 96743375d9
commit 5eec0d2abe
2 changed files with 51 additions and 39 deletions

View File

@ -140,6 +140,7 @@ class NAZARA_API NzMaterial : public NzResource
};
void Copy(const NzMaterial& material);
void Move(NzMaterial&& material);
void GenerateShader(nzUInt32 flags) const;
void InvalidateShaders();

View File

@ -36,16 +36,7 @@ NzResource()
NzMaterial::NzMaterial(NzMaterial&& material)
{
Copy(material);
// Nous "volons" la référence du matériau
material.m_alphaMap.Reset();
material.m_diffuseMap.Reset();
material.m_emissiveMap.Reset();
material.m_heightMap.Reset();
material.m_normalMap.Reset();
material.m_specularMap.Reset();
material.m_uberShader.Reset();
Move(material);
}
NzMaterial::~NzMaterial()
@ -624,16 +615,7 @@ NzMaterial& NzMaterial::operator=(const NzMaterial& material)
NzMaterial& NzMaterial::operator=(NzMaterial&& material)
{
Copy(material);
// Comme ça nous volons la référence du matériau
material.m_alphaMap.Reset();
material.m_diffuseMap.Reset();
material.m_emissiveMap.Reset();
material.m_heightMap.Reset();
material.m_normalMap.Reset();
material.m_specularMap.Reset();
material.m_uberShader.Reset();
Move(material);
return *this;
}
@ -645,33 +627,62 @@ NzMaterial* NzMaterial::GetDefault()
void NzMaterial::Copy(const NzMaterial& material)
{
// On relache les références proprement
m_alphaMap.Reset();
m_diffuseMap.Reset();
m_emissiveMap.Reset();
m_heightMap.Reset();
m_normalMap.Reset();
m_specularMap.Reset();
m_uberShader.Reset();
std::memcpy(this, &material, sizeof(NzMaterial)); // Autorisé dans notre cas, et bien plus rapide
// Ensuite une petite astuce pour récupérer correctement les références
m_alphaMap.Release();
m_diffuseMap.Release();
m_emissiveMap.Release();
m_heightMap.Release();
m_normalMap.Release();
m_specularMap.Release();
m_uberShader.Release();
// Copie des états de base
m_alphaTestEnabled = material.m_alphaTestEnabled;
m_alphaThreshold = material.m_alphaThreshold;
m_ambientColor = material.m_ambientColor;
m_diffuseColor = material.m_diffuseColor;
m_diffuseSampler = material.m_diffuseSampler;
m_lightingEnabled = material.m_lightingEnabled;
m_shininess = material.m_shininess;
m_specularColor = material.m_specularColor;
m_specularSampler = material.m_specularSampler;
m_states = material.m_states;
m_transformEnabled = material.m_transformEnabled;
// Copie des références de texture
m_alphaMap = material.m_alphaMap;
m_diffuseMap = material.m_diffuseMap;
m_emissiveMap = material.m_emissiveMap;
m_heightMap = material.m_heightMap;
m_normalMap = material.m_normalMap;
m_specularMap = material.m_specularMap;
// Copie de la référence vers l'Über-Shader
m_uberShader = material.m_uberShader;
// On copie les instances de shader par la même occasion
std::memcpy(&m_shaders[0], &material.m_shaders[0], (nzShaderFlags_Max+1)*sizeof(ShaderInstance));
}
void NzMaterial::Move(NzMaterial&& material)
{
// Copie des états de base
m_alphaTestEnabled = material.m_alphaTestEnabled;
m_alphaThreshold = material.m_alphaThreshold;
m_ambientColor = material.m_ambientColor;
m_diffuseColor = material.m_diffuseColor;
m_diffuseSampler = material.m_diffuseSampler;
m_lightingEnabled = material.m_lightingEnabled;
m_shininess = material.m_shininess;
m_specularColor = material.m_specularColor;
m_specularSampler = material.m_specularSampler;
m_states = material.m_states;
m_transformEnabled = material.m_transformEnabled;
// Vol des références de texture
m_alphaMap = std::move(material.m_alphaMap);
m_diffuseMap = std::move(material.m_diffuseMap);
m_emissiveMap = std::move(material.m_emissiveMap);
m_heightMap = std::move(material.m_heightMap);
m_normalMap = std::move(material.m_normalMap);
m_specularMap = std::move(material.m_specularMap);
// Vol de la référence vers l'Über-Shader
m_uberShader = std::move(material.m_uberShader);
// On copie les instances de shader par la même occasion
std::memcpy(&m_shaders[0], &material.m_shaders[0], (nzShaderFlags_Max+1)*sizeof(ShaderInstance));
}
void NzMaterial::GenerateShader(nzUInt32 flags) const