增加材质和纹理
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@@ -11,32 +11,6 @@ public:
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void init(void);
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void clear(void);
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public:
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DeviceBufferPtr newDeviceBuffer(void);
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int32_t getDeviceBufferCounts(void) const {
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return (int32_t)m_deviceBufferArray.size();
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}
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DeviceBufferConstPtr getDeviceBuffer(int32_t index) const;
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DeviceBufferViewPtr newDeviceBufferView(DeviceBufferConstPtr buffer, size_t offset, size_t length, size_t stride);
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int32_t getDeviceBufferViewCounts(void) const {
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return (int32_t)m_bufferViewArray.size();
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}
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DeviceBufferViewPtr getDeviceBufferView(int32_t index) const;
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DeviceBufferAccessorPtr newDeviceBufferAccessor(DeviceBufferViewConstPtr bufferView, size_t offset,
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size_t count, ComponentType componentType, DataType dataType);
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int32_t getDeviceBufferAccessorCounts(void) const {
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return (int32_t)m_bufferAccessorArray.size();
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}
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DeviceBufferAccessorPtr getDeviceBufferAccessor(int32_t index) const;
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int32_t pushNewMeshAsset(MeshPtr mesh);
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int32_t getMeshCounts(void) const {
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return (int32_t)m_meshArray.size();
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}
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MeshConstPtr getMesh(int32_t index) const;
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public:
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SceneNodePtr newSceneNode(const std::string& name);
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SceneNodePtr getRootSceneNode() const;
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@@ -80,14 +54,6 @@ public:
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protected:
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SceneNodePtr m_rootSceneNode;
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//device resources
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std::vector<DeviceBufferPtr> m_deviceBufferArray;
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std::vector<DeviceBufferViewPtr> m_bufferViewArray;
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std::vector<DeviceBufferAccessorPtr> m_bufferAccessorArray;
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//asset resources
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std::vector<MeshPtr> m_meshArray;
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public:
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Scene();
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~Scene();
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