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📄 mgcrenderstate.cpp

📁 《3D游戏引擎设计》的源码
💻 CPP
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// Magic Software, Inc.
// http://www.magic-software.com
// Copyright (c) 2000, All Rights Reserved
//
// Source code from Magic Software is supplied under the terms of a license
// agreement and may not be copied or disclosed except in accordance with the
// terms of that agreement.  The various license agreements may be found at
// the Magic Software web site.  This file is subject to the license
//
// RESTRICTED USE SOURCE CODE
// http://www.magic-software.com/License/restricted.pdf

#include "MgcRenderState.h"

MgcImplementRTTI(MgcRenderState,MgcObject);
MgcImplementStream(MgcRenderState);

MgcRenderState* MgcRenderState::ms_apkDefault[RS_MAX_STATE];

//---------------------------------------------------------------------------
MgcRenderState::MgcRenderState ()
{
}
//---------------------------------------------------------------------------
MgcRenderState::~MgcRenderState ()
{
}
//---------------------------------------------------------------------------
void MgcRenderState::Update (MgcRenderState*& rpkOldState)
{
    rpkOldState = this;
}
//---------------------------------------------------------------------------
void MgcRenderState::Restore (MgcRenderState* pkOldState)
{
    // stub for MgcLightState and MgcTextureState
}
//---------------------------------------------------------------------------
MgcRenderState* MgcRenderState::Copy ()
{
    // Default behavior is to use the propagated state in the update call.
    // For lights and textures, a copy of the relevant items is made and
    // placed in a new state.
    return this;
}
//---------------------------------------------------------------------------

//---------------------------------------------------------------------------
// streaming
//---------------------------------------------------------------------------
MgcObject* MgcRenderState::Factory (MgcStream& rkStream)
{
    // MgcRenderState is abstract, Factory never called
    return 0;
}
//---------------------------------------------------------------------------
void MgcRenderState::Load (MgcStream& rkStream, MgcStream::Link* pkLink)
{
    MgcObject::Load(rkStream,pkLink);
}
//---------------------------------------------------------------------------
void MgcRenderState::Link (MgcStream& rkStream, MgcStream::Link* pkLink)
{
    MgcObject::Link(rkStream,pkLink);
}
//---------------------------------------------------------------------------
bool MgcRenderState::Register (MgcStream& rkStream)
{
    return MgcObject::Register(rkStream);
}
//---------------------------------------------------------------------------
void MgcRenderState::Save (MgcStream& rkStream)
{
    MgcObject::Save(rkStream);
}
//---------------------------------------------------------------------------

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