📄 mgctexturestate.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 "MgcTextureState.h"
MgcImplementRTTI(MgcTextureState,MgcRenderState);
MgcImplementStream(MgcTextureState);
MgcImplementDefaultState(MgcTextureState);
//----------------------------------------------------------------------------
MgcRenderState::Type MgcTextureState::GetType () const
{
return RS_TEXTURE;
}
//----------------------------------------------------------------------------
MgcTextureState::MgcTextureState ()
{
}
//----------------------------------------------------------------------------
MgcTextureState::~MgcTextureState ()
{
RemoveAll();
}
//----------------------------------------------------------------------------
void MgcTextureState::Update (MgcRenderState*& rpkOldState)
{
// Textures get replaced on an element-by-element basis, not on an
// array-by-array basis. The default texture state is used for storage
// of the replaced values.
assert( rpkOldState == ms_spkDefault );
if ( rpkOldState != ms_spkDefault )
return;
for (unsigned int uiIndex = 0; uiIndex < MAX_TEXTURES; uiIndex++)
{
// save old state for later restoring
MgcTexture* pkSave = ms_spkDefault->Get(uiIndex);
ms_spkDefault->Set(uiIndex,m_aspkTexture[uiIndex]);
m_aspkTexture[uiIndex] = pkSave;
}
}
//----------------------------------------------------------------------------
void MgcTextureState::Restore (MgcRenderState* pkOldState)
{
// This texture state might have replaced textures in the default texture
// state during the accumulation phase. They need to be restored.
assert( pkOldState == ms_spkDefault );
if ( pkOldState != ms_spkDefault )
return;
for (unsigned int uiIndex = 0; uiIndex < MAX_TEXTURES; uiIndex++)
{
// restore the old state
MgcTexture* pkSave = ms_spkDefault->Get(uiIndex);
ms_spkDefault->Set(uiIndex,m_aspkTexture[uiIndex]);
m_aspkTexture[uiIndex] = pkSave;
}
}
//----------------------------------------------------------------------------
MgcRenderState* MgcTextureState::Copy ()
{
MgcTextureState* pkState = new MgcTextureState;
for (unsigned int uiIndex = 0; uiIndex < MAX_TEXTURES; uiIndex++)
pkState->m_aspkTexture[uiIndex] = m_aspkTexture[uiIndex];
return pkState;
}
//----------------------------------------------------------------------------
void MgcTextureState::Set (unsigned int uiIndex, MgcTexture* pkTexture)
{
assert( uiIndex < MAX_TEXTURES );
if ( uiIndex >= MAX_TEXTURES )
return;
m_aspkTexture[uiIndex] = pkTexture;
}
//----------------------------------------------------------------------------
MgcTexture* MgcTextureState::Get (unsigned int uiIndex)
{
assert( uiIndex < MAX_TEXTURES );
if ( uiIndex >= MAX_TEXTURES )
return 0;
return m_aspkTexture[uiIndex];
}
//----------------------------------------------------------------------------
MgcTexturePtr MgcTextureState::Remove (unsigned int uiIndex)
{
assert( uiIndex < MAX_TEXTURES );
if ( uiIndex >= MAX_TEXTURES )
return 0;
MgcTexturePtr spSave = m_aspkTexture[uiIndex];
m_aspkTexture[uiIndex] = 0;
return spSave;
}
//----------------------------------------------------------------------------
void MgcTextureState::RemoveAll ()
{
for (unsigned int uiIndex = 0; uiIndex < MAX_TEXTURES; uiIndex++)
m_aspkTexture[uiIndex] = 0;
}
//----------------------------------------------------------------------------
unsigned int MgcTextureState::GetQuantity () const
{
unsigned int uiQuantity = 0;
for (unsigned int uiIndex = 0; uiIndex < MAX_TEXTURES; uiIndex++)
{
if ( m_aspkTexture[uiIndex] )
uiQuantity++;
}
return uiQuantity;
}
//----------------------------------------------------------------------------
//---------------------------------------------------------------------------
// streaming
//---------------------------------------------------------------------------
MgcObject* MgcTextureState::Factory (MgcStream& rkStream)
{
MgcTextureState* pkObject = new MgcTextureState;
MgcStream::Link* pkLink = new MgcStream::Link(pkObject);
pkObject->Load(rkStream,pkLink);
return pkObject;
}
//---------------------------------------------------------------------------
void MgcTextureState::Load (MgcStream& rkStream, MgcStream::Link* pkLink)
{
MgcRenderState::Load(rkStream,pkLink);
// link data
for (unsigned int uiI = 0; uiI < MAX_TEXTURES; uiI++)
{
MgcTexture* pkTexture;
MgcStreamRead(rkStream,pkTexture);
pkLink->Add(pkTexture);
}
}
//---------------------------------------------------------------------------
void MgcTextureState::Link (MgcStream& rkStream, MgcStream::Link* pkLink)
{
MgcRenderState::Link(rkStream,pkLink);
for (unsigned int uiI = 0; uiI < MAX_TEXTURES; uiI++)
{
MgcObject* pkLinkID = pkLink->GetLinkID();
m_aspkTexture[uiI] = (MgcTexture*)rkStream.GetFromMap(pkLinkID);
}
}
//---------------------------------------------------------------------------
bool MgcTextureState::Register (MgcStream& rkStream)
{
if ( !MgcRenderState::Register(rkStream) )
return false;
for (unsigned int uiI = 0; uiI < MAX_TEXTURES; uiI++)
{
if ( m_aspkTexture[uiI] )
m_aspkTexture[uiI]->Register(rkStream);
}
return true;
}
//---------------------------------------------------------------------------
void MgcTextureState::Save (MgcStream& rkStream)
{
MgcRenderState::Save(rkStream);
// link data
for (unsigned int uiI = 0; uiI < MAX_TEXTURES; uiI++)
MgcStreamWrite(rkStream,m_aspkTexture[uiI]);
}
//---------------------------------------------------------------------------
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