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📄 mgclightstate.h

📁 《3D游戏引擎设计》的源码
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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

#ifndef MGCLIGHTSTATE_H
#define MGCLIGHTSTATE_H

#include "MgcLight.h"
#include "MgcRenderState.h"
MgcSmartPointer(MgcLightState);


class MgcLightState : public MgcRenderState
{
    MgcDeclareDefaultState(MgcLightState);
    MgcDeclareRTTI;
    MgcDeclareStream;

public:
    MgcLightState ();
    virtual ~MgcLightState ();

    virtual Type GetType () const;
    virtual void Update (MgcRenderState*& rpkOldState);
    virtual void Restore (MgcRenderState* pkOldState);
    virtual MgcRenderState* Copy ();

    enum { MAX_LIGHTS = 8 };

    unsigned int Attach (MgcLight* pkLight);
    unsigned int Detach (MgcLight* pkLight);
    MgcLightPtr Detach (unsigned int uiIndex);
    void DetachAll ();

    unsigned int GetQuantity () const;
    MgcLight* Get (unsigned int uiIndex);

protected:
    MgcLightPtr m_aspkLight[MAX_LIGHTS];
};

MgcRegisterStream(MgcLightState);

#endif

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