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📄 mgcshadestate.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 "MgcShadeState.h"

MgcImplementRTTI(MgcShadeState,MgcRenderState);
MgcImplementStream(MgcShadeState);
MgcImplementDefaultState(MgcShadeState);

//----------------------------------------------------------------------------
MgcRenderState::Type MgcShadeState::GetType () const
{
    return RS_SHADE;
}
//----------------------------------------------------------------------------
MgcShadeState::MgcShadeState ()
{
    m_eShade = SM_SMOOTH;
}
//----------------------------------------------------------------------------

//---------------------------------------------------------------------------
// streaming
//---------------------------------------------------------------------------
MgcObject* MgcShadeState::Factory (MgcStream& rkStream)
{
    MgcShadeState* pkObject = new MgcShadeState;
    MgcStream::Link* pkLink = new MgcStream::Link(pkObject);
    pkObject->Load(rkStream,pkLink);
    return pkObject;
}
//---------------------------------------------------------------------------
void MgcShadeState::Load (MgcStream& rkStream, MgcStream::Link* pkLink)
{
    MgcRenderState::Load(rkStream,pkLink);

    // native data
    MgcStreamRead(rkStream,m_eShade);
}
//---------------------------------------------------------------------------
void MgcShadeState::Link (MgcStream& rkStream, MgcStream::Link* pkLink)
{
    MgcRenderState::Link(rkStream,pkLink);
}
//---------------------------------------------------------------------------
bool MgcShadeState::Register (MgcStream& rkStream)
{
    return MgcRenderState::Register(rkStream);
}
//---------------------------------------------------------------------------
void MgcShadeState::Save (MgcStream& rkStream)
{
    MgcRenderState::Save(rkStream);

    // native data
    MgcStreamWrite(rkStream,m_eShade);
}
//---------------------------------------------------------------------------

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