📄 wmlshadestate.cpp
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#include "WmlShadeState.h"
using namespace Wml;
WmlImplementRTTI(ShadeState,RenderState);
WmlImplementStream(ShadeState);
WmlImplementDefaultState(ShadeState);
//----------------------------------------------------------------------------
RenderState::Type ShadeState::GetType () const
{
return RS_SHADE;
}
//----------------------------------------------------------------------------
ShadeState::ShadeState ()
{
m_eShade = SM_SMOOTH;
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// streaming
//----------------------------------------------------------------------------
Object* ShadeState::Factory (Stream& rkStream)
{
ShadeState* pkObject = new ShadeState;
Stream::Link* pkLink = new Stream::Link(pkObject);
pkObject->Load(rkStream,pkLink);
return pkObject;
}
//----------------------------------------------------------------------------
void ShadeState::Load (Stream& rkStream, Stream::Link* pkLink)
{
RenderState::Load(rkStream,pkLink);
// native data
StreamReadEnum(rkStream,m_eShade);
}
//----------------------------------------------------------------------------
void ShadeState::Link (Stream& rkStream, Stream::Link* pkLink)
{
RenderState::Link(rkStream,pkLink);
}
//----------------------------------------------------------------------------
bool ShadeState::Register (Stream& rkStream)
{
return RenderState::Register(rkStream);
}
//----------------------------------------------------------------------------
void ShadeState::Save (Stream& rkStream)
{
RenderState::Save(rkStream);
// native data
StreamWriteEnum(rkStream,m_eShade);
}
//----------------------------------------------------------------------------
StringTree* ShadeState::SaveStrings ()
{
StringTree* pkTree = new StringTree(2,0,1,0);
// strings
pkTree->SetString(0,MakeString(&ms_kRTTI,GetName()));
switch ( m_eShade )
{
case SM_FLAT:
pkTree->SetString(1,MakeString("mode = FLAT"));
break;
case SM_SMOOTH:
pkTree->SetString(1,MakeString("mode = SMOOTH"));
break;
default: // SM_QUANTITY
break;
}
// children
pkTree->SetChild(0,RenderState::SaveStrings());
return pkTree;
}
//----------------------------------------------------------------------------
int ShadeState::GetMemoryUsed () const
{
int iBaseSize = sizeof(ShadeState) - sizeof(RenderState);
int iTotalSize = iBaseSize + RenderState::GetMemoryUsed();
return iTotalSize;
}
//----------------------------------------------------------------------------
int ShadeState::GetDiskUsed () const
{
return RenderState::GetDiskUsed() +
StreamBytesEnum(m_eShade);
}
//----------------------------------------------------------------------------
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