📄 wmlglossmap.h
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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.
#ifndef WMLGLOSSMAP_H
#define WMLGLOSSMAP_H
#include "WmlNode.h"
#include "WmlAlphaState.h"
#include "WmlTextureState.h"
namespace Wml
{
class Texture;
class WML_ITEM GlossMap : public Node
{
WmlDeclareRTTI;
WmlDeclareStream;
public:
// Construction and destruction. TO DO. Do not require the application
// to specify the texture unit. This should be transparent to the user.
GlossMap (Node* pkObjects, Texture* pkTexture, int iTexUnit);
virtual ~GlossMap ();
// member accessors
NodePtr GetObjects () const;
TextureStatePtr GetTextureState () const;
int GetTextureUnit () const;
AlphaStatePtr GetAlphaState () const;
virtual Object* GetObjectByName (const char* acName);
virtual void GetAllObjectsByName (const char* acName,
std::vector<Object*>& rkObjects);
protected:
GlossMap ();
// geometric updates
virtual void UpdateWorldBound ();
// drawing
virtual void Draw (Renderer& rkRenderer);
// RE-specific internal data
NodePtr m_spkObjects;
TextureStatePtr m_spkTextureState;
AlphaStatePtr m_spkAlphaState;
int m_iTexUnit;
bool m_bForceCullObjects;
};
WmlSmartPointer(GlossMap);
WmlRegisterStream(GlossMap);
#include "WmlGlossMap.inl"
}
#endif
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