📄 wmlpixelshader.cpp
字号:
// 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 "WmlPixelShader.h"
using namespace Wml;
#include <fstream>
using namespace std;
WmlImplementRTTI(PixelShader,Object);
WmlImplementStream(PixelShader);
//----------------------------------------------------------------------------
PixelShader::PixelShader (ShaderConstants* pkConstTemplate)
:
Shader(pkConstTemplate)
{
}
//----------------------------------------------------------------------------
PixelShader::PixelShader ()
:
Shader(NULL)
{
// internal constructor, for use with load
}
//----------------------------------------------------------------------------
PixelShader* PixelShader::Load (const char* acFilename)
{
// open stream, load
ifstream kIStr(acFilename,ios::in|ios::binary);
if ( !kIStr )
return NULL;
PixelShader* pkShader = new PixelShader;
pkShader->Read(kIStr);
kIStr.close();
return pkShader;
}
//----------------------------------------------------------------------------
PixelShader::~PixelShader ()
{
}
//----------------------------------------------------------------------------
void PixelShader::Write (const char* acFilename)
{
ofstream kOStr(acFilename,ios::out|ios::binary|ios::trunc);
assert(kOStr.is_open());
Shader::Write(kOStr);
kOStr.close();
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// streaming
//----------------------------------------------------------------------------
Object* PixelShader::Factory (Stream&)
{
// fix later
return NULL;
}
//----------------------------------------------------------------------------
void PixelShader::Load (Stream& rkStream, Stream::Link* pkLink)
{
Object::Load(rkStream,pkLink);
// fix later
}
//----------------------------------------------------------------------------
void PixelShader::Link (Stream& rkStream, Stream::Link* pkLink)
{
// fix later
Object::Link(rkStream,pkLink);
}
//----------------------------------------------------------------------------
bool PixelShader::Register (Stream& rkStream)
{
// fix later
return Object::Register(rkStream);
}
//----------------------------------------------------------------------------
void PixelShader::Save (Stream& rkStream)
{
Object::Save(rkStream);
// native data
// fix later
}
//----------------------------------------------------------------------------
StringTree* PixelShader::SaveStrings ()
{
// fix later
return NULL;
}
//----------------------------------------------------------------------------
int PixelShader::GetMemoryUsed () const
{
// fix later
int iTotalSize = Object::GetMemoryUsed();
return iTotalSize;
}
//----------------------------------------------------------------------------
int PixelShader::GetDiskUsed () const
{
// fix later
return Object::GetDiskUsed();
}
//----------------------------------------------------------------------------
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -