mgcshadestate.cpp
来自「3D Game Engine Design Source Code非常棒」· C++ 代码 · 共 68 行
CPP
68 行
// 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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