Пример #1
0
//----------------------------------------------------------------------------
void CullState::Load (InStream& source)
{
    WM5_BEGIN_DEBUG_STREAM_LOAD(source);

    Object::Load(source);

    source.ReadBool(Enabled);
    source.ReadBool(CCWOrder);

    WM5_END_DEBUG_STREAM_LOAD(CullState, source);
}
Пример #2
0
//----------------------------------------------------------------------------
void DepthProperty::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	Object::Load(source);

	source.ReadBool(Enabled);
	source.ReadBool(Writable);
	source.ReadEnum(Compare);

	PX2_END_DEBUG_STREAM_LOAD(DepthProperty, source);
}
Пример #3
0
//----------------------------------------------------------------------------
void DepthState::Load (InStream& source)
{
    WM5_BEGIN_DEBUG_STREAM_LOAD(source);

    Object::Load(source);

    source.ReadBool(Enabled);
    source.ReadBool(Writable);
    source.ReadEnum(Compare);

    WM5_END_DEBUG_STREAM_LOAD(DepthState, source);
}
Пример #4
0
//----------------------------------------------------------------------------
void OffsetProperty::Load (InStream& source)
{
    PX2_BEGIN_DEBUG_STREAM_LOAD(source);

    Object::Load(source);

    source.ReadBool(FillEnabled);
    source.ReadBool(LineEnabled);
    source.ReadBool(PointEnabled);
    source.Read(Scale);
    source.Read(Bias);

    PX2_END_DEBUG_STREAM_LOAD(OffsetProperty, source);
}
Пример #5
0
//----------------------------------------------------------------------------
void OffsetState::Load (InStream& source)
{
	WM5_BEGIN_DEBUG_STREAM_LOAD(source);

	Object::Load(source);

	source.ReadBool(FillEnabled);
	source.ReadBool(LineEnabled);
	source.ReadBool(PointEnabled);
	source.Read(Scale);
	source.Read(Bias);

	WM5_END_DEBUG_STREAM_LOAD(OffsetState, source);
}
//----------------------------------------------------------------------------
void BlendTransformController::Load (InStream& source)
{
	WM5_BEGIN_DEBUG_STREAM_LOAD(source);

	TransformController::Load(source);

	source.ReadPointer(mController0);
	source.ReadPointer(mController1);
	source.Read(mWeight);
	source.ReadBool(mRSMatrices);
	source.ReadBool(mGeometricRotation);
	source.ReadBool(mGeometricScale);

	WM5_END_DEBUG_STREAM_LOAD(BlendTransformController, source);
}
//----------------------------------------------------------------------------
void Terrain::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	Node::Load(source);
	PX2_VERSION_LOAD(source);

	source.Read(mNumRows);
	source.Read(mNumCols);
	source.Read(mSize);
	source.Read(mMinElevation);
	source.Read(mMaxElevation);
	source.Read(mSpacing);

	mPages = new2<TerrainPagePtr>(mNumCols, mNumRows);
	for (int row = 0; row < mNumRows; ++row)
	{
		for (int col = 0; col < mNumCols; ++col)
		{
			source.ReadPointer(mPages[row][col]);
		}
	}

	source.ReadBool(mIsUseSimpleMtl);
	source.ReadPointer(mVFormatEdit);
	source.ReadPointer(mVFormatSimple);
	source.ReadPointer(mMtlEdit);
	source.ReadPointer(mMtlSimple);
	source.ReadPointer(mShine);
	source.Read(mJunglerFrequency);
	source.Read(mJunglerStrength);

	PX2_END_DEBUG_STREAM_LOAD(Terrain, source);
}
Пример #8
0
//----------------------------------------------------------------------------
void CurveMesh::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	Polysegment::Load(source);
	PX2_VERSION_LOAD(source);

	source.Read(mNumFullVertices);
	source.Read(mNumSegments);
	source.Read(mLevel);
	source.ReadBool(mAllowDynamicChange);
	source.ReadPointer(mOrigVBuffer);
	source.ReadPointer(mOrigParams);

	bool locked = (mOrigVBuffer == 0);
	if (!locked)
	{
		source.ReadPointerVR(mNumSegments, mSegments);
	}

	if (mAllowDynamicChange)
	{
		mCInfo = new1<CurveInfo>(mNumFullVertices);
		for (int i = 0; i < mNumFullVertices; ++i)
		{
			source.ReadPointer(mCInfo[i].Segment);
			source.Read(mCInfo[i].Param);
		}
	}

	PX2_END_DEBUG_STREAM_LOAD(CurveMesh, source);
}
Пример #9
0
//----------------------------------------------------------------------------
void Movable::Load (InStream& source)
{
    PX2_BEGIN_DEBUG_STREAM_LOAD(source);

    Controlledable::Load(source);

    source.ReadAggregate(LocalTransform);
    source.ReadAggregate(WorldTransform);
    source.ReadBool(WorldTransformIsCurrent);
    source.ReadAggregate(WorldBound);
    source.ReadBool(WorldBoundIsCurrent);
    source.ReadEnum(Culling);

	// mParent不被保存,它会在Node::Link中调用Node::SetChild被设置。

    PX2_END_DEBUG_STREAM_LOAD(Movable, source);
}
Пример #10
0
//----------------------------------------------------------------------------
void Spatial::Load (InStream& source)
{
    WM5_BEGIN_DEBUG_STREAM_LOAD(source);

    ControlledObject::Load(source);

    source.ReadAggregate(LocalTransform);
    source.ReadAggregate(WorldTransform);
    source.ReadBool(WorldTransformIsCurrent);
    source.ReadAggregate(WorldBound);
    source.ReadBool(WorldBoundIsCurrent);
    source.ReadEnum(Culling);

    // mParent was not saved.  It will be set in Node::Link when the child
    // pointers of the Node are resolved by Node::SetChild.

    WM5_END_DEBUG_STREAM_LOAD(Spatial, source);
}
Пример #11
0
//----------------------------------------------------------------------------
void Actor::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	Netable::Load(source);

	// mScene不被保存,它会在Scene::Link中调用Scene::AddChild被设置。
	source.ReadAggregate(mScale);
	source.ReadAggregate(mRotation);
	source.ReadAggregate(mPosition);
	source.ReadBool(mVisible);
	source.Read(mTransAlpha);
	source.ReadPointer(mMovable);
	source.ReadPointer(mHelpMovable);
	source.ReadBool(mShowHelpMovable);

	PX2_END_DEBUG_STREAM_LOAD(Actor, source);
}
Пример #12
0
//----------------------------------------------------------------------------
void WireState::Load (InStream& source)
{
	WM5_BEGIN_DEBUG_STREAM_LOAD(source);

	Object::Load(source);

	source.ReadBool(Enabled);

	WM5_END_DEBUG_STREAM_LOAD(WireState, source);
}
Пример #13
0
//----------------------------------------------------------------------------
void Shader::Load (InStream& source)
{
	WM5_BEGIN_DEBUG_STREAM_LOAD(source);

	Object::Load(source);

	source.ReadStringRR(mNumInputs, mInputName);
	source.ReadEnumVR(mNumInputs, mInputType);
	source.ReadEnumVR(mNumInputs, mInputSemantic);
	source.ReadStringRR(mNumOutputs, mOutputName);
	source.ReadEnumVR(mNumOutputs, mOutputType);
	source.ReadEnumVR(mNumOutputs, mOutputSemantic);
	source.ReadStringRR(mNumConstants, mConstantName);
	source.ReadVR(mNumConstants, mNumRegistersUsed);
	source.ReadStringRR(mNumSamplers, mSamplerName);
	source.ReadEnumVR(mNumSamplers, mSamplerType);
	source.ReadEnumVR(mNumSamplers, mFilter);
	source.ReadEnumVR(mNumSamplers, mCoordinate[0]);
	source.ReadEnumVR(mNumSamplers, mCoordinate[1]);
	source.ReadEnumVR(mNumSamplers, mCoordinate[2]);
	source.ReadVR(mNumSamplers, mLodBias);
	source.ReadVR(mNumSamplers, mAnisotropy);
	source.ReadAggregateVR(mNumSamplers, mBorderColor);

	// Test for modified MAX_PROFILES.
	int maxProfiles;
	source.Read(maxProfiles);

#ifdef WM5_ASSERT_ON_CHANGED_MAX_PROFILES
	assertion(maxProfiles == MAX_PROFILES,
	          "You changed MAX_PROFILES and are loading an old data set.\n");
#endif

	source.ReadBool(mProfileOwner);
	if (mProfileOwner)
	{
		int i;
		for (i = 0; i < maxProfiles; ++i)
		{
			source.ReadVR(mNumConstants, mBaseRegister[i]);
			source.ReadVR(mNumSamplers, mTextureUnit[i]);
			mProgram[i] = new0 std::string();
			source.ReadString(*mProgram[i]);
		}
		for (i = maxProfiles; i < MAX_PROFILES; ++i)
		{
			mBaseRegister[i] = 0;
			mTextureUnit[i] = 0;
			mProgram[i] = 0;
		}
	}

	WM5_END_DEBUG_STREAM_LOAD(Shader, source);
}
Пример #14
0
//----------------------------------------------------------------------------
void LODTerrain::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	Terrain::Load(source);

	source.Read(mPixelTolerance);
	source.ReadBool(mIsCloseAssumption);

	PX2_END_DEBUG_STREAM_LOAD(LODTerrain, source);
}
//----------------------------------------------------------------------------
void InterpCurveTranslateController::Load (InStream& source)
{
    PX2_BEGIN_DEBUG_STREAM_LOAD(source);

    InterpCurveFloat3Controller::Load(source);
    PX2_VERSION_LOAD(source);

    source.ReadBool(mIsWorld);

    PX2_END_DEBUG_STREAM_LOAD(InterpCurveTranslateController, source);
}
Пример #16
0
//----------------------------------------------------------------------------
void RenderTarget::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	Object::Load(source);
	PX2_VERSION_LOAD(source);

	source.Read(mNumTargets);
	source.Read(mWidth);
	source.Read(mHeight);
	source.Read(mHasMipmaps);
	source.ReadBool(mHasDepthStencil);
	source.ReadBool(mIsOnlyDepth16NoStencil);

	source.ReadPointerVR(mNumTargets, mColorTextures);
	source.ReadPointer(mDepthStencilTexture);
	source.ReadBool(mHasMipmaps);

	PX2_END_DEBUG_STREAM_LOAD(RenderTarget, source);
}
Пример #17
0
//----------------------------------------------------------------------------
void ShaderFloat::Load (InStream& source)
{
    WM5_BEGIN_DEBUG_STREAM_LOAD(source);

    Object::Load(source);

    source.ReadRR(mNumElements, mData);
    source.ReadBool(mAllowUpdater);

    WM5_END_DEBUG_STREAM_LOAD(ShaderFloat, source);
}
Пример #18
0
//----------------------------------------------------------------------------
void Polysegment::Load (InStream& source)
{
    WM5_BEGIN_DEBUG_STREAM_LOAD(source);

    Visual::Load(source);

    source.Read(mNumSegments);
    source.ReadBool(mContiguous);

    WM5_END_DEBUG_STREAM_LOAD(Polysegment, source);
}
//----------------------------------------------------------------------------
void ProjectorMatrixConstant::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	ShaderFloat::Load(source);
	PX2_VERSION_LOAD(source);

	source.ReadPointer(mProjector);
	source.ReadBool(mBiased);

	PX2_END_DEBUG_STREAM_LOAD(ProjectorMatrixConstant, source);
}
Пример #20
0
//----------------------------------------------------------------------------
void LightConstant::Load(InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	ShaderFloat::Load(source);
	PX2_VERSION_LOAD(source);

	source.ReadPointer(mLight);
	source.ReadBool(mIsDefualtDir);

	PX2_END_DEBUG_STREAM_LOAD(LightConstant, source);
}
Пример #21
0
//----------------------------------------------------------------------------
void RenderTarget::Load (InStream& source)
{
    WM5_BEGIN_DEBUG_STREAM_LOAD(source);

    Object::Load(source);

    source.ReadPointerRR(mNumTargets, mColorTextures);
    source.ReadPointer(mDepthStencilTexture);
    source.ReadBool(mHasMipmaps);

    WM5_END_DEBUG_STREAM_LOAD(RenderTarget, source);
}
Пример #22
0
//----------------------------------------------------------------------------
void TerrainActor::Load(InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	Actor::Load(source);
	PX2_VERSION_LOAD(source);

	source.ReadBool(mIsUseLOD);
	source.ReadPointer(mRawTerrain);
	source.ReadPointer(mLODTerrain);

	PX2_END_DEBUG_STREAM_LOAD(TerrainActor, source);
}
Пример #23
0
//----------------------------------------------------------------------------
void SurfacePatch::Load (InStream& source)
{
    WM5_BEGIN_DEBUG_STREAM_LOAD(source);

    Object::Load(source);

    source.Read(mUMin);
    source.Read(mUMax);
    source.Read(mVMin);
    source.Read(mVMax);
    source.ReadBool(mRectangular);

    WM5_END_DEBUG_STREAM_LOAD(SurfacePatch, source);
}
Пример #24
0
//----------------------------------------------------------------------------
void UIGridFrame::Load(InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	UIFrame::Load(source);
	PX2_VERSION_LOAD(source);

	source.ReadBool(mIsBagFrameNeedUpdate);
	source.ReadEnum(mAlignItemType);
	source.ReadAggregate(mItemSize);
	source.ReadAggregate(mAlignItemNum);

	PX2_END_DEBUG_STREAM_LOAD(UIGridFrame, source);
}
Пример #25
0
//----------------------------------------------------------------------------
void Portal::Load (InStream& source)
{
    WM5_BEGIN_DEBUG_STREAM_LOAD(source);

    Object::Load(source);

    source.ReadRR(mNumVertices, mModelVertices);
    source.ReadAggregate(mModelPlane);
    source.ReadBool(Open);
    source.ReadPointer(AdjacentRegion);

    mWorldVertices = new1<APoint>(mNumVertices);

    WM5_END_DEBUG_STREAM_LOAD(Portal, source);
}
Пример #26
0
//----------------------------------------------------------------------------
void Controller::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);
	Object::Load(source);

	source.ReadEnum(Repeat);
	source.Read(MinTime);
	source.Read(MaxTime);
	source.Read(Phase);
	source.Read(Frequency);
	source.ReadBool(Active);
	source.ReadPointer(mObject);

	mApplicationTime = -Mathd::MAX_REAL;

	PX2_END_DEBUG_STREAM_LOAD(Controller, source);
}
Пример #27
0
//----------------------------------------------------------------------------
void StencilState::Load (InStream& source)
{
	WM5_BEGIN_DEBUG_STREAM_LOAD(source);

	Object::Load(source);

	source.ReadBool(Enabled);
	source.ReadEnum(Compare);
	source.Read(Reference);
	source.Read(Mask);
	source.Read(WriteMask);
	source.ReadEnum(OnFail);
	source.ReadEnum(OnZFail);
	source.ReadEnum(OnZPass);

	WM5_END_DEBUG_STREAM_LOAD(StencilState, source);
}
Пример #28
0
//----------------------------------------------------------------------------
void UIInputText::Load(InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	UIText::Load(source);
	PX2_VERSION_LOAD(source);

	source.ReadBool(mIsPassword);
	source.ReadString(mRealText);

	int readedVersion = GetReadedVersion();
	if (1 <= readedVersion)
	{
		source.Read(mFixedWidth);
	}

	PX2_END_DEBUG_STREAM_LOAD(UIInputText, source);
}
Пример #29
0
//----------------------------------------------------------------------------
void RevolutionSurface::Load (InStream& source)
{
    WM5_BEGIN_DEBUG_STREAM_LOAD(source);

    TriMesh::Load(source);

    source.Read(mXCenter);
    source.ReadEnum(mTopology);
    source.Read(mNumCurveSamples);
    source.Read(mNumRadialSamples);
    source.ReadVR(mNumRadialSamples + 1, mSin);
    source.ReadVR(mNumRadialSamples + 1, mCos);
    source.ReadBool(mSampleByArcLength);

    // TODO.  See note in RevolutionSurface::Save.
    mCurve = 0;

    WM5_END_DEBUG_STREAM_LOAD(RevolutionSurface, source);
}
Пример #30
0
//----------------------------------------------------------------------------
void MaterialInstance::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	Object::Load(source);
	PX2_VERSION_LOAD(source);

	source.ReadBool(mIsShareMtl);

	source.ReadString(mMaterialFilename);
	source.ReadString(mInstanceTechName);

	source.ReadPointer(mMaterial);
	source.Read(mTechniqueIndex);

	source.ReadPointerRR(mNumPasses, mVertexParameters);
	source.ReadPointerVR(mNumPasses, mPixelParameters);

	PX2_END_DEBUG_STREAM_LOAD(MaterialInstance, source);
}