Пример #1
0
//----------------------------------------------------------------------------
void UIButtonBase::Load(InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

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

	source.ReadEnum(mButType);

	source.ReadAggregate(mNormalColor);
	source.ReadAggregate(mHoveredColor);
	source.ReadAggregate(mPressedColor);
	source.ReadAggregate(mDisableColor);
	source.Read(mNormalAlpha);
	source.Read(mHoveredAlpha);
	source.Read(mPressedAlpha);
	source.Read(mDisableAlpha);
	source.Read(mNormalBrightness);
	source.Read(mHoveredBrightness);
	source.Read(mPressedBrightness);
	source.Read(mDisableBrightness);

	source.ReadPointer(mPicBoxNormal);
	source.ReadPointer(mPicBoxOver);
	source.ReadPointer(mPicBoxDown);
	source.ReadPointer(mPicBoxDisabled);
	source.ReadEnum(mButtonState);

	PX2_END_DEBUG_STREAM_LOAD(UIButtonBase, source);
}
Пример #2
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 #3
0
//----------------------------------------------------------------------------
void UIAnimPicBox::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	UIPicBox::Load(source);

	source.ReadPointer(mAPBCtrl);
	source.ReadString(mFrameTexPack);
	source.Read(mIntervalTime);

	int numAnim = 0;
	source.Read(numAnim);
	mElements.resize(numAnim);
	for (int i=0; i<numAnim; i++)
	{
		source.Read(mElements[i].Index);
		source.ReadAggregate(mElements[i].UV0);
		source.ReadAggregate(mElements[i].UV1);
		source.ReadAggregate(mElements[i].UV2);
		source.ReadAggregate(mElements[i].UV3);
		source.ReadPointer(mElements[i].Tex);
	}

	PX2_END_DEBUG_STREAM_LOAD(UIAnimPicBox, source);
}
Пример #4
0
//----------------------------------------------------------------------------
void RawTerrain::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	Node::Load(source);

	source.ReadEnum(mMode);
	source.Read(mNumRows);
	source.Read(mNumCols);
	source.Read(mSize);
	source.Read(mMinElevation);
	source.Read(mMaxElevation);
	source.Read(mSpacing);
	source.Read(mCameraRow);
	source.Read(mCameraCol);
	source.ReadPointer(mVFormat);
	source.ReadPointer(mCamera);
	source.ReadPointer(mShine);

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

	PX2_END_DEBUG_STREAM_LOAD(RawTerrain, source);
}
Пример #5
0
//----------------------------------------------------------------------------
void Scene::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	Netable::Load(source);

	source.Read<int>(mSceneID);

	source.ReadPointer(mSceneNode);

	int numActors;
	source.Read(numActors);
	if (numActors > 0)
	{
		mActors.resize(numActors);
		source.ReadPointerVV(numActors, &mActors[0]);
	}
	source.ReadPointer(mTerrainActor);

	source.ReadPointer(mDefaultLight);
	source.ReadPointer(mDefaultCameraActor);
	source.ReadPointer(mDefaultARActor);

	PX2_END_DEBUG_STREAM_LOAD(Scene, source);
}
Пример #6
0
//----------------------------------------------------------------------------
void UI::Load(InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

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

	source.ReadPointer(mDefaultCamera);
	source.ReadPointer(mDefaultCameraNode);

	PX2_END_DEBUG_STREAM_LOAD(UI, source);
}
Пример #7
0
//----------------------------------------------------------------------------
void RawTerrainPage::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	TriMesh::Load(source);

	source.Read(mSize);
	int numVertices = mSize*mSize;
	source.ReadVR(numVertices, mHeights);
	source.ReadAggregate(mOrigin);
	source.Read(mSpacing);

	mSizeM1 = mSize - 1;
	mInvSpacing = 1.0f/mSpacing;

	source.ReadPointer(mMaterialInstance);
	source.ReadPointer(mTextureDefault);
	source.ReadPointer(mTexture0);
	source.ReadPointer(mTextureAlpha);
	source.ReadPointer(mTexture1);
	source.ReadPointer(mTexture2);
	source.ReadPointer(mTexture3);
	source.ReadPointer(mTexture4);
	source.ReadAggregate(mUV01);
	source.ReadAggregate(mUV23);
	source.ReadAggregate(mUV4);
	source.ReadPointer(mUV01Float);
	source.ReadPointer(mUV23Float);
	source.ReadPointer(mUV4Float);
	
	PX2_END_DEBUG_STREAM_LOAD(RawTerrainPage, source);
}
Пример #8
0
//----------------------------------------------------------------------------
void Renderable::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	Movable::Load(source);

	source.ReadEnum(mType);
	source.ReadAggregate(mModelBound);
	source.ReadPointer(mVFormat);
	source.ReadPointer(mVBuffer);
	source.ReadPointer(mIBuffer);
	source.ReadPointer(mMaterial);

	PX2_END_DEBUG_STREAM_LOAD(Renderable, source);
}
Пример #9
0
//----------------------------------------------------------------------------
void Visual::Load (InStream& source)
{
    WM5_BEGIN_DEBUG_STREAM_LOAD(source);

    Spatial::Load(source);

    source.ReadEnum(mType);
    source.ReadAggregate(mModelBound);
    source.ReadPointer(mVFormat);
    source.ReadPointer(mVBuffer);
    source.ReadPointer(mIBuffer);
    source.ReadPointer(mEffect);

    WM5_END_DEBUG_STREAM_LOAD(Visual, source);
}
Пример #10
0
//----------------------------------------------------------------------------
void Jungler::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	TriMesh::Load(source);
	PX2_VERSION_LOAD(source);

	source.ReadEnum(mJunglerType);
	source.Read(mMaxNum);
	source.ReadPointer(mMtlInst);
	source.ReadPointer(mTexture);
	int num = 0;
	source.Read(num);
	if (num > 0)
	{
		mPoses.resize(num);
		mNormals.resize(num);
		mWidths.resize(num);
		mHeights.resize(num);

		source.ReadAggregateVV(num, &mPoses[0]);
		source.ReadAggregateVV(num, &mNormals[0]);
		source.ReadVV(num, &mWidths[0]);
		source.ReadVV(num, &mHeights[0]);
	}

	PX2_END_DEBUG_STREAM_LOAD(Jungler, source);
}
Пример #11
0
//----------------------------------------------------------------------------
void SkyActor::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	Actor::Load(source);
	source.ReadPointer(mSky);

	PX2_END_DEBUG_STREAM_LOAD(SkyActor, source);
}
Пример #12
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 #13
0
//----------------------------------------------------------------------------
void SMShadowEffect::Load (InStream& source)
{
    WM5_BEGIN_DEBUG_STREAM_LOAD(source);

    GlobalEffect::Load(source);

    source.ReadPointer(mInstance);

    WM5_END_DEBUG_STREAM_LOAD(SMShadowEffect, source);
}
Пример #14
0
//----------------------------------------------------------------------------
void BillboardNode::Load (InStream& source)
{
    WM5_BEGIN_DEBUG_STREAM_LOAD(source);

    Node::Load(source);

    source.ReadPointer(mCamera);

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

    ShaderFloat::Load(source);

    source.ReadPointer(mProjector);

    WM5_END_DEBUG_STREAM_LOAD(ProjectorWorldPositionConstant, source);
}
Пример #16
0
//----------------------------------------------------------------------------
void LightSpecularConstant::Load (InStream& source)
{
	WM5_BEGIN_DEBUG_STREAM_LOAD(source);

	ShaderFloat::Load(source);

	source.ReadPointer(mLight);

	WM5_END_DEBUG_STREAM_LOAD(LightSpecularConstant, source);
}
Пример #17
0
//----------------------------------------------------------------------------
void LightNode::Load (InStream& source)
{
    WM5_BEGIN_DEBUG_STREAM_LOAD(source);

    Node::Load(source);

    source.ReadPointer(mLight);

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

    VisualEffect::Load(source);

    source.ReadPointer(mBlendTexture);

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

    ShaderFloat::Load(source);

    source.ReadPointer(mLight);

    PX2_END_DEBUG_STREAM_LOAD(LightAmbientConstant, source);
}
//----------------------------------------------------------------------------
void MaterialEmissiveConstant::Load (InStream& source)
{
    WM5_BEGIN_DEBUG_STREAM_LOAD(source);

    ShaderFloat::Load(source);

    source.ReadPointer(mMaterial);

    WM5_END_DEBUG_STREAM_LOAD(MaterialEmissiveConstant, source);
}
Пример #21
0
//----------------------------------------------------------------------------
void RawTerrain::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	Terrain::Load(source);

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

	source.ReadPointer(mShine);

	PX2_END_DEBUG_STREAM_LOAD(RawTerrain, source);
}
Пример #22
0
//----------------------------------------------------------------------------
void UIFText::Load(InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

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

	source.ReadPointer(mText);

	PX2_END_DEBUG_STREAM_LOAD(UIFText, source);
}
Пример #23
0
//----------------------------------------------------------------------------
void LightNode::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

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

	source.ReadPointer(mLight);

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

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

    source.ReadPointer(mShine);

    PX2_END_DEBUG_STREAM_LOAD(ShineDiffuseConstant, 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 #26
0
//----------------------------------------------------------------------------
void ShaderParameters::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	Object::Load(source);

	source.ReadPointer(mShader);
	source.ReadPointerRR(mNumConstants, mConstants);
	source.ReadPointerRR(mNumTextures, mTextures);

	PX2_END_DEBUG_STREAM_LOAD(ShaderParameters, source);
}
Пример #27
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 #28
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);
}
//----------------------------------------------------------------------------
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 #30
0
//----------------------------------------------------------------------------
void ClodMesh::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	TriMesh::Load(source);
	PX2_VERSION_LOAD(source);

	source.Read(mCurrentRecord);
	source.Read(mTargetRecord);
	source.ReadPointer(mRecordArray);

	PX2_END_DEBUG_STREAM_LOAD(ClodMesh, source);
}