//----------------------------------------------------------------------------
void EffectBuf::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	Buf::Load(source);
	PX2_VERSION_LOAD(source);

	source.ReadString(mEffectFilename);
	source.ReadString(mAnchor);
	source.ReadPointer(mEffect);

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

	Controller::Load(source);
	PX2_VERSION_LOAD(source);

	source.Read(mNumFixUpdatePerSeconds);
	mOneFrameSeconds = 1.0f / (float)mNumFixUpdatePerSeconds;

	source.ReadString(mFilename);
	source.ReadString(mClassName);

	PX2_END_DEBUG_STREAM_LOAD(ScriptController, 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 Object::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	// RTTI名称已经被读取了

	// 读取ID,提供对象的链接信息
	source.ReadUniqueID(this);

	// 资源路径
	source.ReadString(mResourcePath);

	// 读取对象的名称
	source.ReadString(mName);

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

	Node::Load(source);
	source.ReadString(mScriptHandler);

	PX2_END_DEBUG_STREAM_LOAD(UIFrame, source);
}
Пример #6
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 #7
0
//----------------------------------------------------------------------------
void Object::Load(InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	// Rtti 名称已经被读取了

	// Rtti version
	source.Read(mReadedVersion);

	// 读取ID,提供对象的链接信息
	source.ReadUniqueID(this);

	source.ReadBool(mIsEnable);

	// 资源路径
	source.ReadString(mResourcePath);

	// 读取对象的名称
	source.ReadString(mName);
	source.Read(mID);

	PX2_END_DEBUG_STREAM_LOAD(Object, source);
}
Пример #8
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 #9
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);
}
//----------------------------------------------------------------------------
void RawTerrainPage::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	TerrainPage::Load(source);
	PX2_VERSION_LOAD(source);

	int readedVersion = GetReadedVersion();

	if (0 == readedVersion)
	{
		source.ReadPointer(mMtlInst);

		source.ReadPointer(mTextureDefault);
		mTextureDefaultFilename = mTextureDefault->GetResourcePath();

		source.ReadPointer(mTexture0);
		mTexture0Filename = mTexture0->GetResourcePath();

		source.ReadPointer(mTextureAlphaVersion0);

		source.ReadPointer(mTexture1);
		mTexture1Filename = mTexture1->GetResourcePath();

		source.ReadPointer(mTexture2);
		mTexture2Filename = mTexture2->GetResourcePath();

		source.ReadPointer(mTexture3);
		mTexture3Filename = mTexture3->GetResourcePath();

		source.ReadPointer(mTexture4);
		mTexture4Filename = mTexture4->GetResourcePath();

		source.ReadAggregate(mUV01);
		source.ReadAggregate(mUV23);
		source.ReadAggregate(mUV4);
		source.ReadPointer(mUV01Float);
		source.ReadPointer(mUV23Float);
		source.ReadPointer(mUV4Float);
	}
	else if (1 == readedVersion)
	{
		source.ReadPointer(mMtlInst);

		source.ReadString(mTextureDefaultFilename);
		source.ReadString(mTexture0Filename);

		source.ReadPointer(mTextureAlpha);

		source.ReadString(mTexture1Filename);
		source.ReadString(mTexture2Filename);
		source.ReadString(mTexture3Filename);
		source.ReadString(mTexture4Filename);

		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);
}