//---------------------------------------------------------------------------- void UIButtonBase::Save(OutStream& target) const { PX2_BEGIN_DEBUG_STREAM_SAVE(target); UIFrame::Save(target); PX2_VERSION_SAVE(target); target.WriteEnum(mButType); target.WriteAggregate(mNormalColor); target.WriteAggregate(mHoveredColor); target.WriteAggregate(mPressedColor); target.WriteAggregate(mDisableColor); target.Write(mNormalAlpha); target.Write(mHoveredAlpha); target.Write(mPressedAlpha); target.Write(mDisableAlpha); target.Write(mNormalBrightness); target.Write(mHoveredBrightness); target.Write(mPressedBrightness); target.Write(mDisableBrightness); target.WritePointer(mPicBoxNormal); target.WritePointer(mPicBoxOver); target.WritePointer(mPicBoxDown); target.WritePointer(mPicBoxDisabled); target.WriteEnum(mButtonState); PX2_END_DEBUG_STREAM_SAVE(UIButtonBase, target); }
//---------------------------------------------------------------------------- void RawTerrainPage::Save (OutStream& target) const { PX2_BEGIN_DEBUG_STREAM_SAVE(target); TerrainPage::Save(target); PX2_VERSION_SAVE(target); target.WritePointer(mMtlInst); target.WriteString(mTextureDefaultFilename); target.WriteString(mTexture0Filename); target.WritePointer(mTextureAlpha); target.WriteString(mTexture1Filename); target.WriteString(mTexture2Filename); target.WriteString(mTexture3Filename); target.WriteString(mTexture4Filename); target.WriteAggregate(mUV01); target.WriteAggregate(mUV23); target.WriteAggregate(mUV4); target.WritePointer(mUV01Float); target.WritePointer(mUV23Float); target.WritePointer(mUV4Float); PX2_END_DEBUG_STREAM_SAVE(RawTerrainPage, target); }
//---------------------------------------------------------------------------- void RawTerrain::Save (OutStream& target) const { PX2_BEGIN_DEBUG_STREAM_SAVE(target); Node::Save(target); target.WriteEnum(mMode); target.Write(mNumRows); target.Write(mNumCols); target.Write(mSize); target.Write(mMinElevation); target.Write(mMaxElevation); target.Write(mSpacing); target.Write(mCameraRow); target.Write(mCameraCol); target.WritePointer(mVFormat); target.WritePointer(mCamera); target.WritePointer(mShine); for (int row = 0; row < mNumRows; ++row) { for (int col = 0; col < mNumCols; ++col) { target.WritePointer(mPages[row][col]); } } PX2_END_DEBUG_STREAM_SAVE(RawTerrain, target); }
//---------------------------------------------------------------------------- void CurveMesh::Save (OutStream& target) const { PX2_BEGIN_DEBUG_STREAM_SAVE(target); Polysegment::Save(target); PX2_VERSION_SAVE(target); target.Write(mNumFullVertices); target.Write(mNumSegments); target.Write(mLevel); target.WriteBool(mAllowDynamicChange); target.WritePointer(mOrigVBuffer); target.WritePointer(mOrigParams); target.WritePointerN(mNumSegments, mSegments); if (mCInfo) { for (int i = 0; i < mNumFullVertices; ++i) { target.WritePointer(mCInfo[i].Segment); target.Write(mCInfo[i].Param); } } PX2_END_DEBUG_STREAM_SAVE(CurveMesh, target); }
//---------------------------------------------------------------------------- void UI::Save(OutStream& target) const { PX2_BEGIN_DEBUG_STREAM_SAVE(target); UIFrame::Save(target); PX2_VERSION_SAVE(target); target.WritePointer(mDefaultCamera); target.WritePointer(mDefaultCameraNode); PX2_END_DEBUG_STREAM_SAVE(UI, target); }
//---------------------------------------------------------------------------- void RawTerrainPage::Save (OutStream& target) const { PX2_BEGIN_DEBUG_STREAM_SAVE(target); TriMesh::Save(target); target.Write(mSize); int numVertices = mSize*mSize; target.WriteN(numVertices, mHeights); target.WriteAggregate(mOrigin); target.Write(mSpacing); target.WritePointer(mMaterialInstance); target.WritePointer(mTextureDefault); target.WritePointer(mTexture0); target.WritePointer(mTextureAlpha); target.WritePointer(mTexture1); target.WritePointer(mTexture2); target.WritePointer(mTexture3); target.WritePointer(mTexture4); target.WriteAggregate(mUV01); target.WriteAggregate(mUV23); target.WriteAggregate(mUV4); target.WritePointer(mUV01Float); target.WritePointer(mUV23Float); target.WritePointer(mUV4Float); PX2_END_DEBUG_STREAM_SAVE(RawTerrainPage, target); }
//---------------------------------------------------------------------------- void Visual::Save (OutStream& target) const { WM5_BEGIN_DEBUG_STREAM_SAVE(target); Spatial::Save(target); target.WriteEnum(mType); target.WriteAggregate(mModelBound); target.WritePointer(mVFormat); target.WritePointer(mVBuffer); target.WritePointer(mIBuffer); target.WritePointer(mEffect); WM5_END_DEBUG_STREAM_SAVE(Visual, target); }
//---------------------------------------------------------------------------- void Renderable::Save (OutStream& target) const { PX2_BEGIN_DEBUG_STREAM_SAVE(target); Movable::Save(target); target.WriteEnum(mType); target.WriteAggregate(mModelBound); target.WritePointer(mVFormat); target.WritePointer(mVBuffer); target.WritePointer(mIBuffer); target.WritePointer(mMaterial); PX2_END_DEBUG_STREAM_SAVE(Renderable, target); }
//---------------------------------------------------------------------------- void Actor::Save (OutStream& target) const { PX2_BEGIN_DEBUG_STREAM_SAVE(target); Netable::Save(target); target.WriteAggregate(mScale); target.WriteAggregate(mRotation); target.WriteAggregate(mPosition); target.WriteBool(mVisible); target.Write(mTransAlpha); target.WritePointer(mMovable); target.WritePointer(mHelpMovable); target.WriteBool(mShowHelpMovable); PX2_END_DEBUG_STREAM_SAVE(Actor, target); }
//---------------------------------------------------------------------------- void Scene::Save (OutStream& target) const { PX2_BEGIN_DEBUG_STREAM_SAVE(target); Netable::Save(target); target.Write<int>(mSceneID); target.WritePointer(mSceneNode); const int numActors = (int)mActors.size(); target.Write(numActors); for (int i=0; i<numActors; ++i) { if (mActors[i]) { target.WritePointer(mActors[i]); } else { target.WritePointer((Actor*)0); } } target.WritePointer(mTerrainActor); target.WritePointer(mDefaultLight); target.WritePointer(mDefaultCameraActor); target.WritePointer(mDefaultARActor); PX2_END_DEBUG_STREAM_SAVE(Scene, target); }
//---------------------------------------------------------------------------- void SkyActor::Save (OutStream& target) const { PX2_BEGIN_DEBUG_STREAM_SAVE(target); Actor::Save(target); target.WritePointer(mSky); PX2_END_DEBUG_STREAM_SAVE(SkyActor, target); }
//---------------------------------------------------------------------------- void SMShadowEffect::Save (OutStream& target) const { WM5_BEGIN_DEBUG_STREAM_SAVE(target); GlobalEffect::Save(target); target.WritePointer(mInstance); WM5_END_DEBUG_STREAM_SAVE(SMShadowEffect, target); }
//---------------------------------------------------------------------------- void BillboardNode::Save (OutStream& target) const { WM5_BEGIN_DEBUG_STREAM_SAVE(target); Node::Save(target); target.WritePointer(mCamera); WM5_END_DEBUG_STREAM_SAVE(BillboardNode, target); }
//---------------------------------------------------------------------------- void RawTerrain::Save (OutStream& target) const { PX2_BEGIN_DEBUG_STREAM_SAVE(target); Terrain::Save(target); target.WritePointer(mVFormat); for (int row = 0; row < mNumRows; ++row) { for (int col = 0; col < mNumCols; ++col) { target.WritePointer(mPages[row][col]); } } target.WritePointer(mShine); PX2_END_DEBUG_STREAM_SAVE(RawTerrain, target); }
//---------------------------------------------------------------------------- void ProjectorWorldPositionConstant::Save (OutStream& target) const { WM5_BEGIN_DEBUG_STREAM_SAVE(target); ShaderFloat::Save(target); target.WritePointer(mProjector); WM5_END_DEBUG_STREAM_SAVE(ProjectorWorldPositionConstant, target); }
//---------------------------------------------------------------------------- void LightSpecularConstant::Save (OutStream& target) const { WM5_BEGIN_DEBUG_STREAM_SAVE(target); ShaderFloat::Save(target); target.WritePointer(mLight); WM5_END_DEBUG_STREAM_SAVE(LightSpecularConstant, target); }
//---------------------------------------------------------------------------- void LightNode::Save (OutStream& target) const { WM5_BEGIN_DEBUG_STREAM_SAVE(target); Node::Save(target); target.WritePointer(mLight); WM5_END_DEBUG_STREAM_SAVE(LightNode, target); }
//---------------------------------------------------------------------------- void LightAmbientConstant::Save (OutStream& target) const { PX2_BEGIN_DEBUG_STREAM_SAVE(target); ShaderFloat::Save(target); target.WritePointer(mLight); PX2_END_DEBUG_STREAM_SAVE(LightAmbientConstant, target); }
//---------------------------------------------------------------------------- void BlendedTerrainEffect::Save (OutStream& target) const { WM5_BEGIN_DEBUG_STREAM_SAVE(target); VisualEffect::Save(target); target.WritePointer(mBlendTexture); WM5_END_DEBUG_STREAM_SAVE(BlendedTerrainEffect, target); }
//---------------------------------------------------------------------------- void MaterialEmissiveConstant::Save (OutStream& target) const { WM5_BEGIN_DEBUG_STREAM_SAVE(target); ShaderFloat::Save(target); target.WritePointer(mMaterial); WM5_END_DEBUG_STREAM_SAVE(MaterialEmissiveConstant, target); }
//---------------------------------------------------------------------------- void UIFText::Save(OutStream& target) const { PX2_BEGIN_DEBUG_STREAM_SAVE(target); UIFrame::Save(target); PX2_VERSION_SAVE(target); target.WritePointer(mText); PX2_END_DEBUG_STREAM_SAVE(UIFText, target); }
//---------------------------------------------------------------------------- void ShineDiffuseConstant::Save (OutStream& target) const { PX2_BEGIN_DEBUG_STREAM_SAVE(target); ShaderFloat::Save(target); PX2_VERSION_SAVE(target); target.WritePointer(mShine); PX2_END_DEBUG_STREAM_SAVE(ShineDiffuseConstant, target); }
//---------------------------------------------------------------------------- void ShaderParameters::Save (OutStream& target) const { PX2_BEGIN_DEBUG_STREAM_SAVE(target); Object::Save(target); target.WritePointer(mShader); target.WritePointerW(mNumConstants, mConstants); target.WritePointerW(mNumTextures, mTextures); PX2_END_DEBUG_STREAM_SAVE(ShaderParameters, target); }
//---------------------------------------------------------------------------- void ProjectorMatrixConstant::Save (OutStream& target) const { PX2_BEGIN_DEBUG_STREAM_SAVE(target); ShaderFloat::Save(target); PX2_VERSION_SAVE(target); target.WritePointer(mProjector); target.WriteBool(mBiased); PX2_END_DEBUG_STREAM_SAVE(ProjectorMatrixConstant, target); }
//---------------------------------------------------------------------------- void LightConstant::Save(OutStream& target) const { PX2_BEGIN_DEBUG_STREAM_SAVE(target); ShaderFloat::Save(target); PX2_VERSION_SAVE(target); target.WritePointer(mLight); target.WriteBool(mIsDefualtDir); PX2_END_DEBUG_STREAM_SAVE(LightConstant, target); }
//---------------------------------------------------------------------------- void RenderTarget::Save (OutStream& target) const { WM5_BEGIN_DEBUG_STREAM_SAVE(target); Object::Save(target); target.WritePointerW(mNumTargets, mColorTextures); target.WritePointer(mDepthStencilTexture); target.WriteBool(mHasMipmaps); WM5_END_DEBUG_STREAM_SAVE(RenderTarget, target); }
//---------------------------------------------------------------------------- void Terrain::Save (OutStream& target) const { PX2_BEGIN_DEBUG_STREAM_SAVE(target); Node::Save(target); target.Write(mNumRows); target.Write(mNumCols); target.Write(mSize); target.Write(mMinElevation); target.Write(mMaxElevation); target.Write(mSpacing); for (int row = 0; row < mNumRows; ++row) { for (int col = 0; col < mNumCols; ++col) { target.WritePointer(mPages[row][col]); } } target.WriteBool(mIsUseSimpleMtl); target.WritePointer(mVFormatEdit); target.WritePointer(mVFormatSimple); target.WritePointer(mMtlEdit); target.WritePointer(mMtlSimple); target.WritePointer(mShine); target.Write(mJunglerFrequency); target.Write(mJunglerStrength); PX2_END_DEBUG_STREAM_SAVE(Terrain, target); }
//---------------------------------------------------------------------------- void TerrainActor::Save(OutStream& target) const { PX2_BEGIN_DEBUG_STREAM_SAVE(target); Actor::Save(target); PX2_VERSION_SAVE(target); target.WriteBool(mIsUseLOD); target.WritePointer(mRawTerrain); target.WritePointer(mLODTerrain); PX2_END_DEBUG_STREAM_SAVE(TerrainActor, target); }
//---------------------------------------------------------------------------- void PlanarShadowEffect::Save (OutStream& target) const { WM5_BEGIN_DEBUG_STREAM_SAVE(target); GlobalEffect::Save(target); target.WriteAggregateW(mNumPlanes, mShadowColors); target.WritePointerN(mNumPlanes, mPlanes); target.WritePointerN(mNumPlanes, mProjectors); target.WritePointer(mShadowCaster); WM5_END_DEBUG_STREAM_SAVE(PlanarShadowEffect, target); }
//---------------------------------------------------------------------------- void ClodMesh::Save (OutStream& target) const { PX2_BEGIN_DEBUG_STREAM_SAVE(target); TriMesh::Save(target); PX2_VERSION_SAVE(target); target.Write(mCurrentRecord); target.Write(mTargetRecord); target.WritePointer(mRecordArray); PX2_END_DEBUG_STREAM_SAVE(ClodMesh, target); }