/// <summary> /// Deserializes the object and populates it from the input. /// </summary> /// <param name="input">Savable input</param> /// <exception cref="Tesla.Core.TeslaException">Thrown if creating the underlying state implementation fails or the render /// system is not set.</exception> public override void Read(ISavableReader input) { IRenderSystemProvider renderSystem = input.RenderSystem; if (renderSystem == null) { Dispose(); throw new TeslaException("Render system provider not set, cannot create graphics resource implementation."); } base.RenderSystem = renderSystem; try { _impl = renderSystem.CreateRasterizerStateImplementation(); } catch (Exception e) { Dispose(); throw new TeslaException("Error creating underlying implementation, see inner exception for details.", e); } _impl.Cull = input.ReadEnum <CullMode>(); _impl.VertexWinding = input.ReadEnum <VertexWinding>(); _impl.Fill = input.ReadEnum <FillMode>(); _impl.DepthBias = input.ReadInt(); _impl.SlopeScaledDepthBias = input.ReadSingle(); _impl.EnableMultiSampleAntiAlias = input.ReadBoolean(); _impl.EnableScissorTest = input.ReadBoolean(); }
/// <summary> /// Deserializes the object and populates it from the input. /// </summary> /// <param name="input">Savable input</param> /// <exception cref="Tesla.Core.TeslaException">Thrown if creating the underlying implementation fails or the render /// system is not set.</exception> public void Read(ISavableReader input) { IRenderSystemProvider renderSystem = input.RenderSystem; if (renderSystem == null) { Dispose(); throw new TeslaException("Render system provider not set, cannot create graphics resource implementation."); } base.RenderSystem = renderSystem; String name = input.ReadString(); int indexCount = input.ReadInt(); IndexFormat format = input.ReadEnum <IndexFormat>(); ResourceUsage usage = input.ReadEnum <ResourceUsage>(); byte[] byteBuffer = input.ReadByteArray(); try { _impl = renderSystem.CreateIndexBufferImplementation(format, indexCount, usage); _impl.Name = name; SetData <byte>(byteBuffer); } catch (Exception e) { Dispose(); throw new TeslaException("Error creating underlying implementation, see inner exception for details.", e); } }
/// <summary> /// Deserializes this SceneHints. /// </summary> /// <param name="input">Input to read from</param> public void Read(ISavableReader input) { _cullHint = input.ReadEnum <CullHint>(); _pickHint = input.ReadEnum <PickingHint>(); _lightHint = input.ReadEnum <LightCombineHint>(); _transHint = input.ReadEnum <TransparencyType>(); _bucketType = input.ReadEnum <RenderBucketType>(); _orthoOrder = input.ReadInt(); }
/// <summary> /// Deserializes the object and populates it from the input. /// </summary> /// <param name="input">Savable input</param> /// <exception cref="Tesla.Core.TeslaException">Thrown if creating the underlying implementation fails or the render /// system is not set.</exception> public override void Read(ISavableReader input) { IRenderSystemProvider renderSystem = input.RenderSystem; if (renderSystem == null) { Dispose(); throw new TeslaException("Render system provider not set, cannot create graphics resource implementation."); } base.RenderSystem = renderSystem; String name = input.ReadString(); SurfaceFormat format = input.ReadEnum <SurfaceFormat>(); int width = input.ReadInt(); int height = input.ReadInt(); int mipCount = input.ReadInt(); try { _impl = renderSystem.CreateTexture2DImplementation(width, height, mipCount > 1, format, null); for (int i = 0; i < mipCount; i++) { byte[] byteBuffer = input.ReadByteArray(); _impl.SetData <byte>(byteBuffer, i, null, 0, byteBuffer.Length); } } catch (Exception e) { Dispose(); throw new TeslaException("Error creating underlying implementation, see inner exception for details.", e); } }
/// <summary> /// Deserializes the object and populates it from the input. /// </summary> /// <param name="input">Savable input</param> public void Read(ISavableReader input) { _vertexStride = input.ReadInt(); int count = input.ReadInt(); _elements = new VertexElement[count]; for (int i = 0; i < count; i++) { VertexSemantic semantic = input.ReadEnum <VertexSemantic>(); int semanticIndex = input.ReadInt(); VertexFormat format = input.ReadEnum <VertexFormat>(); int offset = input.ReadInt(); _elements[i] = new VertexElement(semantic, semanticIndex, format, offset); } GetHashCode(); }
/// <summary> /// Deserializes the object and populates it from the input. /// </summary> /// <param name="input">Savable input</param> public override void Read(ISavableReader input) { base.Read(input); m_genMipMaps = input.ReadBoolean(); m_genMipMaps = input.ReadBoolean(); m_resizePowerOfTwo = input.ReadBoolean(); m_textureFormat = input.ReadEnum <TextureConversionFormat>(); m_colorKey = input.ReadColor(); m_colorKeyEnabled = input.ReadBoolean(); m_preMultiplyAlpha = input.ReadBoolean(); }
/// <summary> /// Deserializes the object and populates it from the input. /// </summary> /// <param name="input">Savable input</param> /// <exception cref="Tesla.Core.TeslaException">Thrown if creating the underlying state implementation fails or the render /// system is not set.</exception> public override void Read(ISavableReader input) { IRenderSystemProvider renderSystem = input.RenderSystem; if (renderSystem == null) { Dispose(); throw new TeslaException("Render system provider not set, cannot create graphics resource implementation."); } base.RenderSystem = renderSystem; try { _impl = renderSystem.CreateSamplerStateImplementation(); } catch (Exception e) { Dispose(); throw new TeslaException("Error creating underlying implementation, see inner exception for details.", e); } _impl.AddressU = input.ReadEnum <TextureAddressMode>(); _impl.AddressV = input.ReadEnum <TextureAddressMode>(); _impl.AddressW = input.ReadEnum <TextureAddressMode>(); _impl.Filter = input.ReadEnum <TextureFilter>(); _impl.MipMapLevelOfDetailBias = input.ReadSingle(); _impl.MaxAnisotropy = input.ReadInt(); }
/// <summary> /// Deserializes the object and populates it from the input. /// </summary> /// <param name="input">Savable input</param> public virtual void Read(ISavableReader input) { _name = input.ReadString(); Vector4 vp = input.ReadVector4(); Vector2 depth = input.ReadVector2(); _viewport = new Viewport((int)vp.X, (int)vp.Y, (int)vp.Z, (int)vp.W); _viewport.MinDepth = depth.X; _viewport.MaxDepth = depth.Y; _position = input.ReadVector3(); _up = input.ReadVector3(); _direction = input.ReadVector3(); _projectionMode = input.ReadEnum <ProjectionMode>(); _proj = input.ReadMatrix(); Update(); }
/// <summary> /// Deserializes the object and populates it from the input. /// </summary> /// <param name="input">Savable input</param> public override void Read(ISavableReader input) { base.Read(input); _normalGen = input.ReadEnum <NormalGeneration>(); _creaseAngle = input.ReadSingle(); _generateTangentBasis = input.ReadBoolean(); _swapWindingOrder = input.ReadBoolean(); _flipUVs = input.ReadBoolean(); _scale = input.ReadSingle(); _xAngle = input.ReadSingle(); _yAngle = input.ReadSingle(); _zAngle = input.ReadSingle(); _userMaterialFile = input.ReadString(); _materialNamesCorrespondToGeometry = input.ReadBoolean(); _preferLitMaterials = input.ReadBoolean(); _importLights = input.ReadBoolean(); _imageParameters = input.ReadSavable <ImageLoaderParameters>(); _texturePath = input.ReadString(); }