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firestorm/Gameleap/code/mw4/Tools/TCTb/Layer.cpp
T
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68 lines
1.2 KiB
C++

#include<stdafx.h>
#include"Layer.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
void TextureLayer::Import(const char *tname)
{
LoadTexture(tname);
}
void TextureLayer::Import(Image &img)
{
Img=img;
Loaded=true;
}
void HeightFieldLayer::Import(const char *tname)
{
CString tstr(tname);
tstr+=".TGA";
Img.Load((char *)(LPCTSTR)tstr);
Loaded=true;
}
void HeightFieldLayer::Import(Image &img)
{
Img=img;
Loaded=true;
}
void TextureLayer::LoadTexture(const char *tname)
{
Name=tname;
Texture = MLRTexturePool::Instance->Add(tname);
CString tstr(tname);
tstr+=".TGA";
Img.Load((char *)(LPCTSTR)tstr);
SetState();
MLRTexturePool::Instance->LoadImages();
Loaded=true;
}
Layer &Layer::operator=(Layer &lay)
{
Img=lay.Img;
Name=lay.Name;
Texture=lay.Texture;
State=lay.State;
Loaded=lay.Loaded;
return *this;
}
void Layer::SetState()
{
State.SetTextureHandle(Texture->GetTextureHandle());
State.SetRenderDeltaMask(MLRState::TextureMask);
State.SetZBufferCompareOn();
State.SetZBufferWriteOn();
State.SetFilterMode(MLRState::TriLinearFilterMode);
State.SetPriority(MLRState::DefaultPriority);
}