// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2008 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net //--------------------------------------------------------------------------- inline const char* NSBD3D10Pass::GetName() const { return m_pcName; } //--------------------------------------------------------------------------- inline const char* NSBD3D10Pass::GetShaderProgramFile( NiSystemDesc::RendererID eRenderer, NiGPUProgram::ProgramType eType) const { return m_akInfo[eRenderer][eType].m_pcProgramFile; } //--------------------------------------------------------------------------- inline void NSBD3D10Pass::SetShaderProgramFile(const char* pcProgramFileName, NiSystemDesc::RendererID eRenderer, NiGPUProgram::ProgramType eType) { NSBD3D10Utility::SetString(m_akInfo[eRenderer][eType].m_pcProgramFile, 0, pcProgramFileName); } //--------------------------------------------------------------------------- inline const char* NSBD3D10Pass::GetShaderProgramEntryPoint( NiSystemDesc::RendererID eRenderer, NiGPUProgram::ProgramType eType) const { return m_akInfo[eRenderer][eType].m_pcEntryPoint; } //--------------------------------------------------------------------------- inline void NSBD3D10Pass::SetShaderProgramEntryPoint( const char* pcEntryPoint, NiSystemDesc::RendererID eRenderer, NiGPUProgram::ProgramType eType) { NSBD3D10Utility::SetString(m_akInfo[eRenderer][eType].m_pcEntryPoint, 0, pcEntryPoint); } //--------------------------------------------------------------------------- inline const char* NSBD3D10Pass::GetShaderProgramShaderTarget( NiSystemDesc::RendererID eRenderer, NiGPUProgram::ProgramType eType) const { return m_akInfo[eRenderer][eType].m_pcTarget; } //--------------------------------------------------------------------------- inline void NSBD3D10Pass::SetShaderProgramShaderTarget( const char* pcShaderTarget, NiSystemDesc::RendererID eRenderer, NiGPUProgram::ProgramType eType) { NSBD3D10Utility::SetString(m_akInfo[eRenderer][eType].m_pcTarget, 0, pcShaderTarget); } //--------------------------------------------------------------------------- inline bool NSBD3D10Pass::GetSoftwareVertexProcessing() const { return m_bSoftwareVP; } //--------------------------------------------------------------------------- inline void NSBD3D10Pass::SetSoftwareVertexProcessing(bool bSoftwareVP) { m_bSoftwareVP = bSoftwareVP; } //--------------------------------------------------------------------------- inline NSBD3D10UserDefinedDataSet* NSBD3D10Pass::GetUserDefinedDataSet() { return m_spUserDefinedDataSet; } //--------------------------------------------------------------------------- inline void NSBD3D10Pass::SetUserDefinedDataSet( NSBD3D10UserDefinedDataSet* pkUDDSet) { m_spUserDefinedDataSet = pkUDDSet; } //--------------------------------------------------------------------------- inline unsigned int NSBD3D10Pass::GetVertexConstantMapCount() { return m_kVertexShaderConstantMaps.GetSize(); } //--------------------------------------------------------------------------- inline unsigned int NSBD3D10Pass::GetGeometryConstantMapCount() { return m_kGeometryShaderConstantMaps.GetSize(); } //--------------------------------------------------------------------------- inline unsigned int NSBD3D10Pass::GetPixelConstantMapCount() { return m_kPixelShaderConstantMaps.GetSize(); } //--------------------------------------------------------------------------- inline NiStreamOutSettings& NSBD3D10Pass::GetStreamOutSettings() { return m_kStreamOutSettings; } //---------------------------------------------------------------------------