// 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 #ifndef NSBTEXTURE_H #define NSBTEXTURE_H #include #include #include "NiBinaryShaderLibLibType.h" #include "NSBStageAndSamplerStates.h" #include "NSBStateGroup.h" #include "NSBUtility.h" class NIBINARYSHADERLIB_ENTRY NSBTexture : public NiMemObject { public: NSBTexture(); ~NSBTexture(); // Name inline const char* GetName(); void SetName(const char* pcName); inline unsigned int GetStage(); inline void SetStage(unsigned int uiStage); // NSBStateGroup* GetTextureStageGroup(); NSBStateGroup* GetSamplerStageGroup(); inline unsigned int GetTextureFlags(); inline void SetSource(unsigned int uiNDLMap); inline void SetSourceDecal(unsigned int uiDecal); inline void SetSourceShader(unsigned int uiShaderMap); inline void SetSourceObject(NiShaderAttributeDesc::ObjectType eObjectType, unsigned int uiObjectIndex); bool SetupTextureStage(NiPlatformTextureSampler& kStage); // *** begin Emergent internal use only bool SaveBinary(NiBinaryStream& kStream); bool LoadBinary(NiBinaryStream& kStream); #if defined(NIDEBUG) void Dump(FILE* pf); #endif //#if defined(NIDEBUG) // *** end Emergent internal use only protected: char* m_pcName; unsigned int m_uiStage; unsigned int m_uiTextureFlags; unsigned short m_usObjTextureFlags; }; #include "NSBTexture.inl" #endif //NSBTEXTURE_H