// 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 bool NiD3D10RenderStateManager::GetLeftRightSwap() const { return m_bLeftRightSwap; } //--------------------------------------------------------------------------- inline void NiD3D10RenderStateManager::SetLeftRightSwap(bool bSwap) { m_bLeftRightSwap = bSwap; } //--------------------------------------------------------------------------- inline void NiD3D10RenderStateManager::GetBlendStateDesc( D3D10_BLEND_DESC& kDesc) const { memset(&kDesc, 0, sizeof(kDesc)); kDesc = m_kCurrentBlendDesc; } //--------------------------------------------------------------------------- inline void NiD3D10RenderStateManager::SetBlendFactor( const float afBlendFactor[4]) { m_afCurrentBlendFactor[0] = afBlendFactor[0]; m_afCurrentBlendFactor[1] = afBlendFactor[1]; m_afCurrentBlendFactor[2] = afBlendFactor[2]; m_afCurrentBlendFactor[3] = afBlendFactor[3]; } //--------------------------------------------------------------------------- inline void NiD3D10RenderStateManager::GetBlendFactor( float afBlendFactor[4]) const { afBlendFactor[0] = m_afCurrentBlendFactor[0]; afBlendFactor[1] = m_afCurrentBlendFactor[1]; afBlendFactor[2] = m_afCurrentBlendFactor[2]; afBlendFactor[3] = m_afCurrentBlendFactor[3]; } //--------------------------------------------------------------------------- inline void NiD3D10RenderStateManager::SetSampleMask(NiUInt32 uiSampleMask) { m_uiCurrentSampleMask = uiSampleMask; } //--------------------------------------------------------------------------- inline void NiD3D10RenderStateManager::GetSampleMask( NiUInt32& uiSampleMask) const { uiSampleMask = m_uiCurrentSampleMask; } //--------------------------------------------------------------------------- inline void NiD3D10RenderStateManager::GetDepthStencilStateDesc( D3D10_DEPTH_STENCIL_DESC& kDesc) const { memset(&kDesc, 0, sizeof(kDesc)); kDesc = m_kCurrentDepthStencilDesc; } //--------------------------------------------------------------------------- inline void NiD3D10RenderStateManager::SetStencilRef(NiUInt32 uiStencilRef) { m_uiCurrentStencilRef = uiStencilRef; } //--------------------------------------------------------------------------- inline void NiD3D10RenderStateManager::GetStencilRef( NiUInt32& uiStencilRef) const { uiStencilRef = m_uiCurrentStencilRef; } //--------------------------------------------------------------------------- inline void NiD3D10RenderStateManager::GetRasterizerStateDesc( D3D10_RASTERIZER_DESC& kDesc) const { memset(&kDesc, 0, sizeof(kDesc)); kDesc = m_kCurrentRasterizerDesc; } //--------------------------------------------------------------------------- inline void NiD3D10RenderStateManager::GetSamplerDesc( NiGPUProgram::ProgramType eType, NiUInt32 uiSampler, D3D10_SAMPLER_DESC& kDesc) const { memset(&kDesc, 0, sizeof(kDesc)); if (uiSampler < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT) kDesc = m_aakCurrentSamplerDescs[(NiUInt32)eType][uiSampler]; } //--------------------------------------------------------------------------- inline void NiD3D10RenderStateManager::SetDefaultBlendStateDesc( const D3D10_BLEND_DESC& kDesc) { m_kDefaultBlendDesc = kDesc; UpdateDefaultBlendStateObject(); } //--------------------------------------------------------------------------- inline void NiD3D10RenderStateManager::GetDefaultBlendStateDesc( D3D10_BLEND_DESC& kDesc) const { memset(&kDesc, 0, sizeof(kDesc)); kDesc = m_kDefaultBlendDesc; } //--------------------------------------------------------------------------- inline void NiD3D10RenderStateManager::SetDefaultBlendFactor( const float afBlendFactor[4]) { m_afDefaultBlendFactor[0] = afBlendFactor[0]; m_afDefaultBlendFactor[1] = afBlendFactor[1]; m_afDefaultBlendFactor[2] = afBlendFactor[2]; m_afDefaultBlendFactor[3] = afBlendFactor[3]; } //--------------------------------------------------------------------------- inline void NiD3D10RenderStateManager::GetDefaultBlendFactor( float afBlendFactor[4]) const { afBlendFactor[0] = m_afDefaultBlendFactor[0]; afBlendFactor[1] = m_afDefaultBlendFactor[1]; afBlendFactor[2] = m_afDefaultBlendFactor[2]; afBlendFactor[3] = m_afDefaultBlendFactor[3]; } //--------------------------------------------------------------------------- inline void NiD3D10RenderStateManager::SetDefaultSampleMask( NiUInt32 uiSampleMask) { m_uiDefaultSampleMask = uiSampleMask; } //--------------------------------------------------------------------------- inline void NiD3D10RenderStateManager::GetDefaultSampleMask( NiUInt32& uiSampleMask) const { uiSampleMask = m_uiDefaultSampleMask; } //--------------------------------------------------------------------------- inline void NiD3D10RenderStateManager::SetDefaultDepthStencilStateDesc( const D3D10_DEPTH_STENCIL_DESC& kDesc) { m_kDefaultDepthStencilDesc = kDesc; UpdateDefaultDepthStencilStateObject(); } //--------------------------------------------------------------------------- inline void NiD3D10RenderStateManager::GetDefaultDepthStencilStateDesc( D3D10_DEPTH_STENCIL_DESC& kDesc) const { memset(&kDesc, 0, sizeof(kDesc)); kDesc = m_kDefaultDepthStencilDesc; } //--------------------------------------------------------------------------- inline void NiD3D10RenderStateManager::SetDefaultStencilRef( NiUInt32 uiStenciRef) { m_uiDefaultStencilRef = uiStenciRef; } //--------------------------------------------------------------------------- inline void NiD3D10RenderStateManager::GetDefaultStencilRef( NiUInt32& uiStencilRef) const { uiStencilRef = m_uiDefaultStencilRef; } //--------------------------------------------------------------------------- inline void NiD3D10RenderStateManager::SetDefaultRasterizerStateDesc( const D3D10_RASTERIZER_DESC& kDesc) { m_kDefaultRasterizerDesc = kDesc; UpdateDefaultRasterizerStateObject(); } //--------------------------------------------------------------------------- inline void NiD3D10RenderStateManager::GetDefaultRasterizerStateDesc( D3D10_RASTERIZER_DESC& kDesc) const { memset(&kDesc, 0, sizeof(kDesc)); kDesc = m_kDefaultRasterizerDesc; } //--------------------------------------------------------------------------- inline void NiD3D10RenderStateManager::GetDefaultSamplerDesc( NiGPUProgram::ProgramType eType, NiUInt32 uiSampler, D3D10_SAMPLER_DESC& kDesc) const { memset(&kDesc, 0, sizeof(kDesc)); if (uiSampler < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT) kDesc = m_aakDefaultSamplerDescs[(NiUInt32)eType][uiSampler]; }