// 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 NiShadowRenderClick::NiShadowRenderClick() : m_pkGenerator(NULL), m_uFlags(0), m_uiLastRenderedFrameID(0) { // Ensure that the shadow map associated with this click is always // filled with the maximum possible depth when being cleared. m_kBackgroudColor = NiColorA(1.0f, 1.0f, 1.0f, 1.0f); SetUseRendererBackgroundColor(false); // Click begins in dirty state. MarkAsDirty(); } //--------------------------------------------------------------------------- inline NiShadowRenderClick::~NiShadowRenderClick() { /* */ } //--------------------------------------------------------------------------- inline void NiShadowRenderClick::SetGenerator(NiShadowGenerator* pkGenerator) { m_pkGenerator = pkGenerator; } //--------------------------------------------------------------------------- inline NiShadowGenerator* NiShadowRenderClick::GetGenerator() const { return m_pkGenerator; } //--------------------------------------------------------------------------- inline void NiShadowRenderClick::SetForceRender(bool bForceRender) { SetBit(bForceRender, FORCE_RENDER); } //--------------------------------------------------------------------------- inline bool NiShadowRenderClick::GetForceRender() const { return GetBit(FORCE_RENDER); } //--------------------------------------------------------------------------- inline void NiShadowRenderClick::MarkAsDirty() { SetBit(true, DIRTY); } //--------------------------------------------------------------------------- inline bool NiShadowRenderClick::IsDirty() const { return GetBit(DIRTY); } //--------------------------------------------------------------------------- inline unsigned int NiShadowRenderClick::GetLastRenderedFrameID() { return m_uiLastRenderedFrameID; } //---------------------------------------------------------------------------