// 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 NiFixedString& NiShadowTechnique::GetName() const { return m_kName; } //--------------------------------------------------------------------------- inline const NiFixedString& NiShadowTechnique:: GetReadFragmentName(NiStandardMaterial::LightType eType) const { return m_kReadFragmentName[eType]; } //--------------------------------------------------------------------------- inline const NiFixedString& NiShadowTechnique:: GetWriteFragmentName(NiStandardMaterial::LightType eType) const { return m_kWriteFragmentName[eType]; } //--------------------------------------------------------------------------- inline bool NiShadowTechnique::IsWriteBatchable() { return m_bWriteBatchable; } //--------------------------------------------------------------------------- inline void NiShadowTechnique::SetWriteBatchable(bool bBatchable) { m_bWriteBatchable = bBatchable; } //--------------------------------------------------------------------------- inline unsigned short NiShadowTechnique::GetTechniqueID() { return m_usTechniqueID; } //--------------------------------------------------------------------------- inline void NiShadowTechnique::SetTechniqueID(unsigned short usID) { m_usTechniqueID = usID; } //--------------------------------------------------------------------------- inline unsigned short NiShadowTechnique::GetActiveTechniqueSlot() { return m_uiActiveTechniqueSlot; } //--------------------------------------------------------------------------- inline void NiShadowTechnique::SetActiveTechniqueSlot(unsigned short usSlot) { // Ensure that the active shadow technique slot we are telling this // NiShadowTechique it is assigned to, is really the slot it is assigned. NIASSERT(NiShadowManager::GetActiveShadowTechnique(usSlot) == this); m_uiActiveTechniqueSlot = usSlot; } //--------------------------------------------------------------------------- inline bool NiShadowTechnique::GetUseCubeMapForPointLight() { return m_bUseCubeMapForPointLight; } //--------------------------------------------------------------------------- inline void NiShadowTechnique::SetUseCubeMapForPointLight(bool bUseCubeMap) { m_bUseCubeMapForPointLight = bUseCubeMap; } //--------------------------------------------------------------------------- inline NiTexture::FormatPrefs& NiShadowTechnique::GetTextureFormatPrefs() { return m_kFormatPrefs; } //--------------------------------------------------------------------------- inline void NiShadowTechnique::SetTextureFormatPrefs( NiTexture::FormatPrefs& pkPrefs) { m_kFormatPrefs = pkPrefs; } //--------------------------------------------------------------------------- inline void NiShadowTechnique::AppendPostProcessRenderClicks( NiShadowMap*, NiShadowClickGenerator*) { /* */ } //--------------------------------------------------------------------------- inline void NiShadowTechnique::PrepareShadowMap(NiShadowMap* pkShadowMap) { pkShadowMap->SetFilterMode(NiTexturingProperty::FILTER_NEAREST); } //--------------------------------------------------------------------------- inline void NiShadowTechnique::SetDefaultDepthBias( NiStandardMaterial::LightType eType, bool bRenderBackfaces, float fDepthBias) { NIASSERT(eType < NiStandardMaterial::LIGHT_MAX); int iIndex = NiSelect(bRenderBackfaces, eType, eType + NiStandardMaterial::LIGHT_MAX); m_afDefaultDepthBias[iIndex] = fDepthBias; } //--------------------------------------------------------------------------- inline float NiShadowTechnique::GetDefaultDepthBias( NiStandardMaterial::LightType eType, bool bRenderBackfaces) { NIASSERT(eType < NiStandardMaterial::LIGHT_MAX); int iIndex = NiSelect(bRenderBackfaces, eType, eType + NiStandardMaterial::LIGHT_MAX); return m_afDefaultDepthBias[iIndex]; } //--------------------------------------------------------------------------- inline void NiShadowTechnique::SetDepthFormat( const NiPixelFormat* pkDepthFormat) { m_pkDepthFormat = pkDepthFormat; } //--------------------------------------------------------------------------- inline const NiPixelFormat* NiShadowTechnique::GetDepthFormat() const { return m_pkDepthFormat; } //---------------------------------------------------------------------------