// 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) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net //--------------------------------------------------------------------------- inline const char* NSBPass::GetName() const { return m_pcName; } //--------------------------------------------------------------------------- inline const char* NSBPass::GetVertexShaderProgramEntryPoint() const { return m_pcVSProgramEntryPoint; } //--------------------------------------------------------------------------- inline const char* NSBPass::GetVertexShaderProgramShaderTarget() const { return m_pcVSProgramTarget; } //--------------------------------------------------------------------------- inline bool NSBPass::GetVertexShaderPresent() const { return (m_pcVertexShaderProgramFilePS3 != NULL || m_pcVertexShaderProgramFileXenon != NULL || m_pcVertexShaderProgramFileDX9 != NULL || m_pcVertexShaderProgramFileD3D10 != NULL); } //--------------------------------------------------------------------------- inline const char* NSBPass::GetGeometryShaderProgramEntryPoint() const { return m_pcGSProgramEntryPoint; } //--------------------------------------------------------------------------- inline const char* NSBPass::GetGeometryShaderProgramShaderTarget() const { return m_pcGSProgramTarget; } //--------------------------------------------------------------------------- inline bool NSBPass::GetGeometryShaderPresent() const { return (m_pcGeometryShaderProgramFilePS3 != NULL || m_pcGeometryShaderProgramFileXenon != NULL || m_pcGeometryShaderProgramFileDX9 != NULL || m_pcGeometryShaderProgramFileD3D10 != NULL); } //--------------------------------------------------------------------------- inline const char* NSBPass::GetPixelShaderProgramEntryPoint() const { return m_pcPSProgramEntryPoint; } //--------------------------------------------------------------------------- inline const char* NSBPass::GetPixelShaderProgramShaderTarget() const { return m_pcPSProgramTarget; } //--------------------------------------------------------------------------- inline bool NSBPass::GetPixelShaderPresent() const { return (m_pcPixelShaderProgramFilePS3 != NULL || m_pcPixelShaderProgramFileXenon != NULL || m_pcPixelShaderProgramFileDX9 != NULL || m_pcPixelShaderProgramFileD3D10 != NULL); } //--------------------------------------------------------------------------- inline bool NSBPass::GetSoftwareVertexProcessing() const { return m_bSoftwareVP; } //--------------------------------------------------------------------------- inline void NSBPass::SetSoftwareVertexProcessing(bool bSoftwareVP) { m_bSoftwareVP = bSoftwareVP; } //--------------------------------------------------------------------------- inline NSBUserDefinedDataSet* NSBPass::GetUserDefinedDataSet() { return m_spUserDefinedDataSet; } //--------------------------------------------------------------------------- inline void NSBPass::SetUserDefinedDataSet(NSBUserDefinedDataSet* pkUDDSet) { m_spUserDefinedDataSet = pkUDDSet; } //--------------------------------------------------------------------------- inline unsigned int NSBPass::GetVertexConstantMapCount() { return m_kVertexShaderConstantMaps.GetSize(); } //--------------------------------------------------------------------------- inline unsigned int NSBPass::GetGeometryConstantMapCount() { return m_kGeometryShaderConstantMaps.GetSize(); } //--------------------------------------------------------------------------- inline unsigned int NSBPass::GetPixelConstantMapCount() { return m_kPixelShaderConstantMaps.GetSize(); } //---------------------------------------------------------------------------