// 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* NSBD3D10Pass::GetName() const { return m_pcName; } //--------------------------------------------------------------------------- inline const char* NSBD3D10Pass::GetVertexShaderProgramEntryPoint() const { return m_pcVSProgramEntryPoint; } //--------------------------------------------------------------------------- inline const char* NSBD3D10Pass::GetVertexShaderProgramShaderTarget() const { return m_pcVSProgramTarget; } //--------------------------------------------------------------------------- inline bool NSBD3D10Pass::GetVertexShaderPresent() const { return (m_pcVertexShaderProgramFileD3D10 != NULL); } //--------------------------------------------------------------------------- inline const char* NSBD3D10Pass::GetGeometryShaderProgramEntryPoint() const { return m_pcGSProgramEntryPoint; } //--------------------------------------------------------------------------- inline const char* NSBD3D10Pass::GetGeometryShaderProgramShaderTarget() const { return m_pcGSProgramTarget; } //--------------------------------------------------------------------------- inline bool NSBD3D10Pass::GetGeometryShaderPresent() const { return (m_pcGeometryShaderProgramFileD3D10 != NULL); } //--------------------------------------------------------------------------- inline const char* NSBD3D10Pass::GetPixelShaderProgramEntryPoint() const { return m_pcPSProgramEntryPoint; } //--------------------------------------------------------------------------- inline const char* NSBD3D10Pass::GetPixelShaderProgramShaderTarget() const { return m_pcPSProgramTarget; } //--------------------------------------------------------------------------- inline bool NSBD3D10Pass::GetPixelShaderPresent() const { return (m_pcPixelShaderProgramFileD3D10 != NULL); } //--------------------------------------------------------------------------- inline bool NSBD3D10Pass::GetSoftwareVertexProcessing() const { return m_bSoftwareVP; } //--------------------------------------------------------------------------- inline void NSBD3D10Pass::SetSoftwareVertexProcessing(bool bSoftwareVP) { m_bSoftwareVP = bSoftwareVP; } //--------------------------------------------------------------------------- inline NSBD3D10UserDefinedDataSet* NSBD3D10Pass::GetUserDefinedDataSet() { return m_spUserDefinedDataSet; } //--------------------------------------------------------------------------- inline void NSBD3D10Pass::SetUserDefinedDataSet( NSBD3D10UserDefinedDataSet* pkUDDSet) { m_spUserDefinedDataSet = pkUDDSet; } //--------------------------------------------------------------------------- inline unsigned int NSBD3D10Pass::GetVertexConstantMapCount() { return m_kVertexShaderConstantMaps.GetSize(); } //--------------------------------------------------------------------------- inline unsigned int NSBD3D10Pass::GetGeometryConstantMapCount() { return m_kGeometryShaderConstantMaps.GetSize(); } //--------------------------------------------------------------------------- inline unsigned int NSBD3D10Pass::GetPixelConstantMapCount() { return m_kPixelShaderConstantMaps.GetSize(); } //---------------------------------------------------------------------------