// 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 // Precompiled Header #include "NiD3D10RendererPCH.h" #include "NiD3D10ShaderInterface.h" #include "NiD3D10Error.h" #include "NiD3D10Renderer.h" #include "NiD3D10VertexDescription.h" NiImplementRTTI(NiD3D10ShaderInterface, NiShader); //--------------------------------------------------------------------------- NiD3D10ShaderInterface::NiD3D10ShaderInterface() : m_bIsBestImplementation(false) { NiD3D10Renderer* pkRenderer = NiD3D10Renderer::GetRenderer(); NIASSERT(pkRenderer); pkRenderer->RegisterD3D10Shader(this); } //--------------------------------------------------------------------------- NiD3D10ShaderInterface::~NiD3D10ShaderInterface() { NiD3D10Renderer* pkRenderer = NiD3D10Renderer::GetRenderer(); if (pkRenderer) pkRenderer->ReleaseD3D10Shader(this); } //--------------------------------------------------------------------------- bool NiD3D10ShaderInterface::Initialize() { return NiShader::Initialize(); } //--------------------------------------------------------------------------- NiD3D10VertexDescription* NiD3D10ShaderInterface::GetVertexDescription() const { return m_spVertexDescription; } //--------------------------------------------------------------------------- void NiD3D10ShaderInterface::SetVertexDescription( NiD3D10VertexDescription* pkVertexDesc) { m_spVertexDescription = pkVertexDesc; } //--------------------------------------------------------------------------- void NiD3D10ShaderInterface::DestroyRendererData() { /* */ } //--------------------------------------------------------------------------- void NiD3D10ShaderInterface::RecreateRendererData() { /* */ } //--------------------------------------------------------------------------- bool NiD3D10ShaderInterface::GetIsBestImplementation() const { return m_bIsBestImplementation; } //--------------------------------------------------------------------------- void NiD3D10ShaderInterface::SetIsBestImplementation(bool bIsBest) { m_bIsBestImplementation = bIsBest; } //---------------------------------------------------------------------------