📄 wmlvertexshader.inl
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
//----------------------------------------------------------------------------
inline Shader::ShaderType VertexShader::GetType () const
{
return VERTEX_SHADER;
}
//----------------------------------------------------------------------------
inline bool VertexShader::NeedsNormals ()
{
return m_iNormalRegHint != NONE;
}
//----------------------------------------------------------------------------
inline bool VertexShader::NeedsColor ()
{
return m_iColorRegHint != NONE;
}
//----------------------------------------------------------------------------
inline bool VertexShader::NeedsTexCoords (int iTexCoordNum)
{
return m_aiTexCoordRegHint[iTexCoordNum] != NONE;
}
//----------------------------------------------------------------------------
inline int VertexShader::GetVertexRegHint ()
{
return m_iVertexRegHint;
}
//----------------------------------------------------------------------------
inline int VertexShader::GetNormalRegHint ()
{
return m_iNormalRegHint;
}
//----------------------------------------------------------------------------
inline int VertexShader::GetColorRegHint ()
{
return m_iColorRegHint;
}
//----------------------------------------------------------------------------
inline int VertexShader::GetTexCoordRegHint (int iTexCoordNum)
{
return m_aiTexCoordRegHint[iTexCoordNum];
}
//----------------------------------------------------------------------------
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