// 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 #ifndef NID3D10EFFECTSHADERLIBRARY_H #define NID3D10EFFECTSHADERLIBRARY_H #include "NiD3D10EffectShaderLibType.h" #include #include #include #include NiSmartPointer(NiShaderLibraryDesc); NiSmartPointer(NiD3D10EffectShaderLibrary); class NiD3D10EffectFile; class NiD3D10EffectTechniqueSet; class NID3D10EFFECTSHADER_ENTRY NiD3D10EffectShaderLibrary : public NiD3D10ShaderLibrary { protected: NiD3D10EffectShaderLibrary(); public: virtual ~NiD3D10EffectShaderLibrary(); static NiD3D10EffectShaderLibrary* Create(NiRenderer* pkRenderer, NiUInt32 uiDirectoryCount, const char* apcDirectories[], bool bRecurseSubFolders); virtual NiShader* GetShader(NiRenderer* pkRenderer, const char* pcName, unsigned int uiImplementation); virtual bool ReleaseShader(const char* pcName, unsigned int uiImplementation); virtual bool ReleaseShader(NiShader* pkShader); bool LoadEffect(void* pvBuffer, NiUInt32 uiBufferSize, const char* pcEffectFileName); // *** begin Emergent internal use only *** bool InsertD3D10EffectFileIntoList(NiD3D10EffectFile* pkD3D10EffectFile); NiUInt32 GetD3D10EffectFileCount(); NiD3D10EffectFile* GetD3D10EffectFile(const char* pcName); bool LoadD3D10EffectFiles(const char* pcDirectory, bool bRecurseSubFolders); ID3D10Device* GetTempDevice() const; // *** end Emergent internal use only *** protected: void SetTempDevice(ID3D10Device* pkDevice); void ReleaseTempDevice(); NiTPointerList m_kD3D10EffectFileList; NiTFixedStringMap m_kD3D10EffectTechniqueMap; ID3D10Device* m_pkTempDevice; static NiD3D10EffectShaderLibrary* ms_pkLibrary; }; #endif //NID3D10EFFECTSHADERLIBRARY_H