// 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 NID3DSHADERPROGRAMCREATORCG_H #define NID3DSHADERPROGRAMCREATORCG_H #include "NiCgShaderLibType.h" #include "NiD3DShaderProgramCreator.h" #include "NiD3DShaderProgramFactory.h" class NICGSHADERLIB_ENTRY NiD3DShaderProgramCreatorCg : public NiD3DShaderProgramCreator { public: virtual ~NiD3DShaderProgramCreatorCg(); // Shader assembly flags virtual unsigned int GetShaderCreationFlags() const; virtual void SetShaderCreationFlags(unsigned int uiFlags); // *** begin Emergent internal use only *** // These functions should only be called from NiD3DShaderProgramFactory // Vertex shader creation virtual NiD3DVertexShader* CreateVertexShaderFromFile( const char* pcFileName, const char* pcShaderName, const char* pcEntryPoint, const char* pcShaderTarget, NiD3DVertexDeclaration hDecl, unsigned int uiUsage, bool bRecoverable = false); virtual NiD3DVertexShader* CreateVertexShaderFromBuffer( const void* pvBuffer, unsigned int uiBufferSize, const char* pcShaderName, const char* pcEntryPoint, const char* pcShaderTarget, NiD3DVertexDeclaration hDecl, unsigned int uiUsage, bool bRecoverable = false); // Pixel shader creation virtual NiD3DPixelShader* CreatePixelShaderFromFile( const char* pcFileName, const char* pcShaderName, const char* pcEntryPoint, const char* pcShaderTarget, bool bRecoverable = false); virtual NiD3DPixelShader* CreatePixelShaderFromBuffer( const void* pvBuffer, unsigned int uiBufferSize, const char* pcShaderName, const char* pcEntryPoint, const char* pcShaderTarget, bool bRecoverable = false); // Shader recreation virtual bool RecreateVertexShader(NiD3DVertexShader* pkVertexShader); virtual bool RecreatePixelShader(NiD3DPixelShader* pkPixelShader); static void _SDMInit(); static void _SDMShutdown(); static NiD3DShaderProgramCreatorCg* GetInstance(); static void Shutdown(); // *** end Emergent internal use only *** protected: NiD3DShaderProgramCreatorCg(); virtual bool LoadShaderCodeFromFile( const char* pcFileName, const char* pcEntryPoint, CGprofile eProfile, void*& pvCode, unsigned int& uiCodeSize, void*& pvConstantData, unsigned int& uiConstantSize, CGprogram& kProgram, bool bRecoverable); virtual bool LoadShaderCodeFromBuffer( const void* pvBuffer, const char* pcEntryPoint, CGprofile eProfile, void*& pvCode, unsigned int& uiCodeSize, void*& pvConstantData, unsigned int& uiConstantSize, CGprogram& kProgram, bool bRecoverable); CGprofile GetEnumFromProfileString(const char* pcShaderTarget); char* m_pcShaderTargetTemp; unsigned int m_uiShaderTargetTempSize; void* m_pvConstantBuffer; unsigned int m_uiConstantBufferSize; static NiD3DShaderProgramCreatorCg* ms_pkCreator; }; #include "NiD3DShaderProgramCreatorCg.inl" #endif //NID3DSHADERPROGRAMCREATORCG_H