// 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 #ifndef NID3D10FRAGMENTSHADER_H #define NID3D10FRAGMENTSHADER_H #include "NiD3D10RendererLibType.h" #include "NiD3D10Shader.h" #include #include #include #include class NiD3D10Pass; class NiMaterialDescriptor; class NiShaderDesc; class NID3D10RENDERER_ENTRY NiD3D10FragmentShader : public NiD3D10Shader { NiDeclareRTTI; public: NiD3D10FragmentShader(NiMaterialDescriptor* pkDesc); virtual ~NiD3D10FragmentShader(); // Initialize function virtual bool Initialize(); virtual unsigned int UpdatePipeline(NiGeometry* pkGeometry, const NiSkinInstance* pkSkin, NiGeometryData::RendererData* pkRendererData, const NiPropertyState* pkState, const NiDynamicEffectState* pkEffects, const NiTransform& kWorld, const NiBound& kWorldBound); virtual bool IsGenericallyConfigurable(); // Render Pass virtual bool AppendRenderPass(unsigned int& uiPassId); virtual NiShaderDeclaration* CreateShaderDeclaration( unsigned int uiMaxStreamEntryCount, unsigned int uiStreamCount = 1); // Render States virtual bool SetAlphaOverride(unsigned int uiPassId, bool bAlphaBlend, bool bUsePreviousSrcBlendMode, NiAlphaProperty::AlphaFunction eSrcBlendMode, bool bUsePreviousDestBlendMode, NiAlphaProperty::AlphaFunction eDestBlendMode); // GPU Programs virtual bool SetGPUProgram(unsigned int uiPassId, NiGPUProgram* pkProgram, NiGPUProgram::ProgramType& eProgramType); virtual NiShaderConstantMap* CreateShaderConstantMap( unsigned int uiPassId, NiGPUProgram::ProgramType eProgramType, unsigned int uiMapIndex = 0); // Texture samplers virtual bool AppendTextureSampler(unsigned int uiPassId, unsigned int& uiSamplerId, const NiFixedString& kSemantic, const NiFixedString& kVariableName, unsigned int uiInstance = 0); virtual const NiShader::NiShaderInstanceDescriptor* GetShaderInstanceDesc() const; protected: void PrepareTexture(NiGeometry* pkGeometry, NiD3D10Pass* pkPass, unsigned int uiTexture, const NiTexturingProperty* pkTexProp, const NiDynamicEffectState* pkEffects, unsigned int uiPass); NiFragmentShaderInstanceDescriptor m_kDescriptor; }; typedef NiPointer NiD3D10FragmentShaderPtr; #endif //#ifndef NID3D10FRAGMENTSHADER_H