// 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 NID3D10SHADERPROGRAMCREATOR_H #define NID3D10SHADERPROGRAMCREATOR_H #include "NiD3D10RendererLibType.h" #include "NiD3D10Headers.h" #include #include NiSmartPointer(NiD3D10GeometryShader); NiSmartPointer(NiD3D10PixelShader); NiSmartPointer(NiD3D10VertexShader); class NID3D10RENDERER_ENTRY NiD3D10ShaderProgramCreator : public NiMemObject { public: virtual ~NiD3D10ShaderProgramCreator(); // Shader creation flags - apply to all shaders static unsigned int GetUniversalShaderCreationFlags(); static void SetUniversalShaderCreationFlags(unsigned int uiFlags); // Shader creation flags - apply only to specific shaders virtual unsigned int GetShaderCreationFlags() const = 0; virtual void SetShaderCreationFlags(unsigned int uiFlags) = 0; // *** begin Emergent internal use only *** // These functions should only be called from NiD3D10ShaderProgramFactory virtual bool CompileAndCreateVertexShader(ID3D10Blob* pkShaderByteCode, const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude, const char* pcEntryPoint, const char* pcShaderTarget, unsigned int uiFlags, const char* pcShaderName, NiD3D10VertexShaderPtr& spVertexShader) = 0; virtual bool CreateVertexShader(ID3D10Blob* pkShaderByteCode, const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude, const char* pcEntryPoint, const char* pcShaderTarget, unsigned int uiFlags, const char* pcShaderName, NiD3D10VertexShaderPtr& spVertexShader) = 0; virtual bool CompileAndCreateGeometryShader(ID3D10Blob* pkShaderByteCode, const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude, const char* pcEntryPoint, const char* pcShaderTarget, unsigned int uiFlags, const char* pcShaderName, const D3D10_SO_DECLARATION_ENTRY* pkSODeclaration, unsigned int uiNumEntries, unsigned int uiOutputStreamStride, NiD3D10GeometryShaderPtr& spGeometryShader) = 0; virtual bool CreateGeometryShader(ID3D10Blob* pkShaderByteCode, const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude, const char* pcEntryPoint, const char* pcShaderTarget, unsigned int uiFlags, const char* pcShaderName, const D3D10_SO_DECLARATION_ENTRY* pkSODeclaration, unsigned int uiNumEntries, unsigned int uiOutputStreamStride, NiD3D10GeometryShaderPtr& spGeometryShader) = 0; virtual bool CompileAndCreatePixelShader(ID3D10Blob* pkShaderByteCode, const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude, const char* pcEntryPoint, const char* pcShaderTarget, unsigned int uiFlags, const char* pcShaderName, NiD3D10PixelShaderPtr& spPixelShader) = 0; virtual bool CreatePixelShader(ID3D10Blob* pkShaderByteCode, const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude, const char* pcEntryPoint, const char* pcShaderTarget, unsigned int uiFlags, const char* pcShaderName, NiD3D10PixelShaderPtr& spPixelShader) = 0; // Shader recreation virtual bool RecreateVertexShader(NiD3D10VertexShader* pkVertexShader) = 0; virtual bool RecreateGeometryShader( NiD3D10GeometryShader* pkGeometryShader) = 0; virtual bool RecreatePixelShader(NiD3D10PixelShader* pkPixelShader) = 0; // *** end Emergent internal use only *** protected: NiD3D10ShaderProgramCreator(); static unsigned int ms_uiUniversalShaderCreationFlags; }; #include "NiD3D10ShaderProgramCreator.inl" #endif //NID3D10SHADERPROGRAMCREATOR_H