// 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 NID3D10BINARYSHADER_H #define NID3D10BINARYSHADER_H #include "NiD3D10BinaryShaderLibLibType.h" #include "NSBD3D10UserDefinedDataSet.h" #include #include // For reporting errors... #include class NID3D10BINARYSHADERLIB_ENTRY NiD3D10BinaryShader : public NiD3D10Shader { NiDeclareRTTI; public: NiD3D10BinaryShader(); virtual ~NiD3D10BinaryShader(); // The D3D10ShaderInterface functions 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); NSBD3D10UserDefinedDataSet* GetShaderUserDefinedDataSet(); NSBD3D10UserDefinedDataSet* GetImplementationUserDefinedDataSet(); NSBD3D10UserDefinedDataSet* GetPassUserDefinedDataSet( unsigned int uiPass); // *** begin Emergent internal use only // These functions are used for the creation of the shader void SetUserDefinedDataSet(NSBD3D10UserDefinedDataSet* pkUDDSet); void SetImplementationUserDefinedDataSet( NSBD3D10UserDefinedDataSet* pkUDDSet); void SetPassUserDefinedDataSet(unsigned int uiPass, NSBD3D10UserDefinedDataSet* pkUDDSet); // Render State Group void SetRenderStateGroup(NiD3D10RenderStateGroup* pkRenderStateGroup); // Vertex shader mapping unsigned int GetVertexConstantMapCount() const; NiD3D10ShaderConstantMap* GetVertexConstantMap(unsigned int uiIndex) const; void SetVertexConstantMap(unsigned int uiIndex, NiD3D10ShaderConstantMap* pkSCMVertex); // Geometry shader mapping unsigned int GetGeometryConstantMapCount() const; NiD3D10ShaderConstantMap* GetGeometryConstantMap(unsigned int uiIndex) const; void SetGeometryConstantMap(unsigned int uiIndex, NiD3D10ShaderConstantMap* pkSCMGeometry); // Pixel shader mapping unsigned int GetPixelConstantMapCount() const; NiD3D10ShaderConstantMap* GetPixelConstantMap(unsigned int uiIndex) const; void SetPixelConstantMap(unsigned int uiIndex, NiD3D10ShaderConstantMap* pkSCMPixel); // Inserts the pass at the given position. bool InsertPass(unsigned int uiPass, NiD3D10Pass* pkPass); // For skinning shaders enum BoneMatrixCalcMethod { BONECALC_SKIN = 0x00000000, BONECALC_NO_SKIN = 0x00000001 }; unsigned int GetBonesPerPartition() const; void SetBonesPerPartition(unsigned int uiBones); unsigned int GetBoneMatrixRegisters() const; void SetBoneMatrixRegisters(unsigned int uiRegisters); BoneMatrixCalcMethod GetBoneCalcMethod() const; void SetBoneCalcMethod(BoneMatrixCalcMethod eMethod); NiGeometryData::DataFlags GetBinormalTangentMethod() const; void SetBinormalTangentMethod(NiGeometryData::DataFlags eNBTMethod); unsigned int GetBinormalTangentUVSource() const; void SetBinormalTangentUVSource(unsigned int uiSource); virtual bool SetupGeometry(NiGeometry* pkGeometry); virtual bool IsTimeBased(NiD3D10ShaderConstantMap* pkMap); // *** end Emergent internal use only protected: bool LoadVertexShaderProgram(NiD3D10Pass& kPass); bool LoadGeometryShaderProgram(NiD3D10Pass& kPass); bool LoadPixelShaderProgram(NiD3D10Pass& kPass); bool ResolveVertexShaderFileName(const char* pcOriginalName, char* pcTrueName, unsigned int uiNameLength); bool ResolveGeometryShaderFileName(const char* pcOriginalName, char* pcTrueName, unsigned int uiNameLength); bool ResolvePixelShaderFileName(const char* pcOriginalName, char* pcTrueName, unsigned int uiNameLength); void PrepareTexture(NiGeometry* pkGeometry, NiD3D10Pass* pkPass, unsigned int uiTexture, const NiTexturingProperty* pkTexProp, const NiDynamicEffectState* pkEffects, unsigned int uiPass); unsigned int m_uiBonesPerPartition; unsigned int m_uiBoneMatrixRegisters; BoneMatrixCalcMethod m_eBoneCalcMethod; NiGeometryData::DataFlags m_eBinormalTangentMethod; unsigned int m_uiBinormalTangentUVSource; // User defined data set NSBD3D10UserDefinedDataSetPtr m_spUDDSet_Shader; NSBD3D10UserDefinedDataSetPtr m_spUDDSet_Implementation; NiTObjectArray m_kUDDSet_PassArray; unsigned int m_uiPassCount; }; #include "NiD3D10BinaryShader.inl" #endif //NID3D10BINARYSHADER_H