// 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 NID3DXEFFECTSHADER_H #define NID3DXEFFECTSHADER_H #include "NiD3DXEffectShaderLibType.h" #include class NiD3DXEffectTechnique; class NID3DXEFFECTSHADER_ENTRY NiD3DXEffectShader : public NiD3DShader { NiDeclareRTTI; public: NiD3DXEffectShader(); virtual ~NiD3DXEffectShader(); virtual bool Initialize(); virtual unsigned int PreProcessPipeline(NiGeometry* pkGeometry, const NiSkinInstance* pkSkin, NiGeometryData::RendererData* pkRendererData, const NiPropertyState* pkState, const NiDynamicEffectState* pkEffects, const NiTransform& kWorld, const NiBound& kWorldBound); 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 unsigned int SetupRenderingPass(NiGeometry* pkGeometry, const NiSkinInstance* pkSkin, NiGeometryData::RendererData* pkRendererData, const NiPropertyState* pkState, const NiDynamicEffectState* pkEffects, const NiTransform& kWorld, const NiBound& kWorldBound); virtual unsigned int SetupTransformations(NiGeometry* pkGeometry, const NiSkinInstance* pkSkin, const NiSkinPartition::Partition* pkPartition, NiGeometryData::RendererData* pkRendererData, const NiPropertyState* pkState, const NiDynamicEffectState* pkEffects, const NiTransform& kWorld, const NiBound& kWorldBound); virtual unsigned int SetupShaderPrograms(NiGeometry* pkGeometry, const NiSkinInstance* pkSkin, const NiSkinPartition::Partition* pkPartition, NiGeometryData::RendererData* pkRendererData, const NiPropertyState* pkState, const NiDynamicEffectState* pkEffects, const NiTransform& kWorld, const NiBound& kWorldBound); virtual unsigned int PostRender(NiGeometry* pkGeometry, const NiSkinInstance* pkSkin, const NiSkinPartition::Partition* pkPartition, NiGeometryData::RendererData* pkRendererData, const NiPropertyState* pkState, const NiDynamicEffectState* pkEffects, const NiTransform& kWorld, const NiBound& kWorldBound); virtual unsigned int PostProcessPipeline(NiGeometry* pkGeometry, const NiSkinInstance* pkSkin, NiGeometryData::RendererData* pkRendererData, const NiPropertyState* pkState, const NiDynamicEffectState* pkEffects, const NiTransform& kWorld, const NiBound& kWorldBound); virtual unsigned int FirstPass(); virtual unsigned int NextPass(); virtual void HandleLostDevice(); virtual void HandleResetDevice(); virtual void DestroyRendererData(); virtual void RecreateRendererData(); // *** begin Emergent internal use only enum BoneMatrixCalcMethod { BONECALC_SKIN = 0x00000000, BONECALC_NO_SKIN = 0x00000001 }; unsigned int GetBoneMatrixRegisters() const; void SetBoneMatrixRegisters(unsigned int uiRegisters); BoneMatrixCalcMethod GetBoneCalcMethod() const; void SetBoneCalcMethod(BoneMatrixCalcMethod eMethod); // Shader Declaration (Packing definition) NiD3DShaderDeclaration* GetShaderDecl() const; void SetShaderDecl(NiD3DShaderDeclaration* pkShaderDecl); void SetEffectTechnique(NiD3DXEffectTechnique* pkD3DXEffectTechnique); void SetTechniquePtr(D3DXTechniquePtr pkTechnique); virtual bool SetupGeometry(NiGeometry* pkGeometry); void SetSoftwareVP(bool bSoftwareVP); // Query shader for presence of shader programs virtual bool GetVSPresentAllPasses() const; virtual bool GetVSPresentAnyPass() const; virtual bool GetPSPresentAllPasses() const; virtual bool GetPSPresentAnyPass() const; void SetActualImplementation(unsigned int uiActualImplementation); unsigned int GetActualImplementation() const; // *** end Emergent internal use only protected: void CreateShaderDeclaration(); NiD3DXEffectTechnique* m_pkD3DXEffectTechnique; D3DXTechniquePtr m_pkTechnique; LPD3DXBASEEFFECT m_pkD3DXEffect; LPD3DXEFFECT m_pkD3DXRenderableEffect; // Actual implementation number in case this shader was created // with the "default implementation" value. unsigned int m_uiActualImplementation; unsigned int m_uiBoneMatrixRegisters; BoneMatrixCalcMethod m_eBoneCalcMethod; bool m_bSoftwareVP; }; NiSmartPointer(NiD3DXEffectShader); #include "NiD3DXEffectShader.inl" #endif //NID3DXEFFECTSHADER_H