// 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 NSBD3D10SHADERLIBRARY_H #define NSBD3D10SHADERLIBRARY_H #include "NSBShaderLibLibType.h" #include #include #include NiSmartPointer(NiShaderLibraryDesc); NiSmartPointer(NSBD3D10ShaderLibrary); class NSBSHADERLIB_ENTRY NSBD3D10ShaderLibrary : public NiD3D10ShaderLibrary { protected: NSBD3D10ShaderLibrary(); public: virtual ~NSBD3D10ShaderLibrary(); static NSBD3D10ShaderLibrary* Create(int iDirectoryCount, char* pacDirectories[], bool bRecurseSubFolders); static void Shutdown(); static NSBD3D10ShaderLibrary* GetLibrary(); virtual NiShader* GetShader(NiRenderer* pkRenderer, const char* pcName, unsigned int uiImplementation); virtual bool ReleaseShader(const char* pcName, unsigned int uiImplementation); virtual bool ReleaseShader(NiShader* pkShader); virtual NiShaderLibraryDesc* GetShaderLibraryDesc(); // *** begin Emergent internal use only *** virtual void SetShaderLibraryDesc(NiShaderLibraryDesc* pkLibDesc); bool InsertNSBD3D10ShaderIntoList(NSBD3D10Shader* pkNSBD3D10Shader); unsigned int GetNSBD3D10ShaderCount(); NSBD3D10Shader* GetNSBD3D10Shader(const char* pcName); bool LoadNSBD3D10Shaders(const char* pcDirectory, bool bRecurseSubFolders); // *** end Emergent internal use only *** protected: NiTPointerList m_kNSBD3D10ShaderList; }; #endif //NSBD3D10SHADERLIBRARY_H