// 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 NSBSHADERLIBRARY_H #define NSBSHADERLIBRARY_H #include "NSBShaderLibLibType.h" #include #include #include NiSmartPointer(NiShaderLibraryDesc); NiSmartPointer(NSBShaderLibrary); class NSBSHADERLIB_ENTRY NSBShaderLibrary : public NiD3DShaderLibrary { protected: NSBShaderLibrary(); public: virtual ~NSBShaderLibrary(); static NSBShaderLibrary* Create(int iDirectoryCount, char* pacDirectories[], bool bRecurseSubFolders); static void Shutdown(); static NSBShaderLibrary* 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 InsertNSBShaderIntoList(NSBShader* pkNSBShader); unsigned int GetNSBShaderCount(); NSBShader* GetNSBShader(const char* pcName); bool LoadNSBShaders(const char* pcDirectory, bool bRecurseSubFolders); // *** end Emergent internal use only *** protected: // static NSBShaderLibraryPtr ms_spShaderLibrary; NiTPointerList m_kNSBShaderList; }; #endif //NSBSHADERLIBRARY_H