// 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 NID3DSHADERPROGRAMCREATOR_H #define NID3DSHADERPROGRAMCREATOR_H #include "NiD3DDefines.h" #include "NiD3DRendererHeaders.h" NiSmartPointer(NiD3DVertexShader); NiSmartPointer(NiD3DPixelShader); class NID3D_ENTRY NiD3DShaderProgramCreator : public NiMemObject { public: virtual ~NiD3DShaderProgramCreator(); // 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 NiD3DShaderProgramFactory // Vertex shader creation virtual NiD3DVertexShader* CreateVertexShaderFromFile( const char* pcFileName, const char* pcShaderName, const char* pcEntryPoint, const char* pcShaderTarget, NiD3DVertexDeclaration hDecl, unsigned int uiUsage, bool bSoftwareVP = false, bool bRecoverable = false) = 0; virtual NiD3DVertexShader* CreateVertexShaderFromBuffer( const void* pvBuffer, unsigned int uiBufferSize, const char* pcShaderName, const char* pcEntryPoint, const char* pcShaderTarget, NiD3DVertexDeclaration hDecl, unsigned int uiUsage, bool bSoftwareVP = false, bool bRecoverable = false) = 0; // Pixel shader creation virtual NiD3DPixelShader* CreatePixelShaderFromFile( const char* pcFileName, const char* pcShaderName, const char* pcEntryPoint, const char* pcShaderTarget, bool bRecoverable = false) = 0; virtual NiD3DPixelShader* CreatePixelShaderFromBuffer( const void* pvBuffer, unsigned int uiBufferSize, const char* pcShaderName, const char* pcEntryPoint, const char* pcShaderTarget, bool bRecoverable = false) = 0; // Shader recreation virtual bool RecreateVertexShader(NiD3DVertexShader* pkVertexShader) = 0; virtual bool RecreatePixelShader(NiD3DPixelShader* pkPixelShader) = 0; static void SetD3DRenderer(NiD3DRenderer* pkD3DRenderer); static void _SDMInit(); static void _SDMShutdown(); // *** end Emergent internal use only *** protected: NiD3DShaderProgramCreator(); NiD3DVertexShaderHandle CreateVertexShader(void* pvCode, NiD3DVertexDeclaration& hDecl, unsigned int uiUsage, void* pvConstantData = NULL, unsigned int uiConstantSize = 0, bool bSoftwareVP = false); NiD3DPixelShaderHandle CreatePixelShader(void* pvCode); static unsigned int ms_uiUniversalShaderCreationFlags; static void SetD3DDevice(D3DDevicePtr pkD3DDevice); static D3DDevicePtr ms_pkD3DDevice; static NiD3DRenderer* ms_pkD3DRenderer; }; #include "NiD3DShaderProgramCreator.inl" #endif //NID3DSHADERPROGRAMCREATOR_H