201 lines
6.6 KiB
C++
201 lines
6.6 KiB
C++
/*
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*
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* Copyright (c) 2002, NVIDIA Corporation.
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*
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*
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*
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* NVIDIA Corporation("NVIDIA") supplies this software to you in consideration
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* of your agreement to the following terms, and your use, installation,
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* modification or redistribution of this NVIDIA software constitutes
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* acceptance of these terms. If you do not agree with these terms, please do
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* not use, install, modify or redistribute this NVIDIA software.
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*
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*
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*
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* In consideration of your agreement to abide by the following terms, and
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* subject to these terms, NVIDIA grants you a personal, non-exclusive license,
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* under NVIDIA’s copyrights in this original NVIDIA software (the "NVIDIA
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* Software"), to use, reproduce, modify and redistribute the NVIDIA
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* Software, with or without modifications, in source and/or binary forms;
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* provided that if you redistribute the NVIDIA Software, you must retain the
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* copyright notice of NVIDIA, this notice and the following text and
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* disclaimers in all such redistributions of the NVIDIA Software. Neither the
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* name, trademarks, service marks nor logos of NVIDIA Corporation may be used
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* to endorse or promote products derived from the NVIDIA Software without
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* specific prior written permission from NVIDIA. Except as expressly stated
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* in this notice, no other rights or licenses express or implied, are granted
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* by NVIDIA herein, including but not limited to any patent rights that may be
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* infringed by your derivative works or by other works in which the NVIDIA
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* Software may be incorporated. No hardware is licensed hereunder.
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*
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*
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*
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* THE NVIDIA SOFTWARE IS BEING PROVIDED ON AN "AS IS" BASIS, WITHOUT
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* WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING
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* WITHOUT LIMITATION, WARRANTIES OR CONDITIONS OF TITLE, NON-INFRINGEMENT,
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR ITS USE AND OPERATION
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* EITHER ALONE OR IN COMBINATION WITH OTHER PRODUCTS.
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*
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*
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*
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* IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL,
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* EXEMPLARY, CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, LOST
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* PROFITS; PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) OR ARISING IN ANY WAY OUT OF THE USE,
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* REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE NVIDIA SOFTWARE,
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* HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING
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* NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF NVIDIA HAS BEEN ADVISED
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* OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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/*********************************************************************NVMH2****
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File: cgContextManager.h
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Copyright (C) 1999, 2000 NVIDIA Corporation
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This file is provided without support, instruction, or implied warranty of any
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kind. NVIDIA makes no guarantee of its fitness for a particular purpose and is
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not liable under any circumstances for any damages or loss whatsoever arising
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from the use or inability to use this file or items derived from it.
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Comments:
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cgContextManager - a class for loading various cg programs,
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******************************************************************************/
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#ifndef __NV_CG_MANAGER_H
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#define __NV_CG_MANAGER_H
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#if WIN32
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#pragma warning (disable:4786) // identifier was truncated to '255' characters in the browser information
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#include <windows.h>
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#include <d3d8.h>
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#include <d3dx8.h>
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#include <Cg/cgTemplates.h>
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#include <Cg/cg.h>
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#include <Cg/cgProgramManager.h>
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class cgContextManager;
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class cgContextContainer
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{
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public:
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// retrieve the listing file for the last compile
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const char *GetLastListing();
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// loads and compiles the cg program
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cgProgramContainer * LoadCGProgramFromFile(
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const char * filename, // filename of the Cg program
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const char * title, // title of the program
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cgProfileType type, // profile of the program
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cgVertexDefinition * va = 0, // optionally, set streams or allow different vetex definitions
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DWORD * outIndex = 0,
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const char * entry = 0);
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cgProgramContainer * LoadCGProgramFromMemory(
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const char * memory, // memory location that contain the cg program
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const char * title, // name of the program
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cgProfileType type, // profile of the program
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cgVertexDefinition * va = 0, // optionally, set the streams for each vertex entry
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DWORD * outIndex = 0,
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const char * entry = 0);
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// use outIndex returned from LoadCGProgramFrom to retriece the program iterator
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cgProgramContainer * GetProgramIterator(DWORD index);
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// program operators (for multiple programs(vertex, pixel) in one cg
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// pass NULL to get first program
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cgProgramIter *GetNextProgram(cgProgramIter *iter);
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// get a specific program
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cgProgramIter *ProgramByName(const char *name);
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// get the vertexshader or pixel shader handle that is passed to
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// SetVertexShader and SetPixelShader
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DWORD GetShaderHandle(cgProfileType type)
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{
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return pm.GetShaderHandle( type);
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}
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~cgContextContainer( );
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friend class cgContextManager;
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protected:
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cgContextContainer( LPDIRECT3DDEVICE8 pd3dDevice, cgContext * context);
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private:
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cgProgramContainer * CreateProgramContainer(DWORD * outIndex = 0);
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cgProgramContainer * CreateProgramContainer(
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cgProgramIter *ProgramIter,
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LPDIRECT3DDEVICE8 pd3dDevice,
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DWORD * outIndex = 0); // index of this
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// loads and compiles the cg program
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HRESULT AddProgramFromFile(const char * filename, const char * name, cgProfileType type, const char * entry = 0);
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HRESULT AddProgramFromMemory(const char * memory, const char * name, cgProfileType type, const char * entry = 0);
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void Free();
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cgProgramManager pm; // manage the vertex or pixel shader that is derived from this
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cgContext * m_Context;
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cg_string m_ContextDefinition;
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LPDIRECT3DDEVICE8 m_pd3dDevice;
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};
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class cgContextManager
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{
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private:
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cg_vector < cgContextContainer *> m_ContextContainers;
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cg_vector < DWORD > m_ContextIndices; // indirection to m_Shaders
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// Programs hold an index to this array for
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// their shaders. The array int at that index
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// holds the index into the m_Shaders array.
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// each context has a list of programs (up to one for each profile)
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public:
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cgContextManager();
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~cgContextManager();
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cgError Free();
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cgContextContainer *CreateContextContainer(LPDIRECT3DDEVICE8 pd3dDevice, DWORD * outIndex);
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};
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#endif // WIN32
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#endif
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