1 | /*
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2 | *
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3 | * Copyright (c) 2002, NVIDIA Corporation.
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4 | *
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5 | *
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6 | *
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7 | * NVIDIA Corporation("NVIDIA") supplies this software to you in consideration
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8 | * of your agreement to the following terms, and your use, installation,
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9 | * modification or redistribution of this NVIDIA software constitutes
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10 | * acceptance of these terms. If you do not agree with these terms, please do
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11 | * not use, install, modify or redistribute this NVIDIA software.
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12 | *
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13 | *
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14 | *
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15 | * In consideration of your agreement to abide by the following terms, and
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16 | * subject to these terms, NVIDIA grants you a personal, non-exclusive license,
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17 | * under NVIDIAs copyrights in this original NVIDIA software (the "NVIDIA
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18 | * Software"), to use, reproduce, modify and redistribute the NVIDIA
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19 | * Software, with or without modifications, in source and/or binary forms;
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20 | * provided that if you redistribute the NVIDIA Software, you must retain the
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21 | * copyright notice of NVIDIA, this notice and the following text and
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22 | * disclaimers in all such redistributions of the NVIDIA Software. Neither the
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23 | * name, trademarks, service marks nor logos of NVIDIA Corporation may be used
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24 | * to endorse or promote products derived from the NVIDIA Software without
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25 | * specific prior written permission from NVIDIA. Except as expressly stated
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26 | * in this notice, no other rights or licenses express or implied, are granted
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27 | * by NVIDIA herein, including but not limited to any patent rights that may be
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28 | * infringed by your derivative works or by other works in which the NVIDIA
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29 | * Software may be incorporated. No hardware is licensed hereunder.
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30 | *
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31 | *
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32 | *
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33 | * THE NVIDIA SOFTWARE IS BEING PROVIDED ON AN "AS IS" BASIS, WITHOUT
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34 | * WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING
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35 | * WITHOUT LIMITATION, WARRANTIES OR CONDITIONS OF TITLE, NON-INFRINGEMENT,
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36 | * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR ITS USE AND OPERATION
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37 | * EITHER ALONE OR IN COMBINATION WITH OTHER PRODUCTS.
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38 | *
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39 | *
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40 | *
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41 | * IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL,
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42 | * EXEMPLARY, CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, LOST
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43 | * PROFITS; PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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44 | * PROFITS; OR BUSINESS INTERRUPTION) OR ARISING IN ANY WAY OUT OF THE USE,
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45 | * REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE NVIDIA SOFTWARE,
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46 | * HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING
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47 | * NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF NVIDIA HAS BEEN ADVISED
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48 | * OF THE POSSIBILITY OF SUCH DAMAGE.
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49 | *
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50 | */
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51 |
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52 | /*********************************************************************NVMH2****
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53 | File: cgProgramManager.h
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54 |
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55 | Copyright (C) 1999, 2000 NVIDIA Corporation
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56 | This file is provided without support, instruction, or implied warranty of any
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57 | kind. NVIDIA makes no guarantee of its fitness for a particular purpose and is
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58 | not liable under any circumstances for any damages or loss whatsoever arising
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59 | from the use or inability to use this file or items derived from it.
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60 |
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61 | Comments:
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62 |
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63 | cgProgramManager - a class for loading various pixel & vertex shaders
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64 |
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65 |
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66 | ******************************************************************************/
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67 |
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68 |
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69 | #ifndef __NV_PROGRAM_MANAGER_H
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70 | #define __NV_PROGRAM_MANAGER_H
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71 |
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72 | #if WIN32
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73 |
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74 | #pragma warning (disable:4786) // identifier was truncated to '255' characters in the browser information
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75 |
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76 | #include <windows.h>
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77 | #include <d3d8.h>
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78 | #include <d3dx8.h>
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79 |
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80 | #include <Cg/cgTemplates.h>
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81 | #include <Cg/cg.h>
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82 |
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83 |
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84 |
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85 | // to allow multiple streams and user specifed vertex type
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86 | // D3DVSDT_FLOAT1 0x00 // 1D float expanded to (value, 0., 0., 1.)
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87 | // D3DVSDT_FLOAT2 0x01 // 2D float expanded to (value, value, 0., 1.)
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88 | // D3DVSDT_FLOAT3 0x02 // 3D float expanded to (value, value, value, 1.)
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89 | // D3DVSDT_FLOAT4 0x03 // 4D float
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90 | // D3DVSDT_D3DCOLOR 0x04 // 4D packed unsigned bytes mapped to 0. to 1. range
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91 | // // Input is in D3DCOLOR format (ARGB) expanded to (R, G, B, A)
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92 | // D3DVSDT_UBYTE4 0x05 // 4D unsigned byte
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93 | // D3DVSDT_SHORT2 0x06 // 2D signed short expanded to (value, value, 0., 1.)
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94 | // D3DVSDT_SHORT4 0x07 // 4D signed short
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95 |
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96 |
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97 | // was cgVertexAttribute
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98 | typedef struct cgVertexDefinition
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99 | {
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100 | int D3DVSDT_type; // one of D3DVSDT_*
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101 | char * name; // name of the entry
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102 | int stream; // stream to put the vertex in
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103 | } cgVertexDefinition;
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104 |
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105 |
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106 | #define CGVERTEXDEFINITIONEND {-1, 0, 0}
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107 |
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108 | // internal cgDirect3D data structure
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109 | typedef struct cgiVertexAttribute
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110 | {
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111 | char name[64];
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112 | int D3DVSDT_type;
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113 | int bind_location;
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114 | cgBindIter * BindIter;
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115 | } cgiVertexAttribute;
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116 |
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117 |
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118 |
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119 | typedef cg_vector<cgiVertexAttribute> cgiVertexAttributeList;
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120 | typedef cg_list<cgBindIter *> cgBindIterList;
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121 |
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122 |
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123 | class cgProgramManager;
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124 | class cgContextContainer;
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125 |
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126 | class cgProgramContainer
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127 | {
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128 |
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129 | public:
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130 |
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131 | // get a text definition of what the runtime expects for the vertex
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132 | const char * GetVertexDeclaration();
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133 | /*
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134 | Example: returns string containing
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135 | "struct stream0
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136 | {
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137 | D3DXVECTOR3 position;
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138 | D3DXVECTOR2 tex0;
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139 | };"
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140 |
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141 | */
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142 |
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143 |
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144 |
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145 |
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146 | // convert D3DXMATRIX class to type specified in cg program
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147 | // even if your cg program uses 3x3, you can use this to pass a matrix to it
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148 | // upper left hand part of D3DXMATRIX is used to fill the cg matrix
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149 | HRESULT SetShaderConstantD3DXMATRIX(cgBindIter * iter, const D3DXMATRIX *, int nArrayElements = 0, int ArrayOffset = 0);
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150 |
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151 |
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152 |
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153 | // All other data formats use this interface
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154 | // The D3D runtime records the size of your data and puts that in the constant fields
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155 | HRESULT SetShaderConstant(cgBindIter * iter, void * data, int nArrayElements = 0, int ArrayOffset = 0);
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156 | // for arrays:
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157 | // if nArrayElements is specified, write this number of elements rather than the whole array
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158 | // if ArrayOffset is specified, start writing at this array element
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159 | // otherwise nArrayElements and ArrayOffset are not specified
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160 |
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161 |
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162 | // returns texture position 0-8 for the iterator
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163 | // -1 is failure
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164 | int GetTexturePosition(cgBindIter * BindIter);
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165 | int GetTexturePosition(const char * name);
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166 |
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167 | // set the texture via name (needs to search bindings by name, so this is the slowest
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168 | // not recommended
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169 | HRESULT SetTexture(const char * name, LPDIRECT3DBASETEXTURE8 pTexture);
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170 |
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171 | // does a GetTexturePosition, then settexture(n, nTexture)
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172 | HRESULT SetTexture(cgBindIter * BindIter, LPDIRECT3DBASETEXTURE8 pTexture);
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173 |
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174 | // does a GetTexturePosition, then SetTextureStageState(n, nTexture, Value)
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175 | HRESULT SetTextureStageState(cgBindIter * BindIter, D3DTEXTURESTAGESTATETYPE Type,DWORD Value);
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176 |
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177 | // Direct3D hardcodes wrap state, D3DRS_WRAP1, D3DWRAPCOORD_0 | D3DWRAPCOORD_1
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178 | // WrapCoords : 0, D3DWRAPCOORD_0, D3DWRAPCOORD_1 or'd together
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179 | HRESULT SetTextureWrapMode(cgBindIter * BindIter, DWORD WrapCoords);
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180 |
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181 |
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182 | // activate this shader (SetVertexShader or SetPixelShader)
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183 | HRESULT SetShaderActive();
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184 |
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185 |
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186 | // locate a binding within a program by parameter name
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187 | // it is recommended to do this once and use the cgBindIter to reference data
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188 | cgBindIter *GetVertexBindByName(const char *vertex_attr_name);
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189 | cgBindIter *GetTextureBindByName(const char *texture_name);
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190 | cgBindIter *GetParameterBindByName(const char *parameter_name);
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191 |
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192 | void FreeBindIter(cgBindIter *);
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193 |
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194 |
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195 |
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196 |
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197 | // Get the type for this bind iterator
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198 | cgValueType GetBindValueType(const cgBindIter *BindIter, int *array_size)
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199 | {
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200 | return cgGetBindValueType(BindIter, array_size);
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201 | }
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202 |
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203 |
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204 | // locate and bindinf iterator by full name
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205 | // e.g. appdata.texcoord0
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206 | cgBindIter *GetBindByFullName(const char *parameter_name);
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207 |
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208 | // from the iterator, get the name of the program
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209 | const char *GetProgramName();
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210 |
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211 | const char *GetProgramObjectCode();
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212 |
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213 | cgProfileType GetProgramProfile() { return m_ProfileType;}
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214 |
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215 | // get the shader handle passed to Direct3D
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216 | DWORD GetShaderHandle() {return m_dwShaderHandle;}
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217 |
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218 | private:
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219 |
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220 | cgBindIter *AllocBind();
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221 | void SaveBind(cgBindIter * BindIter); // for deleting
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222 |
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223 | cgBindIterList m_BindIterList;
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224 |
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225 | void GetParameterConstantPosition(cgBindIter * iter, int * pos, int *width, int * num4vectors, int *nArrayElements);
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226 | void GetParameterConstantPosition(const char * name, int * pos, int *width, int * num4vectors, int *nArrayElements);
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227 |
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228 |
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229 | HRESULT CreateProgramShader();
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230 | HRESULT CreateVertexShader();
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231 | HRESULT CreatePixelShader();
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232 |
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233 | // take asm code, assembles it and create a handle
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234 | HRESULT CreateShaderHandleFromFile(
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235 | const cg_string & strFilePath,
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236 | const cg_string & strSourceFile,
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237 | const DWORD * pDeclaration,
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238 | DWORD Usage);
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239 |
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240 | HRESULT CreateShaderHandleFromMemory(
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241 | const char * pShaderText,
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242 | const DWORD * pDeclaration,
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243 | DWORD Usage);
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244 |
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245 |
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246 | HRESULT Free();
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247 |
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248 |
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249 | // cgDX8VertexProfile or cgDX8PixelProfile (cg_profiles.h)
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250 | // These types are defined with macros:
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251 | // CG_PROFILE_MACRO(DX8Vertex,dx8vs,"dx8vs")
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252 | // CG_PROFILE_MACRO(DX8Pixel,dx8ps,"dx8ps")
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253 |
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254 |
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255 | friend cgProgramManager;
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256 | friend cgContextContainer;
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257 | DWORD m_dwShaderHandle; // DWORD handle returned by DX8 runtime
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258 | cgProfileType m_ProfileType; // profile for this program
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259 | HRESULT SetVertexDefinition(cgVertexDefinition * streams);
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260 |
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261 |
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262 | cgProgramContainer(LPDIRECT3DDEVICE8 pDev, cgProgramIter *m_ProgramIter,
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263 | cgProfileType ProfileType);
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264 | ~cgProgramContainer();
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265 |
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266 |
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267 | HRESULT LoadShaderConstants();
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268 | cg_string m_ProgramSourceFile; // text file name
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269 | cg_string m_ProgramObjectFile; // compiled shader object file (.vso, .pso)
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270 |
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271 | // for declaration of vertex positions
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272 | cgiVertexAttributeList m_VertexAttributes[MAX_STREAMS];
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273 |
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274 | cgProgramIter *m_ProgramIter;
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275 |
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276 |
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277 | LPDIRECT3DDEVICE8 m_pd3dDevice;
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278 |
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279 | };
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280 |
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281 |
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282 |
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283 |
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284 | class cgProgramManager
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285 | {
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286 | private:
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287 | cg_vector < cgProgramContainer * > m_ProgramContainers; // m_Shaders[0] is always = 0
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288 | cg_vector < DWORD > m_ProgramIndices; // indirection to m_Shaders
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289 | // Programs hold an index to this array for
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290 | // their shaders. The array int at that index
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291 | // holds the index into the m_Shaders array.
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292 |
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293 | public:
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294 |
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295 |
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296 | cgProgramManager(LPDIRECT3DDEVICE8 pDev);
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297 | ~cgProgramManager();
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298 |
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299 | HRESULT Free();
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300 |
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301 |
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302 | cgProgramContainer * CreateProgramContainer(LPDIRECT3DDEVICE8 pDev,
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303 | cgProgramIter * ProgramIter,
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304 | DWORD Usage,
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305 | cgProfileType ProfileType,
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306 | DWORD * outIndex );
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307 |
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308 |
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309 |
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310 | DWORD GetShaderHandle( DWORD Index );
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311 | DWORD GetShaderHandle( cgProfileType ProfileType );
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312 |
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313 | //
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314 | cgProgramContainer * GetProgramIterator(DWORD index);
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315 |
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316 |
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317 |
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318 | private:
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319 | // for creating programs
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320 | LPDIRECT3DDEVICE8 m_pd3dDevice;
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321 |
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322 | };
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323 |
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324 | #endif // WIN32
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325 |
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326 | #endif
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