[657] | 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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