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DI-Guy SDK Documentation
13.2
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#include <diguyDx9GraphicsShaderProgram.h>
Public Member Functions | |
| diguyDx9GraphicsShaderProgram (void *internal_data) | |
| 4 Header files and forward declarations More... | |
| ~diguyDx9GraphicsShaderProgram () | |
| virtual int | load_vertex_shader_source (const char *filename_base) |
| This function will be called by DI-Guy when it is time for the vertex part of this shader to be loaded and compiled. More... | |
| virtual int | load_pixel_shader_source (const char *filename_base) |
| This function is the pixel shader (AKA fragment shader in OpenGL) equivalent of load_vertex_shader_source(). More... | |
| virtual int | reload () |
| virtual int | link () |
| This function will be called by DI-Guy when it is time for the shader program to be linked. More... | |
| virtual int | bind () |
| This function will be called by DI-Guy when this program is being bound for rendering. More... | |
| virtual int | unbind () |
| In general variables that were set in bind() should be unset or unbound here. More... | |
| virtual int | bind_link_matrices (int num_mats, const float *mat_data) |
| This function will be called by DI-Guy when the matrix data of a character's links needs to be sent to the graphics card. More... | |
| virtual int | bind_color_array (int num_colors, const float *color_data) |
| This function will be called by DI-Guy when the color data of a character's links needs to be sent to the graphics card. More... | |
| virtual void | set_apply_matrices_flag (int apply_matrices_flag) |
Public Member Functions inherited from diguyGraphicsShaderProgram | |
| const char * | get_name () |
| Returns: name of the shader This pointer will never be NULL. More... | |
| const char * | get_vertex_shader_filename () |
| Returns: the vertex filename of the shader This pointer will never be NULL. More... | |
| const char * | get_pixel_shader_filename () |
| Returns: the pixel shader filename of the shader This pointer will never be NULL. More... | |
| diguyGraphicsShaderProgramType | get_shader_type () |
| Returns: program type of the shader; see diguyGraphicsShaderProgramType. More... | |
| const char * | get_shader_version () |
| Returns: shader version. More... | |
| diguyGraphicsShaderQualityLevel | get_quality_level () |
| Returns: the quality level type of the shader; see diguyGraphicsShaderQualityLevel. More... | |
| void | derive_diguy_shader_source_filename (char *result, int result_max_len, const char *shader_base_name, const char *shader_language, const char *shader_type, int include_diguy_default_shader_directory, const char *shader_subdirectory=NULL) |
| This function derives filenames for shader programs from the provided information. More... | |
| void | print_shader_info_to_log () |
| Prints information about the shader to the log. More... | |
| int | load () |
| Forces the underlying shader to load. More... | |
| int | reload () |
| Forces the underlying shader to reload. Returns 0 on success. More... | |
| int | get_use_shared_library () |
| Indicates that a shared library (typically diguy_shared_library.glsl) should be prepended to the current shader code. More... | |
| void | set_use_shared_library (int value) |
| void | set_vertex_shader_source_code (const char *shader_source) |
| Sets the source code to use for creating a diguy shader program, bypasses file loading. More... | |
| void | set_pixel_shader_source_code (const char *shader_source) |
| Sets the source code to use for creating a diguy shader program, bypasses file loading. More... | |
| int | set_textures_used_bitmask (int texture_bitmask) |
| Sets a bit mask consisting of diguyTextureMapMasks or'd together to specify what textures should bind when this shader is active. More... | |
| int | get_textures_used_bitmask () |
| Returns: the current or'd together list of diguyTextureMapMasks that this shader attempts to bind. More... | |
| virtual int | get_loaded () |
| Returns whether the shader has been loaded. More... | |
| virtual int | get_linked () |
| Returns whether the shader has been linked. More... | |
| virtual int | get_valid () |
| Returns whether shader is valid. More... | |
| virtual int | bind_uniform_with_location (int location, const char *name, int value_size, float *float_values) |
| These functions will be called by DI-Guy when there is a shader uniform that needs to be updated and sent to the graphics card. More... | |
| virtual int | bind_uniform_with_location (int location, const char *name, int value_size, int *int_values) |
| virtual int | get_attrib_bind_location (const char *name) |
| This function will be called by DI-Guy when core code is attempting to identify the capabilities of the end users shader. More... | |
| virtual int | get_uniform_bind_location (const char *name) |
| This function will be called by DI-Guy when core code is attempting to identify the capabilities of the end users shader. More... | |
| virtual int | get_gl_program_object () |
| This function will be called by DI-Guy when core code is attempting to identify send shader low level data Return -1 to disable any functionality. More... | |
| virtual int | get_vertex_attrib_location () const |
| subclass to support particle rendering via abstract interface More... | |
| virtual int | get_color_attrib_location () const |
| virtual int | get_normal_attrib_location () const |
| virtual int | get_texture_attrib_location () const |
| int | get_num_additional_feature_names () |
| Returns: Number of additional feature strings that this program can support. More... | |
| const char * | get_additional_feature_name (int index) |
| Returns: Name of feature at index in the list. More... | |
| int | has_additional_feature (const char *name) |
| Returns: 0 or 1 if the shader supports this feature. More... | |
| int | get_num_variables () |
| const char * | get_variable_name_at_index (int index) |
| int | has_variable (const char *name) |
| const char * | get_variable_type (const char *name) |
| int | set_variable_float (const char *name, float value, int set_current=1, int set_initial=0, int create=0) |
| int | set_variable_vec2 (const char *name, float x, float y, int set_current=1, int set_initial=0, int create=0) |
| int | set_variable_vec3 (const char *name, float x, float y, float z, int set_current=1, int set_initial=0, int create=0) |
| int | set_variable_vec4 (const char *name, float x, float y, float z, float w, int set_current=1, int set_initial=0, int create=0) |
| int | set_variable_int (const char *name, int value, int set_current=1, int set_initial=0, int create=0) |
| int | get_variable_float (const char *name, float *value, int get_current=1) |
| int | get_variable_vec2 (const char *name, float *x, float *y, int get_current=1) |
| int | get_variable_vec3 (const char *name, float *x, float *y, float *z, int get_current=1) |
| int | get_variable_vec4 (const char *name, float *r, float *g, float *b, float *a, int get_current=1) |
| int | get_variable_int (const char *name, int *value, int get_current=1) |
| virtual void | set_textures_enabled (int enabled) |
| virtual int | bind_matrix (int bind_location, const float *mat) |
| bdiShaderProgram * | get_internal_data () |
Protected Member Functions | |
| int | load_and_compile_shader (const char *shader_filename, bool &shader_loaded) |
| char * | load_shader_source (const char *shader_filename) |
| void | free_shader_source (char *source_source) |
Protected Member Functions inherited from diguyGraphicsShaderProgram | |
| diguyGraphicsShaderProgram (void *internal_data) | |
| A protected constructor. More... | |
| virtual | ~diguyGraphicsShaderProgram () |
| A protected destructor. More... | |
Protected Attributes | |
| LPD3DXBUFFER | m_vertex_code |
| LPDIRECT3DVERTEXSHADER9 | m_vertex_shader |
| char | m_vertex_shader_filename [512] |
| bool | m_vertex_shader_loaded |
| LPD3DXBUFFER | m_pixel_code |
| LPDIRECT3DPIXELSHADER9 | m_pixel_shader |
| char | m_pixel_shader_filename [512] |
| bool | m_pixel_shader_loaded |
| bool | m_linked |
Additional Inherited Members | |
Static Public Member Functions inherited from diguyGraphicsShaderProgram | |
| static int | get_transposed_matrix_data () |
| Returns: The value specified in bdiGraphicsInitGraphicsAPI.transpose_shader_matrices. More... | |
| static int | get_use_4x3_shader_matrix_data () |
| Returns: The value specified in bdiGraphicsInitGraphicsAPI.use_4x3_shader_matrices. More... | |
| diguyDx9GraphicsShaderProgram::diguyDx9GraphicsShaderProgram | ( | void * | internal_data | ) |
4 Header files and forward declarations
| diguyDx9GraphicsShaderProgram::~diguyDx9GraphicsShaderProgram | ( | ) |
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This function will be called by DI-Guy when it is time for the vertex part of this shader to be loaded and compiled.
The utility function derive_diguy_shader_source_filename() can be used to convert the passed filename_base to an actual filename.
For example, assume that m_vertex_shader_filename is a character array of 512 bytes. The following function call would derive an appropriate vertex shader filename:
This function is called during the Build Stage.
Returns:
0 to indicate load was successful, -1 otherwise
Immediate Mode:
Immediate mode renderers usually do override this function.
Scene Graph:
Scene graph renderers usually do override this function.
Callable From:
Reimplemented from diguyGraphicsShaderProgram.
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This function is the pixel shader (AKA fragment shader in OpenGL) equivalent of load_vertex_shader_source().
Reimplemented from diguyGraphicsShaderProgram.
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This function will be called by DI-Guy when it is time for the shader program to be linked.
This function is called during the Build Stage after the load_vertex_shader_source() and load_pixel_shader_source() functions.
Once the link has successfully completed shader variable bind indices can be looked up.
Returns:
0 to indicate link was successful, -1 otherwise
Immediate Mode:
Immediate mode renderers usually do override this function.
Scene Graph:
Scene graph renderers can override this function.
Callable From:
Reimplemented from diguyGraphicsShaderProgram.
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virtual |
This function will be called by DI-Guy when this program is being bound for rendering.
It is during this function call that program level shader variables should be set. Program level variables will affect all shader operations in which this program is active. Variables that should affect specific instances of a shader should be set in diguyGraphicsShaderInstance::bind().
One example in the DI-Guy reference shaders is the ufrm_textures_enabled variable. Setting it to 0 will prevent textures from being applied during the shader program run.
This happens during the Draw Stage.
Immediate Mode:
Immediate mode renderers can override this function.
Scene Graph:
Scene graph renderers usually do not override this function; the renderer will typically do this internally. If shader variables need to be bound, however, this function should be overridden.
Callable From:
Reimplemented from diguyGraphicsShaderProgram.
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virtual |
In general variables that were set in bind() should be unset or unbound here.
This happens during the Draw Stage.
Immediate Mode:
Immediate mode renderers can override this function.
Scene Graph:
Scene graph renderers usually do not override this function; the renderer will typically do this internally. If the bind() function was overridden, however, this function probably should be, too.
Callable From:
Reimplemented from diguyGraphicsShaderProgram.
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This function will be called by DI-Guy when the matrix data of a character's links needs to be sent to the graphics card.
For GLSL-based shaders, these values are typically passed into the vertex shader via uniform variables.
Note that the format of the data in mat_data will be affected by the bdiGraphicsInitGraphicsAPI variable transpose_shader_matrices value.
Immediate Mode:
Immediate mode renderers usually do override this function.
Scene Graph:
Scene graph renderers usually do not override this function, but instead use diguyGraphicsShape::get_shader_matrix_data() during the Update Stage.
Callable From:
Reimplemented from diguyGraphicsShaderProgram.
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This function will be called by DI-Guy when the color data of a character's links needs to be sent to the graphics card.
For GLSL-based shaders, these values are typically passed into the vertex shader via uniform variables.
Callable From:
Reimplemented from diguyGraphicsShaderProgram.
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Reimplemented from diguyGraphicsShaderProgram.
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