D3DViewportRenderer/D3DViewportRenderer.h

D3DViewportRenderer/D3DViewportRenderer.h
#ifndef D3DViewportRenderer_h_
#define D3DViewportRenderer_h_
#include <maya/MImage.h>
#include <maya/MViewportRenderer.h>
#include <maya/MDagPath.h>
#include <maya/MObjectHandle.h>
#include <maya/MMessage.h> // For monitoring geometry list nodes
#include <maya/MStringArray.h>
#include <maya/MMatrix.h>
#include <list>
// Resources
#include "D3DResourceManager.h"
//#define D3D9_SUPPORTED
#if defined(D3D9_SUPPORTED)
#include <d3d9.h>
#include <d3dx9.h>
#endif
#if defined(D3D9_SUPPORTED)
// Vertex with just position attribute
struct PlainVertex
{
float x, y, z;
enum FVF
{
FVF_Flags = D3DFVF_XYZ
};
};
#endif
class MDagPath;
class MObject;
#pragma warning (disable:4324)
#pragma warning (disable:4239)
#pragma warning (disable:4701)
//
// Sample plugin viewport renderer using the Direct3D api.
//
class D3DViewportRenderer : public MViewportRenderer
{
public:
D3DViewportRenderer();
virtual ~D3DViewportRenderer();
// Required virtual overrides from MViewportRenderer
//
virtual MStatus initialize();
virtual MStatus uninitialize();
virtual MStatus render( const MRenderingInfo &renderInfo );
float version );
protected:
RenderingAPI m_API; // Rendering API
float m_Version; // Direct3D version number as float.
// Last / current render dimensions
unsigned int m_renderWidth;
unsigned int m_renderHeight;
#if defined(D3D9_SUPPORTED)
public:
bool buildRenderTargets(unsigned int width, unsigned int height);
bool translateCamera( const MRenderingInfo &renderInfo );
bool setupMatrices( const MRenderingInfo &renderInfo );
// Main entry point to render
bool renderToTarget( const MRenderingInfo &renderInfo );
// Regular scene drawing routines
bool drawScene( const MRenderingInfo &renderInfo );
bool drawBounds(const MMatrix &matrix, const MBoundingBox &box, bool filled, bool useDummyGeometry,
float color[3],
LPDIRECT3DVERTEXBUFFER9 buffer = NULL);
bool drawCube(float minVal[3], float maxVal[3], bool filled, bool useDummyGeometry,
float color[3],
LPDIRECT3DVERTEXBUFFER9 buffer = NULL);
bool drawSurface( const MDagPath &dagPath, bool active, bool templated);
bool setSurfaceMaterial( const MDagPath &dagPath );
bool setSurfaceMaterialShader( const MDagPath &dagPath, D3DGeometry* Geometry,
const D3DXMATRIXA16 &objectToWorld,
const D3DXMATRIXA16 &objectToWorldInvTranspose,
const D3DXMATRIXA16 &worldViewProjection,
const D3DXVECTOR4 &worldEyePosition);
// Post-processing
bool initializePostEffects(LPDIRECT3DDEVICE9 D3D);
void drawFullScreenQuad(float leftU, float topV,
float rightU, float bottomV,
float targetWidth, float targetHeight,
LPDIRECT3DDEVICE9 D3D);
bool postRenderToTarget();
// Readback to system memory from target
bool readFromTargetToSystemMemory();
// Resource management
const D3DResourceManager& resourceManager() const { return m_resourceManager; }
void clearResources(bool onlyInvalidItems, bool clearShaders);
protected:
// Basics to setup D3D
//
HWND m_hWnd; // Handle to window
LPDIRECT3D9 m_pD3D; // D3D
LPDIRECT3DDEVICE9 m_pD3DDevice; // Reference to a device
// Off screen render targets
//
bool m_wantFloatingPointTargets; // Do we want floating point render targets (intermediates)
D3DFORMAT m_intermediateTargetFormat; // Format used for intermediate render targets.
D3DFORMAT m_outputTargetFormat; // Output color buffer format.
LPDIRECT3DTEXTURE9 m_pTextureInterm; // Intermediate texture render target
LPDIRECT3DSURFACE9 m_pTextureIntermSurface; // Intermediate surface of the texture.
LPDIRECT3DTEXTURE9 m_pTextureOutput; // Output texture render target
LPDIRECT3DSURFACE9 m_pTextureOutputSurface; // Output surface of the texture.
LPDIRECT3DTEXTURE9 m_pTexturePost; // Intermediate Post-processing render target
// Offscreen depth / stencil. We create one for general purpose usage
D3DFORMAT m_depthStencilFormat; // Depth+stencil format. Same for all targets.
bool m_requireDepthStencilReadback;
LPDIRECT3DSURFACE9 m_pDepthStencilSurface;
LPDIRECT3DSURFACE9 m_SystemMemorySurface; // System memory surface for readback.
// Camera and model matrices
//
D3DXMATRIXA16 m_matWorld; // Object to world matrix
// System memory for colour buffer readback
MImage m_readBackBuffer;
LPDIRECT3DVERTEXBUFFER9 m_pBoundsBuffer;
LPD3DXMESH m_pGeometry;
// D3D Resources. Geometry, textures, lights, shaders etc.
//
D3DResourceManager m_resourceManager;
// Temporaries
D3DXMATRIXA16 m_currentViewMatrix;
MMatrix mm_currentViewMatrix;
D3DXMATRIXA16 m_currentProjectionMatrix;
#endif
};
#endif /* D3DViewportRenderer_h_ */
//-
// ==========================================================================
// Copyright 2015 Autodesk, Inc. All rights reserved.
//
// Use of this software is subject to the terms of the Autodesk
// license agreement provided at the time of installation or download,
// or which otherwise accompanies this software in either electronic
// or hard copy form.
// ==========================================================================
//+