#ifndef DX11ResourceManager_h_
#define DX11ResourceManager_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 <string>
#include <map>
// Resources
#include "DX11GeometryItem.h"
#include "DX11TextureItem.h"
//#define DX11_SUPPORTED
#if defined(DX11_SUPPORTED)
#include <d3d11.h>
// for VS 2012, Win8 SDK includes DX sdk with some headers removed
#if _MSC_VER >= 1700
#include <dxgi.h>
#include <d3dx11.h>
#include <d3dcompiler.h>
#include <xnamath.h>
struct CameraItem {
// View matrix parameters
XMFLOAT3 m_vEyePt; // Eye position
XMFLOAT3 m_vLookatPt; // Look at position
XMFLOAT3 m_vUpVec; // Up vector
// Projection matrix parameters
float m_FieldOfView; // Field of view (in degrees)
float m_nearClip; // Near clip plane
float m_farClip; // Far clip plane
bool m_isOrtho; // Is orthographic
// Surface effect item
struct SurfaceEffectItem
ID3D11VertexShader* fVertexShader;
ID3D11PixelShader* fPixelShader;
ID3D11InputLayout* fInputLayout;
typedef std::map<std::string, SurfaceEffectItem*> SurfaceEffectItemList;
class MDagPath;
class MObject;
// Manager for D3D resources
class DX11ResourceManager
virtual ~DX11ResourceManager();
D3DGeometry* getGeometry( const MDagPath& dagPath, ID3D11Device* D3D);
D3DTexture* getTexture( MObject& mayaTexture);
void clearResources(bool onlyInvalidItems, bool clearShaders);
bool translateCamera( const MDagPath &cameraPath);
CameraItem* getCamera() { return &m_camera; }
bool initializeDefaultSurfaceEffect( const MString &effectsLocation, ID3D11Device* D3D,
const MString &effectName,
const MString& vsName, const MString& psName,
const D3D11_INPUT_ELEMENT_DESC* layout, int numLayoutElements );
const SurfaceEffectItemList & getSurfaceEffectItemList() const
return m_SurfaceEffectItemList;
void initializeDefaultCamera();
// List of D3D geometry corresponding to Maya dag paths
GeometryItemList m_geometryItemList;
// List of D3D textures corresponding to Maya texture nodes
TextureItemList m_textureItemList;
CameraItem m_camera;
// List of surface effect items (by name)
SurfaceEffectItemList m_SurfaceEffectItemList;
#endif /* DX11ResourceManager_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.
// ==========================================================================