DX11ViewportRenderer/DX11TextureItem.h

DX11ViewportRenderer/DX11TextureItem.h
#ifndef DX11TextureItem_h_
#define DX11TextureItem_h_
#if defined(DX11_SUPPORTED)
#include <maya/MObjectHandle.h>
#include <maya/MMessage.h> // For monitoring geometry list nodes
#include <list>
#define WIN32_LEAN_AND_MEAN
#include <d3d11.h>
#include <d3dx11.h>
//
// A class for a D3D texture
//
class D3DTexture
{
public:
inline D3DTexture( MObject Node = MObject::kNullObj) : MayaTexture( Node), HwTexture( NULL)
{
}
inline ~D3DTexture() { Release(); }
void Populate( MObject MayaTextureNode) { Release(); MayaTexture = MayaTextureNode; }
void Release() { if( HwTexture) { /* MGlobal::displayInfo( "Releasing D3D texture\n"); */ HwTexture->Release(); HwTexture = NULL; } }
inline MObject Node() const { return MayaTexture; }
inline ID3D11Resource* Texture( ID3D11Device* D3D) { if( !HwTexture) Bind( D3D); return HwTexture; }
void setTextureState( ID3D11Device* D3D );
private:
void Bind( ID3D11Device* D3D);
ID3D11Resource* HwTexture;
MObject MayaTexture;
};
// Class to associate D3DTexture with Maya texture nodes
struct TextureItem {
MObjectHandle m_mayaNode;
D3DTexture* m_texture;
MCallbackId m_objectDeleteMonitor;
MCallbackId m_objectChangeMonitor;
};
typedef std::list<TextureItem*> TextureItemList;
#endif
#endif /* DX11TextureItem_h_ */
//-
// ==========================================================================
// Copyright 2010 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.
// ==========================================================================
//+