D3DResourceManager.h

#ifndef D3DResourceManager_h_
#define D3DResourceManager_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 <list>

// Resources
#include <D3DGeometryItem.h>
#include <D3DTextureItem.h>

//#define D3D9_SUPPORTED
#if defined(D3D9_SUPPORTED)
#define WIN32_LEAN_AND_MEAN
#include <d3d9.h>
#include <d3dx9.h>

// Light Item
struct LightItem {
    D3DLIGHT9               m_lightDesc;
    MCallbackId             m_objectDeleteMonitor;
    MCallbackId             m_objectDirtyMonitor;
    bool                    m_enabled;
};
typedef std::list<LightItem*> LightItemList;

struct CameraItem {
    // View matrix parameters
    D3DXVECTOR3             m_vEyePt;       // Eye position
    D3DXVECTOR3             m_vLookatPt;    // Look at position
    D3DXVECTOR3             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
};

// Post-processing effect item
struct PostEffectItem
{
    LPD3DXEFFECT        fEffect;
    MString             fName;
};
typedef std::list<PostEffectItem*> PostEffectItemList;

// Surface effect item
struct SurfaceEffectItem
{
    LPD3DXEFFECT        fEffect;
    MString             fName;
};
typedef std::list<SurfaceEffectItem*> SurfaceEffectItemList;

class MDagPath;
class MObject;
class MRenderingInfo;

//
// Manager for D3D resources
//
class D3DResourceManager 
{
public:
    D3DResourceManager();
    virtual ~D3DResourceManager();

    D3DGeometry*            getGeometry( const MDagPath& dagPath, LPDIRECT3DDEVICE9 D3D);
    D3DTexture*             getTexture( MObject& mayaTexture);

    void                    clearResources(bool onlyInvalidItems, bool clearShaders);

    bool                    cleanupLighting(LPDIRECT3DDEVICE9 D3D);
    bool                    setupLighting(LPDIRECT3DDEVICE9 D3D);
    void                    enableLights( bool val, LPDIRECT3DDEVICE9 D3D );

    bool                    translateCamera( const MDagPath &cameraPath);
    CameraItem*             getCamera() { return &m_camera; }

    bool                    initializePostEffects( const MString &effectsLocation,
                                                    LPDIRECT3DDEVICE9 D3D);
    const MStringArray &    getListOfEnabledPostEffects();
    const PostEffectItemList & getPostEffectItemList() const
    {
        return m_PostEffectItemList;
    }

    bool                    initializeDefaultSurfaceEffect( const MString &effectsLocation, LPDIRECT3DDEVICE9 D3D,
                                                            const MString & effectName );
    const SurfaceEffectItemList & getSurfaceEffectItemList() const
    {
        return m_SurfaceEffectItemList;
    }

protected:
    void                    initializeDefaultCamera();
    //LPDIRECT3DDEVICE9     D3D

    // List of D3D lights corresponding to Maya lights.
    //
    LightItemList           m_lightItemList;
    unsigned int            m_numberLightsEnabled;

    // List of D3D geometry corresponding to Maya dag paths
    //
    GeometryItemList        m_geometryItemList;

    // List of D3D textures corresponding to Maya texture nodes
    //
    TextureItemList         m_textureItemList;

    // List od D3d 2D post processing effects
    PostEffectItemList      m_PostEffectItemList;
    // - List items (by name) in previous list which are enabled.   
    MStringArray            m_EnabledPostEffectItemList; 
    CameraItem              m_camera;

    // List of surface effect items (by name)
    SurfaceEffectItemList   m_SurfaceEffectItemList;
};

#endif

#endif /* D3DResourceManager_h_ */

//-
// ==========================================================================
// Copyright 1995,2006,2008 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.
// ==========================================================================
//+