D3DTextureItem.h

#ifndef D3DTextureItem_h_
#define D3DTextureItem_h_

#if defined(D3D9_SUPPORTED)

#include <maya/MObjectHandle.h>
#include <maya/MMessage.h> // For monitoring geometry list nodes
#include <list>

#define WIN32_LEAN_AND_MEAN
#include <d3d9.h>
#include <d3dx9.h>

//
// A class for a D3D texture
//
class D3DTexture
{
public:
    inline D3DTexture( MObject Node = MObject::kNullObj) : MayaTexture( Node), HwTexture( NULL) 
    {
        mipFilter = magFilter = minFilter = D3DTEXF_LINEAR;
        wrapU = D3DRS_WRAP0;
        wrapV = D3DRS_WRAP1;
        wrapW = D3DRS_WRAP2;
    }
    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 LPDIRECT3DTEXTURE9 Texture( LPDIRECT3DDEVICE9 D3D) { if( !HwTexture) Bind( D3D); return HwTexture; }
    void    setTextureState( LPDIRECT3DDEVICE9 D3D );

    D3DTEXTUREFILTERTYPE        minFilter;
    D3DTEXTUREFILTERTYPE        magFilter;
    D3DTEXTUREFILTERTYPE        mipFilter;
    D3DRENDERSTATETYPE wrapU;
    D3DRENDERSTATETYPE wrapV;
    D3DRENDERSTATETYPE wrapW;
private:
    void                Bind( LPDIRECT3DDEVICE9 D3D);
    LPDIRECT3DTEXTURE9  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 /* D3DTextureItem_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.
// ==========================================================================
//+