D3DViewportRenderer.cpp

//-
// ==========================================================================
// 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.
// ==========================================================================
//+

#include <stdio.h>
#include <iostream>

#include <D3DViewportRenderer.h>

#include <maya/MGlobal.h>
#include <maya/MString.h>
#include <maya/MRenderingInfo.h>
#include <maya/MRenderTarget.h>
#include <maya/MFnCamera.h>
#include <maya/MAngle.h>
#include <maya/MPoint.h>
#include <maya/MVector.h>
#include <maya/MItDag.h>
#include <maya/MMatrix.h>
#include <maya/MDagPath.h>
#include <maya/MFnDagNode.h>
#include <maya/MFnMesh.h>
#include <maya/MItMeshPolygon.h>
#include <maya/MBoundingBox.h>
#include <maya/MImage.h>
#include <maya/MDrawTraversal.h>
#include <maya/MGeometryManager.h>
#include <maya/MGeometry.h>
#include <maya/MGeometryData.h>
#include <maya/MGeometryPrimitive.h>
#include <maya/MNodeMessage.h> // For monitor geometry list
#include <maya/MPlug.h>
#include <maya/MPlugArray.h>
#include <maya/MFnSet.h>
#include <maya/MFnNumericData.h>
#include <maya/MItDependencyGraph.h>
#include <maya/MMatrix.h>

#include <stdio.h>
#include <maya/MFnLight.h>
#include <maya/MFnSpotLight.h>

#include <maya/MPxHardwareShader.h>
#include <maya/MRenderProfile.h>

#if defined(D3D9_SUPPORTED)

// Screen space quad vertex
struct ScreenSpaceVertex
{
    D3DXVECTOR4 position; // position
    D3DXVECTOR2 texCoord; // texture coordinate

    static const DWORD FVF;
};
const DWORD ScreenSpaceVertex::FVF = D3DFVF_XYZRHW | D3DFVF_TEX1;


//
// Class : D3DViewportRenderer
//
// Very simple renderer using D3D to render to an offscreen render target.
// The contents are read back into system memory to blit into an OpenGL context.
//
// This example has been test compiled against the both the Feb. and April 2006 
// DirectX developer SDKs. Define the D3D9_SUPPORTED preprocessor directive 
// to compile D3D code in.
//
// These code items are work in progress:
//
// - camera is fixed to be perspective. No orthographic cameras yet.
// - offscreen surface is fixed in size.
// - surfaces can either be fixed RGBA8888 or floating point 16. Final output
//   is always fixed, though post-process tone-mapping can be applied before
//   final output.
// - post-process full screen effects are restricted to those which only require
//   color as input.
// - does not handle loss of device.
// - readback is for color only, no depth readback currently.
// - basic Maya material support in a fixed-function pipeline.
// - geometry support for polys for shaded with file texture on color channel.
//
//
#endif

D3DViewportRenderer::D3DViewportRenderer()
:   MViewportRenderer("D3DViewportRenderer")
{
    // Set the ui name
    fUIName.set( "Direct3D Renderer");

    // This renderer overrides all drawing
    fRenderingOverride = MViewportRenderer::kOverrideAllDrawing;

    // Set API and version number
    m_API = MViewportRenderer::kDirect3D;
    m_Version = 9.0f;

    // Default to something reasonable.
    m_renderWidth = 640;
    m_renderHeight = 480;

#if defined(D3D9_SUPPORTED)
    m_hWnd = 0;
    m_pD3D = 0;
    m_pD3DDevice = 0;
    m_pTextureOutput = 0;
    m_pTextureOutputSurface = 0;
    
    m_readBackBuffer.create(m_renderWidth, m_renderHeight, 4/* MPixelType type = kByte */);
    m_readBackBuffer.setRGBA( false );

    m_pBoundsBuffer = 0;
    m_pGeometry = 0;

    m_wantFloatingPointTargets = false;
    m_pTextureInterm = 0;
    m_pTextureIntermSurface = 0;
    m_pTexturePost = 0;

    m_pDepthStencilSurface = 0;
    m_SystemMemorySurface = 0;

    m_requireDepthStencilReadback = false;
#endif
}

/* virtual */
D3DViewportRenderer::~D3DViewportRenderer()
{
    uninitialize();
}

// Dummy window proc.
LRESULT CALLBACK D3DWindowProc( HWND   hWnd, 
                             UINT   msg, 
                             WPARAM wParam, 
                             LPARAM lParam )
{
    switch( msg )
    {
        case WM_CLOSE:
        {
            //PostQuitMessage(0);   -- can't allow this. Will kill Maya
        }
        break;

        case WM_DESTROY:
        {
            //PostQuitMessage(0);   -- can't allow this. Will kill Maya
        }
        break;
        
        default:
        {
            return DefWindowProc( hWnd, msg, wParam, lParam );
        }
        break;
    }

    return 0;
}

#if defined(D3D9_SUPPORTED)
bool
D3DViewportRenderer::buildRenderTargets(unsigned int width, unsigned int height)
{
    HRESULT hr = -1;

    // Nothing to do, just return
    if (width == m_renderWidth &&
        height == m_renderHeight &&
        m_pTextureInterm && 
        m_pTextureOutput &&
        m_pTexturePost)
    {
        return true;
    }

    // Set the new width and height
    m_renderWidth = width;
    m_renderHeight = height;

    //printf("New size = %d,%d\n", m_renderWidth, m_renderHeight);

    //
    // Create target for intermediate rendering
    //
    if (m_pTextureInterm)
    {
        m_pTextureInterm->Release();
        m_pTextureInterm = NULL;
    }
    if (m_pTextureIntermSurface)
    {
        m_pTextureIntermSurface->Release();
        m_pTextureIntermSurface = NULL;
    }
    if (!m_pTextureInterm)
    {
        hr = D3DXCreateTexture( m_pD3DDevice, 
            m_renderWidth, 
            m_renderHeight, 
            1, 
            D3DUSAGE_RENDERTARGET, 
            m_intermediateTargetFormat, /* Use intermediate target format */
            D3DPOOL_DEFAULT, 
            &m_pTextureInterm );

        // Failed to get target with desired intermediate format. Try for
        // fixed as a default
        m_intermediateTargetFormat = m_outputTargetFormat;
        if ( FAILED(hr) )
        {
            hr = D3DXCreateTexture( m_pD3DDevice, 
                m_renderWidth, 
                m_renderHeight, 
                1, 
                D3DUSAGE_RENDERTARGET, 
                m_intermediateTargetFormat, /* Use output target format */
                D3DPOOL_DEFAULT, 
                &m_pTextureInterm );
        }
        if ( FAILED(hr) )
        {
            MGlobal::displayWarning("Direct3D renderer : Failed to create intermediate texture for offscreen render target.");
            return false;
        }
    }
    if (m_pTextureInterm)
    {
        hr = m_pTextureInterm->GetSurfaceLevel( 0, &m_pTextureIntermSurface );
    }
    if ( FAILED(hr) )
    {
        MGlobal::displayWarning("Direct3D renderer : Failed to get surface for off-screen render target.");
        return false;
    }


    //
    // 2. Create output render targets
    //
    // If we don't want floating point, then the intermediate is
    // the final output format, so don't bother creating another one.
    // Just make the output point to the intermediate target.
    if (m_wantFloatingPointTargets)
    {
        if (m_pTextureOutput)
        {
            m_pTextureOutput->Release();
            m_pTextureOutput = NULL;
        }
        if (m_pTextureOutputSurface)
        {
            m_pTextureOutputSurface->Release();
            m_pTextureOutputSurface = NULL;
        }

        if (!m_pTextureOutput)
        {
            // Create texture for render target
            hr = D3DXCreateTexture( m_pD3DDevice, 
                m_renderWidth, 
                m_renderHeight, 
                1, 
                D3DUSAGE_RENDERTARGET, 
                m_outputTargetFormat, 
                D3DPOOL_DEFAULT, 
                &m_pTextureOutput );

            if ( FAILED(hr) )
            {
                MGlobal::displayWarning("Direct3D renderer : Failed to create texture for offscreen render target.");
                return false;
            }
        }

        // Get the surface (0) for the texture. Could probably do this one
        // per refresh and not keep it around...    
        if (m_pTextureOutput)
        {
            hr = m_pTextureOutput->GetSurfaceLevel( 0, &m_pTextureOutputSurface );
        }
        if ( FAILED(hr) )
        {
            MGlobal::displayWarning("Direct3D renderer : Failed to get surface for off-screen render target.");
            return false;
        }
    }
    else
    {
        m_pTextureOutput = m_pTextureInterm;
        m_pTextureOutputSurface = m_pTextureIntermSurface;
    }

    //
    // 3. Create post-process render targets
    //
    if (m_pTexturePost)
    {
        m_pTexturePost->Release();
        m_pTexturePost = NULL;
    }
    if (!m_pTexturePost)
    {
        hr = D3DXCreateTexture( m_pD3DDevice, 
            m_renderWidth, 
            m_renderHeight, 
            1, 
            D3DUSAGE_RENDERTARGET, 
            m_intermediateTargetFormat, /* Use intermediate target format */
            D3DPOOL_DEFAULT, 
            &m_pTexturePost );

        if ( FAILED(hr) )
        {
            MGlobal::displayWarning("Direct3D renderer : Failed to create texture for offscreen post-processing.");
            return false;
        }
    }

    // 4. Create system memory surface for readback
    if (m_SystemMemorySurface)
    {
        m_SystemMemorySurface->Release();
        m_SystemMemorySurface = 0;
    }
    if (!m_SystemMemorySurface)
    {
        hr = m_pD3DDevice->CreateOffscreenPlainSurface( m_renderWidth,
            m_renderHeight, m_outputTargetFormat, D3DPOOL_SYSTEMMEM,
            &m_SystemMemorySurface, NULL );
        if (FAILED(hr))
        {
            MGlobal::displayWarning("Direct3D renderer : Failed to create system memory readback surface.");
            return false;
        }
    }

    return (m_pTextureOutput && m_pTextureOutputSurface && m_pTextureInterm && 
            m_pTextureIntermSurface && m_pTexturePost && m_SystemMemorySurface);

#if defined(DEPTH_REQUIRED)
    // 5. Create depth stencil surface for access for readback.
    if (m_pDepthStencilSurface)
    {
        m_pDepthStencilSurface->Release();
        m_pDepthStencilSurface = 0;
    }
    if (m_requireDepthStencilReadback && !m_pDepthStencilSurface)
    {
        hr = m_pD3DDevice->CreateDepthStencilSurface( 
                        m_renderWidth, m_renderHeight, m_depthStencilFormat, D3DMULTISAMPLE_NONE, 
                        0, FALSE, 
                        &m_pDepthStencilSurface, NULL );
        if (FAILED(hr))
        {
            MGlobal::displayWarning("Direct3D renderer : Failed to create depth/stencil surface. Depth read back will not be available.");
        }
    }
#endif
}
#endif

/* virtual */   
MStatus 
D3DViewportRenderer::initialize()
{
    MStatus status = MStatus::kFailure;

#if defined(D3D9_SUPPORTED)

    // Do we want floating point targets
    //
    MString wantFloatingPoint("D3D_RENDERER_FLOAT_TARGETS");
    int value;
    if (!MGlobal::getOptionVarValue(wantFloatingPoint, value))
    {
        m_wantFloatingPointTargets = true;
    }
    else
    {
        m_wantFloatingPointTargets = (value != 0);
    }
    m_wantFloatingPointTargets = false;

    // Create the window to contain our off-screen target.
    //
    if (!m_hWnd)
    {
        // Register the window class
        WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, (WNDPROC) D3DWindowProc, 0L, 0L, 
                      GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                      "D3D Viewport Renderer", NULL };
        if (RegisterClassEx( &wc ))
        {
            m_hWnd = CreateWindow( "D3D Viewport Renderer", "D3D Viewport Renderer", 
                                    WS_OVERLAPPEDWINDOW, 0, 0, m_renderWidth, m_renderHeight,
                                    NULL, NULL, wc.hInstance, NULL );
        }
    }

    // Startup D3D
    if (m_hWnd)
    {
        if (!m_pD3D)
            m_pD3D = Direct3DCreate9( D3D_SDK_VERSION );
    }

    HRESULT hr;

    // Test for floating point buffer usage for render targets
    if (m_wantFloatingPointTargets)
    {
        m_intermediateTargetFormat = D3DFMT_A16B16G16R16F;
    }
    else
    {
        m_intermediateTargetFormat = D3DFMT_A8R8G8B8;
    }
    // The output target is always fixed8 for now.
    m_outputTargetFormat = D3DFMT_A8R8G8B8;
    if (m_requireDepthStencilReadback)
    {
        m_depthStencilFormat = D3DFMT_D32; // Let's try for 32-bit depth, not stencil
    }
    else
        m_depthStencilFormat = D3DFMT_D24S8; 

    // Create an appropriate device
    if (m_pD3D)
    {
        if (!m_pD3DDevice)
        {
            D3DPRESENT_PARAMETERS d3dpp; 
            ZeroMemory( &d3dpp, sizeof(d3dpp) );

            d3dpp.BackBufferFormat       = m_outputTargetFormat;
            d3dpp.Windowed               = TRUE; // Don't want full screen
            d3dpp.BackBufferWidth        = 1920; // Make it big enough to avoid clipping.
            d3dpp.BackBufferHeight       = 1680;
            d3dpp.SwapEffect             = D3DSWAPEFFECT_DISCARD;
            d3dpp.PresentationInterval   = D3DPRESENT_INTERVAL_IMMEDIATE;
            d3dpp.EnableAutoDepthStencil = TRUE;
            d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; 

            // Try hardware vertex processing first.
            //
            hr = m_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, m_hWnd,
                                        D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE,
                                        &d3dpp, &m_pD3DDevice );
            
            // Try software if we can't find hardware.
            if (FAILED(hr))
            {
                hr = m_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, m_hWnd,
                                        D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE,
                                        &d3dpp, &m_pD3DDevice );
            }
            if ( FAILED(hr) )
                m_pD3DDevice = 0;
        }
    }

    // Turn on Z buffer.
    if (m_pD3DDevice)
    {
        m_pD3DDevice->SetRenderState( D3DRS_ZENABLE, TRUE );

        bool builtRenderTargets = buildRenderTargets(640, 480); 
        if (builtRenderTargets)
        {
            MString shaderLocation(MString(getenv("MAYA_LOCATION")) + MString("\\bin\\HLSL"));

            // Load in any post effects from a given directory
            bool loaded = m_resourceManager.initializePostEffects( shaderLocation, m_pD3DDevice );

            // Load in default surface effect from a given directory
            const MString defaultSurfaceEffect("Maya_fixedFunction");
            loaded = m_resourceManager.initializeDefaultSurfaceEffect( shaderLocation, m_pD3DDevice, defaultSurfaceEffect);
            //printf("Loaded Maya fixed function = %d\n", loaded);

            // All elements must exist for success
            if (m_hWnd && m_pD3D && m_pD3DDevice && m_pTextureOutput && m_pTextureOutputSurface && 
                m_pTextureInterm && m_pTextureIntermSurface )
            {
                status = MStatus::kSuccess;
            }
        }
    }

    // If for any reason we failed. Cleanup what we can.
    if (status != MStatus::kSuccess)
    {
        uninitialize();
    }
#else
    status = MStatus::kSuccess;
#endif

    return status;
}

/* virtual */   
MStatus 
D3DViewportRenderer::uninitialize()
{   
#if defined(D3D9_SUPPORTED)
    // 
    // Cleanup D3D items
    //
    if ( m_pTextureOutput )
    {
        if (m_pTextureOutput != m_pTextureInterm)       
            m_pTextureOutput->Release();
        m_pTextureOutput = 0;
    }

    if ( m_pTextureOutputSurface )
    {
        if (m_pTextureOutputSurface != m_pTextureIntermSurface)
            m_pTextureOutputSurface->Release();
        m_pTextureOutputSurface = 0;
    }

    if ( m_pTextureInterm )
    {
        m_pTextureInterm->Release();
        m_pTextureInterm = 0;
    }

    if ( m_pTextureIntermSurface )
    {
        m_pTextureIntermSurface->Release();
        m_pTextureIntermSurface = 0;
    }

    if ( m_pTexturePost )
    {
        m_pTexturePost->Release();
        m_pTexturePost = 0;
    }

    if ( m_SystemMemorySurface )
    {
        m_SystemMemorySurface->Release();
        m_SystemMemorySurface = 0;
    }
    if (m_pDepthStencilSurface)
    {
        m_pDepthStencilSurface->Release();
        m_pDepthStencilSurface = 0;
    }

    if ( m_pBoundsBuffer != NULL )
    {
        m_pBoundsBuffer->Release(); 
        m_pBoundsBuffer = 0;
    }
    if (m_pGeometry)
    {
        m_pGeometry->Release();
        m_pGeometry = 0;
    }
    m_resourceManager.clearResources(false, true); /* wipe out shaders */

    if ( m_pD3DDevice )
    {
        m_pD3DDevice->Release();
        m_pD3DDevice = 0;
    }

    if ( m_pD3D )
    {
        m_pD3D->Release();  
        m_pD3D = 0;
    }

    // Clean up windowing items.
    //
    if (m_hWnd)
    {
        ReleaseDC( m_hWnd, GetDC(m_hWnd ));
        DestroyWindow(m_hWnd);
        UnregisterClass("D3D Viewport Renderer", GetModuleHandle(NULL));
        m_hWnd = 0;
    }

#endif
    return MStatus::kSuccess;
}

/* virtual */ 
MStatus 
D3DViewportRenderer::render(const MRenderingInfo &renderInfo)
{
    MStatus status;

    // Print some diagnostic information.
    //

#if defined(D3D9_SUPPORTED)
    const MRenderTarget & target = renderInfo.renderTarget();
    unsigned int currentWidth = target.width();
    unsigned int currentHeight = target.height();
    
    if (!buildRenderTargets(currentWidth, currentHeight))
        return MStatus::kFailure;
#endif

    //printf("Render using (%s : %s) renderer\n", fName.asChar(), fUIName.asChar());
    //printf("Render region: %d,%d -> %d, %d into target of size %d,%d\n", 
    //  renderInfo.originX(), renderInfo.originY(), renderInfo.width(), renderInfo.height(),
    //  target.width(), target.height() );


#if defined(D3D9_SUPPORTED)
    MViewportRenderer::RenderingAPI targetAPI = renderInfo.renderingAPI();
    //float targetVersion = renderInfo.renderingVersion();
    //printf("Render target API is %s (Version %g)\n", targetAPI == MViewportRenderer::kDirect3D ?
    //      "Direct3D" : "OpenGL", targetVersion);

    // Render if we get a valid camera
    const MDagPath &cameraPath = renderInfo.cameraPath();
    if ( m_resourceManager.translateCamera( cameraPath ) )
    {
        if ( renderToTarget( renderInfo ) )
        {
            // Read back results and set into an intermediate buffer,
            // if the target is not Direct3D. Also readback if we
            // want to debug the buffer.
            //
            bool requireReadBack = (targetAPI != MViewportRenderer::kDirect3D);
            if ( requireReadBack )
            {
                if (readFromTargetToSystemMemory())
                {
                    // Blit image back to OpenGL 
                    if (targetAPI == MViewportRenderer::kOpenGL)
                    {
                        // Center the image for now.
                        //
                        unsigned int targetW = target.width();
                        unsigned int targetH = target.height();                         
                        unsigned int m_readBackBufferWidth, m_readBackBufferHeight;
                        m_readBackBuffer.getSize(m_readBackBufferWidth, m_readBackBufferHeight);

                        if (m_readBackBufferWidth && m_readBackBufferHeight)
                        {
                            if (m_readBackBufferWidth > targetW ||
                                m_readBackBufferHeight > targetH)
                            {
                                m_readBackBuffer.resize(targetW, targetH);
                                target.writeColorBuffer( m_readBackBuffer, 0, 0 );
                            }
                            else
                            {
                                target.writeColorBuffer( m_readBackBuffer, 
                                    (short)(targetW/2 - m_readBackBufferWidth/2),
                                    (short)(targetH/2 - m_readBackBufferHeight/2));
                            }
                            status = MStatus::kSuccess;
                        }
                    }

                    // Blit image back to a software raster
                    else
                    {
                        // To ADD
                        status = MStatus::kFailure;
                    }
                }
                else
                    status = MStatus::kFailure;             
            }

            // Do nothing here. Direct rendering to D3D target
            // should be handled in renderToTarget().
            else 
            {
                status = MStatus::kSuccess;
            }
        }
        else
            status = MStatus::kFailure;
    }
    else
    {
        MGlobal::displayWarning("Direct3D renderer : No valid render camera to use. Nothing rendered\n");
        status = MStatus::kFailure;
    }
#else
        status = MStatus::kSuccess;
#endif
    return status;
}

/* virtual */ 
bool    
D3DViewportRenderer::nativelySupports( MViewportRenderer::RenderingAPI api, 
                                       float version )
{
    // Do API and version check
    return ((api == m_API) && (version == m_Version) );
}

/* virtual */ bool  
D3DViewportRenderer::override( MViewportRenderer::RenderingOverride override )
{
    // Check override
    return (override == fRenderingOverride);
}

// Rendering methods
#if defined(D3D9_SUPPORTED)

bool                    
D3DViewportRenderer::translateCamera( const MRenderingInfo &renderInfo )
//
// Description:
//      Translate Maya's camera 
//
{
    const MDagPath &cameraPath = renderInfo.cameraPath();
    if (cameraPath.isValid())
        return m_resourceManager.translateCamera( cameraPath );
    else
        return false;
}

bool D3DViewportRenderer::drawCube(float minVal[3], float maxVal[3], bool filled, bool useDummyGeometry,
                                   float color[3], LPDIRECT3DVERTEXBUFFER9 buffer /* = NULL */)
//
// Description:
//      Draw a rectangular bounds of min->max size.
//
{
    if (!m_pD3DDevice)
        return false;

    D3DMATERIAL9 Material;
    Material.Emissive.r = color[0]; 
    Material.Emissive.g = color[1]; 
    Material.Emissive.b = color[2]; 
    Material.Emissive.a = 1.0f; 
    Material.Ambient.r = color[0]; 
    Material.Ambient.g = color[1]; 
    Material.Ambient.b = color[2]; 
    Material.Ambient.a = 1.0f; 
    m_pD3DDevice->SetMaterial( &Material);
    m_pD3DDevice->LightEnable( 0, false);
    m_pD3DDevice->LightEnable( 1, false);
    m_pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);

    // Set up render state
    //
    if (!filled)
    {
        m_pD3DDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );
    }
    else
    {
        m_pD3DDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );      
    }
    m_pD3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
    m_pD3DDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_FLAT );

    // 
    if (!m_pGeometry)
    {
        if (useDummyGeometry)
        {
            //D3DXCreateSphere(m_pD3DDevice, 1.0f, 20, 20, &m_pGeometry, NULL);
            //D3DXCreateTeapot(m_pD3DDevice, &m_pGeometry, NULL);
            //D3DXCreateBox(m_pD3DDevice, 1.0, 1.0, 1.0, &m_pGeometry, NULL);
        }
    }
    if (useDummyGeometry && m_pGeometry)
    {
        m_pGeometry->DrawSubset(0);
        return true;
    }

    // Build a vertex buffer to hold a cube once.
    //
    LPDIRECT3DVERTEXBUFFER9 bufferToFill = m_pBoundsBuffer;
    if (!bufferToFill)
    {
        m_pD3DDevice->CreateVertexBuffer( 24*sizeof(PlainVertex),0, PlainVertex::FVF_Flags,
                                            D3DPOOL_DEFAULT, &bufferToFill, NULL );
    }
    if (!bufferToFill)
    {
        return false;
    }
    
    PlainVertex cube[] =
    {
        { minVal[0], maxVal[1], minVal[2]},
        { maxVal[0], maxVal[1], minVal[2]},
        { minVal[0], minVal[1], minVal[2] },
        { maxVal[0], minVal[1], minVal[2] },

        {minVal[0], maxVal[1], maxVal[2] },
        {minVal[0],minVal[1], maxVal[2] },
        { maxVal[0], maxVal[1], maxVal[2] },
        { maxVal[0],minVal[1], maxVal[2] },

        {minVal[0], maxVal[1], maxVal[2] },
        { maxVal[0], maxVal[1], maxVal[2] },
        {minVal[0], maxVal[1],minVal[2] },
        { maxVal[0], maxVal[1],minVal[2] },

        {minVal[0],minVal[1], maxVal[2] },
        {minVal[0],minVal[1],minVal[2] },
        { maxVal[0],minVal[1], maxVal[2] },
        { maxVal[0],minVal[1],minVal[2] },

        { maxVal[0], maxVal[1],minVal[2] },
        { maxVal[0], maxVal[1], maxVal[2] },
        { maxVal[0],minVal[1],minVal[2] },
        { maxVal[0],minVal[1], maxVal[2] },

        {minVal[0], maxVal[1],minVal[2] },
        {minVal[0],minVal[1],minVal[2] },
        {minVal[0], maxVal[1], maxVal[2] },
        {minVal[0],minVal[1], maxVal[2] }
    };

    void *pVertices = NULL;

    // Do this everytime as we don't store more than one box,
    // and we don't check for changes in bounds sizes.
    //
    bufferToFill->Lock( 0, sizeof(cube), (void**)&pVertices, 0 );
    memcpy( pVertices, cube, sizeof(cube) );
    bufferToFill->Unlock();

    m_pD3DDevice->SetStreamSource( 0, bufferToFill, 0, sizeof(PlainVertex) );
    m_pD3DDevice->SetFVF( PlainVertex::FVF_Flags );


    m_pD3DDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP,  0, 2 );
    m_pD3DDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP,  4, 2 );
    m_pD3DDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP,  8, 2 );
    m_pD3DDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 12, 2 );
    m_pD3DDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 16, 2 );
    m_pD3DDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 20, 2 );

    m_pD3DDevice->LightEnable( 0, true);
    m_pD3DDevice->LightEnable( 1, true);

    return true;
}

void                    
D3DViewportRenderer::clearResources(bool onlyInvalidItems, bool clearShaders)
{
    m_resourceManager.clearResources( onlyInvalidItems, clearShaders );
}

MObject findShader( MObject& setNode )
//
//  Description:
//      Find the shading node for the given shading group set node.
//
{
    MFnDependencyNode fnNode(setNode);
    MPlug shaderPlug = fnNode.findPlug("surfaceShader");
            
    if (!shaderPlug.isNull()) {         
        MPlugArray connectedPlugs;
        bool asSrc = false;
        bool asDst = true;
        shaderPlug.connectedTo( connectedPlugs, asDst, asSrc );

        if (connectedPlugs.length() != 1)
            MGlobal::displayError("Error getting shader");
        else 
            return connectedPlugs[0].node();
    }           
    
    return MObject::kNullObj;
}

bool D3DViewportRenderer::setSurfaceMaterialShader( const MDagPath &dagPath, D3DGeometry* Geometry,
                                                    const D3DXMATRIXA16 &objectToWorld, 
                                                    const D3DXMATRIXA16 &objectToWorldInvTranspose, 
                                                    const D3DXMATRIXA16 &worldViewProjection,
                                                    const D3DXVECTOR4 &worldEyePosition)
{
    if (!Geometry)
        return false;

    const SurfaceEffectItemList & surfaceEffects = m_resourceManager.getSurfaceEffectItemList();
    bool havePixelShader = (surfaceEffects.size() > 0);
    if (havePixelShader)
    {
        // Default is always the first shader !
        SurfaceEffectItem *defaultItem = surfaceEffects.front();
        if (defaultItem)
        {
            ID3DXEffect* effect = defaultItem->fEffect;
            if (effect)
            {
                //printf("Setup effects technique...\n");
                HRESULT hres = effect->SetTechnique("MayaPhong");
                if (hres != D3D_OK)
                    havePixelShader = false;
                else
                {
                    //printf("Set up effect parameters\n");
                    D3DXHANDLE handle;
                    handle = effect->GetParameterBySemantic( NULL, "WorldView" );
                    effect->SetMatrix( handle, &objectToWorld );
                    handle = effect->GetParameterBySemantic( NULL, "WorldViewInverseTranspose" );
                    effect->SetMatrix( handle, &objectToWorldInvTranspose );
                    handle = effect->GetParameterBySemantic( NULL, "WorldViewProjection" );
                    effect->SetMatrix( handle, &worldViewProjection );

                    // Required for specular lighting.
                    //effect->SetVector( "worldEyePosition", &worldEyePosition );

                    // Setup lighting parameters
                    MItDag dagIterator( MItDag::kDepthFirst, MFn::kLight );
                    MDagPath lightPath;
                    for (; !dagIterator.isDone(); dagIterator.next())
                    {
                        if ( !dagIterator.getPath(lightPath) )
                            continue;
                        MFnLight    fnLight( lightPath );
                        MTransformationMatrix worldMatrix = lightPath.inclusiveMatrix();

                        MVector translation = worldMatrix.translation( MSpace::kWorld );
                        MVector direction( 0.0, 0.0, 1.0 ); 
                        direction *= worldMatrix.asMatrix();
                        direction.normalize();

                        // Hard coded for directional only currently
                        D3DXVECTOR4 e_val((float)direction.x, (float)direction.y, (float)direction.z, 1.0f );
                        hres = effect->SetVector( "lightDir", &e_val );

                        MColor      colorVal = fnLight.color();
                        float intensity = fnLight.intensity();

                        D3DXVECTOR4 c_val( colorVal.r * intensity, colorVal.g * intensity, colorVal.b * intensity, 1.0f );
                        hres = effect->SetVector( "lightColor", &c_val );
                    }
    
                    // Setup material parameters
                    //
                    bool isTransparent = false;
                    MFnMesh fnMesh(dagPath);
                    MObjectArray sets;
                    MObjectArray comps;
                    unsigned int instanceNum = dagPath.instanceNumber();
                    if (!fnMesh.getConnectedSetsAndMembers(instanceNum, sets, comps, true))
                        MGlobal::displayError("ERROR: MFnMesh::getConnectedSetsAndMembers");
                    if (sets.length())
                    {
                        MObject set = sets[0];
                        MObject comp = comps[0];

                        MStatus status;
                        MObject shaderNode = findShader(set);
                        if (shaderNode != MObject::kNullObj)
                        {                               
                            float rgb[3];

                            MPlug colorPlug = MFnDependencyNode(shaderNode).findPlug("color", &status);
                            D3DTexture* Texture = NULL;
                            if (status != MS::kFailure)
                            {
                                MItDependencyGraph It( colorPlug, MFn::kFileTexture, MItDependencyGraph::kUpstream);
                                if( !It.isDone())
                                {
                                    Texture = m_resourceManager.getTexture( It.thisNode());
                                    hres = effect->SetTexture( "diffuseTexture", Texture->Texture( m_pD3DDevice ));
                                    D3DXVECTOR4 e_val(1.0f, 1.0f, 1.0f, 1.0f );
                                    hres = effect->SetVector( "diffuseMaterial", &e_val);

                                    // Change the technique to a textured one
                                    hres = effect->SetTechnique("MayaPhongTextured");
                                }
                                else
                                {
                                    MObject data;
                                    colorPlug.getValue( data);
                                    MFnNumericData val(data);
                                    val.getData( rgb[0], rgb[1], rgb[2]);
                                    
                                    D3DXVECTOR4 e_val(rgb[0], rgb[1], rgb[2], 1.0f );
                                    hres = effect->SetVector( "diffuseMaterial", &e_val);
                                }
                            }

                            MPlug diffusePlug = MFnDependencyNode(shaderNode).findPlug("diffuse", &status);
                            if (status != MS::kFailure)
                            {
                                MObject data;
                                float diff;
                                diffusePlug.getValue( diff );
                                //Material.Diffuse.r *= (float)diff;
                                //Material.Diffuse.g *= (float)diff; 
                                //Material.Diffuse.b *= (float)diff;
                            }
                            MPlug ambientColorPlug = MFnDependencyNode(shaderNode).findPlug("ambientColor", &status);
                            if (status != MS::kFailure)
                            {
                                MObject data;
                                ambientColorPlug .getValue( data);
                                MFnNumericData val(data);
                                val.getData( rgb[0], rgb[1], rgb[2]);

                                D3DXVECTOR4 e_val( rgb[0], rgb[1], rgb[2], 1.0f );
                                effect->SetVector( "ambientMaterial", &e_val );
                            }
                            MPlug transparencyPlug = MFnDependencyNode(shaderNode).findPlug("transparency", &status);
                            if (status != MS::kFailure)
                            {
                                MObject data;
                                transparencyPlug.getValue( data);
                                MFnNumericData val(data);
                                val.getData( rgb[0], rgb[1], rgb[2]);

                                D3DXVECTOR4 e_val( 1.0f - rgb[0], 1.0f - rgb[1], 1.0f - rgb[2], 1.0f );
                                effect->SetVector( "transparency", &e_val );
                                if (rgb[0] < 1.0f || rgb[1] < 1.0f || rgb[2] < 1.0f)
                                    isTransparent = true;
                            }
                            MPlug incandescencePlug = MFnDependencyNode(shaderNode).findPlug("incandescence", &status);
                            if (status != MS::kFailure)
                            {
                                MObject data;
                                incandescencePlug.getValue( data);
                                MFnNumericData val(data);
                                val.getData( rgb[0], rgb[1], rgb[2]);
                                //Material.Emissive.r = (float)rgb[0]; 
                                //Material.Emissive.g = (float)rgb[1]; 
                                //Material.Emissive.b = (float)rgb[2]; Material.Emissive.a = 1.0f; 
                            }
                            MPlug specularColorPlug = MFnDependencyNode(shaderNode).findPlug("specularColor", &status);
                            if (status != MS::kFailure)
                            {
                                MObject data;
                                specularColorPlug.getValue( data);
                                MFnNumericData val(data);
                                val.getData( rgb[0], rgb[1], rgb[2]);

                                D3DXVECTOR4 e_val( rgb[0], rgb[1], rgb[2], 1.0f );
                                effect->SetVector( "specularMaterial", &e_val );
                            }                       
                            // Rough approximations for Phong, PhongE, and Blinn.
                            //
                            if (shaderNode.hasFn(MFn::kLambert))
                            {
                                effect->SetFloat( "specularPower", 0.0f );
                            }
                            if (shaderNode.hasFn(MFn::kPhong))
                            {
                                MPlug cosinePowerPlug = MFnDependencyNode(shaderNode).findPlug("cosinePower", &status);
                                if (status != MS::kFailure)
                                {
                                    MObject data;
                                    float cosPower = 0.0f;
                                    cosinePowerPlug.getValue( cosPower );
                                    hres = effect->SetFloat( "specularPower", cosPower * 4.0f );
                                }                       
                            }
                            else if (MFn::kBlinn)
                            {
                                MPlug eccentricityPlug = MFnDependencyNode(shaderNode).findPlug("eccentricity", &status);
                                if (status != MS::kFailure)
                                {
                                    // Maya's funky remapping of eccentricity into cosinePower.
                                    //
                                    MObject data;
                                    float eccentricity = 0.0f;
                                    eccentricityPlug.getValue( eccentricity );
                                    hres = effect->SetFloat( "specularPower", (eccentricity < 0.03125f) ? 128.0f : 4.0f / eccentricity );
                                }
                            }
                            else // if (shaderNode.hasFn(MFn::kPhongE))
                            {
                                MPlug roughnessPlug = MFnDependencyNode(shaderNode).findPlug("roughness", &status);
                                if (status != MS::kFailure)
                                {
                                    MObject data;
                                    float roughness = 0.0f;
                                    roughnessPlug.getValue( roughness );
                                    hres = effect->SetFloat( "specularPower", roughness * 4.0f );
                                }
                            }
                        }
                    }

                    unsigned int numPasses;
                    effect->Begin( &numPasses, 0 );
                    if (hres != D3D_OK)
                        havePixelShader = false;
                    else
                    {
                        //printf("Draw %d passes\n", numPasses);
                        for (unsigned int p=0; p<numPasses; ++p)
                        {
                            hres = effect->BeginPass( p );
                            if (hres == D3D_OK) 
                            {
                                // Enable transparency if required by material.
                                //
                                //m_pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, isTransparent);
                                //m_pD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
                                //m_pD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

                                //printf("Draw surface shader pass\n");
                                Geometry->Render( m_pD3DDevice);
                            }
                            hres = effect->EndPass();
                        }
                    }
                    hres = effect->End();
                    if (hres != D3D_OK) 
                        havePixelShader = false;
                }
            }
        }
    }

    return havePixelShader;
}


bool D3DViewportRenderer::setSurfaceMaterial( const MDagPath &dagPath )
{
    D3DMATERIAL9 Material;
    bool isTransparent = false;

    MFnMesh fnMesh(dagPath);
    MObjectArray sets;
    MObjectArray comps;
    unsigned int instanceNum = dagPath.instanceNumber();
    if (!fnMesh.getConnectedSetsAndMembers(instanceNum, sets, comps, true))
        MGlobal::displayError("ERROR : MFnMesh::getConnectedSetsAndMembers");
    for ( unsigned i=0; i<sets.length(); i++ ) 
    {
        MObject set = sets[i];
        MObject comp = comps[i];

        MStatus status;
        MFnSet fnSet( set, &status );
        if (status == MS::kFailure) {
            MGlobal::displayError("ERROR: MFnSet::MFnSet");
            continue;
        }

        MObject shaderNode = findShader(set);
        if (shaderNode != MObject::kNullObj)
        {                               
            float rgb[3];

            MPlug colorPlug = MFnDependencyNode(shaderNode).findPlug("color", &status);
            D3DTexture* Texture = NULL;
            if (status != MS::kFailure)
            {
                MItDependencyGraph It( colorPlug, MFn::kFileTexture, MItDependencyGraph::kUpstream);
                if( !It.isDone())
                {
                    Texture = m_resourceManager.getTexture( It.thisNode());
                    m_pD3DDevice->SetTexture( 0, Texture->Texture( m_pD3DDevice));
                    m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
                    m_pD3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
                    m_pD3DDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
                    m_pD3DDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
                    m_pD3DDevice->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
                    m_pD3DDevice->SetRenderState(D3DRS_WRAP0, D3DWRAPCOORD_0);
                    m_pD3DDevice->SetRenderState(D3DRS_WRAP1, D3DWRAPCOORD_1);
                    Material.Diffuse.r = Material.Diffuse.g = Material.Diffuse.b = Material.Diffuse.a = 1.0f; 
                }
                else
                {
                    m_pD3DDevice->SetTexture( 0, NULL);
                    MObject data;
                    colorPlug.getValue( data);
                    MFnNumericData val(data);
                    val.getData( rgb[0], rgb[1], rgb[2]);
                    Material.Diffuse.r = (float)rgb[0]; 
                    Material.Diffuse.g = (float)rgb[1]; 
                    Material.Diffuse.b = (float)rgb[2]; Material.Diffuse.a = 1.0f; 
                }
            }

            MPlug diffusePlug = MFnDependencyNode(shaderNode).findPlug("diffuse", &status);
            if (status != MS::kFailure)
            {
                MObject data;
                float diff;
                diffusePlug.getValue( diff );
                Material.Diffuse.r *= (float)diff;
                Material.Diffuse.g *= (float)diff; 
                Material.Diffuse.b *= (float)diff;
            }
            MPlug ambientColorPlug = MFnDependencyNode(shaderNode).findPlug("ambientColor", &status);
            if (status != MS::kFailure)
            {
                MObject data;
                ambientColorPlug .getValue( data);
                MFnNumericData val(data);
                val.getData( rgb[0], rgb[1], rgb[2]);
                Material.Ambient.r = (float)rgb[0]; 
                Material.Ambient.g = (float)rgb[1]; 
                Material.Ambient.b = (float)rgb[2]; Material.Ambient.a = 1.0f; 
            }
            MPlug transparencyPlug = MFnDependencyNode(shaderNode).findPlug("transparency", &status);
            if (status != MS::kFailure)
            {
                MObject data;
                transparencyPlug.getValue( data);
                MFnNumericData val(data);
                val.getData( rgb[0], rgb[1], rgb[2]);
                Material.Diffuse.a = 1.0f - (rgb[0] + rgb[1] + rgb[2]) / 3.0f;
                if (Material.Diffuse.a < 1.0f)
                    isTransparent = true;
            }
            MPlug incandescencePlug = MFnDependencyNode(shaderNode).findPlug("incandescence", &status);
            if (status != MS::kFailure)
            {
                MObject data;
                incandescencePlug.getValue( data);
                MFnNumericData val(data);
                val.getData( rgb[0], rgb[1], rgb[2]);
                Material.Emissive.r = (float)rgb[0]; 
                Material.Emissive.g = (float)rgb[1]; 
                Material.Emissive.b = (float)rgb[2]; Material.Emissive.a = 1.0f; 
            }
            MPlug specularColorPlug = MFnDependencyNode(shaderNode).findPlug("specularColor", &status);
            if (status != MS::kFailure)
            {
                MObject data;
                specularColorPlug.getValue( data);
                MFnNumericData val(data);
                val.getData( rgb[0], rgb[1], rgb[2]);
                Material.Specular.r = (float)rgb[0]; 
                Material.Specular.g = (float)rgb[1]; 
                Material.Specular.b = (float)rgb[2]; Material.Specular.a = 1.0f; 
            }                       
            // Rough approximations for Phong, PhongE, and Blinn.
            //
            Material.Power = 20.0f;
            if (shaderNode.hasFn(MFn::kLambert))
            {
                Material.Power = 0.0f;
            }
            if (shaderNode.hasFn(MFn::kPhong))
            {
                MPlug cosinePowerPlug = MFnDependencyNode(shaderNode).findPlug("cosinePower", &status);
                if (status != MS::kFailure)
                {
                    MObject data;
                    float cosPower = 0.0f;
                    cosinePowerPlug.getValue( cosPower );
                    Material.Power = cosPower * 4.0f;
                }                       
            }
            else if (MFn::kBlinn)
            {
                MPlug eccentricityPlug = MFnDependencyNode(shaderNode).findPlug("eccentricity", &status);
                if (status != MS::kFailure)
                {
                    // Maya's funky remapping of eccentricity into cosinePower.
                    //
                    MObject data;
                    float eccentricity = 0.0f;
                    eccentricityPlug.getValue( eccentricity );
                    Material.Power = (eccentricity < 0.03125f) ? 128.0f : 4.0f / eccentricity;
                }
            }
            else // if (shaderNode.hasFn(MFn::kPhongE))
            {
                MPlug roughnessPlug = MFnDependencyNode(shaderNode).findPlug("roughness", &status);
                if (status != MS::kFailure)
                {
                    MObject data;
                    float roughness = 0.0f;
                    roughnessPlug.getValue( roughness );
                    Material.Power = roughness * 4.0f;
                }
            }
            break;
        }
    }

    // Enable transparency if required by material.
    //
    m_pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, isTransparent);
    m_pD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
    m_pD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

    m_pD3DDevice->SetMaterial( &Material);

    return true;
}

bool D3DViewportRenderer::drawSurface( const MDagPath &dagPath, bool active, bool templated)
{
    bool drewSurface = false;

    if ( !dagPath.hasFn( MFn::kMesh ))
    {
        MMatrix  matrix = dagPath.inclusiveMatrix();
        MFnDagNode dagNode(dagPath);
        MBoundingBox box = dagNode.boundingBox();
        float color[3] = {0.6f, 0.3f, 0.0f};
        if (active)
        {
            color[0] = 1.0f;
            color[1] = 1.0f;
            color[2] = 1.0f;
        }
        else if (templated)
        {
            color[0] = 1.0f;
            color[1] = 0.686f;
            color[2] = 0.686f;
        }
        drawBounds( matrix, box, false, true, color);
        return true;
    }

    if ( dagPath.hasFn( MFn::kMesh ))
    {
        MMatrix  matrix = dagPath.inclusiveMatrix();
        MFnDagNode dagNode(dagPath);

        // Look for any hardware shaders which can draw D3D first.
        //
        bool drewWithHwShader = false;
        {
            MFnMesh fnMesh(dagPath);
            MObjectArray sets;
            MObjectArray comps;
            unsigned int instanceNum = dagPath.instanceNumber();
            if (!fnMesh.getConnectedSetsAndMembers(instanceNum, sets, comps, true))
                MGlobal::displayError("ERROR : MFnMesh::getConnectedSetsAndMembers");
            for ( unsigned i=0; i<sets.length(); i++ ) 
            {
                MObject set = sets[i];
                MObject comp = comps[i];

                MStatus status;
                MFnSet fnSet( set, &status );
                if (status == MS::kFailure) {
                    MGlobal::displayError("ERROR: MFnSet::MFnSet");
                    continue;
                }

                MObject shaderNode = findShader(set);
                if (shaderNode != MObject::kNullObj)
                {
                    MPxHardwareShader * hwShader = 
                        MPxHardwareShader::getHardwareShaderPtr( shaderNode );

                    if (hwShader)
                    {
                        const MRenderProfile & profile = hwShader->profile();
                        if (profile.hasRenderer( MRenderProfile::kMayaD3D))
                        {
                            // Render a Maya D3D hw shader here....
                            //printf("Found a D3D hw shader\n");
                            //drewWithHwShader = true;
                        }
                    }
                }
            }
        }

        // Get the geometry buffers for this bad boy and render them
        D3DGeometry* Geometry = m_resourceManager.getGeometry( dagPath, m_pD3DDevice);
        if( Geometry)
        {
            // Transform from object to world space
            //
            D3DXMATRIXA16 objectToWorld = D3DXMATRIXA16
                (
                (float)matrix.matrix[0][0], (float)matrix.matrix[0][1], (float)matrix.matrix[0][2], (float)matrix.matrix[0][3],
                (float)matrix.matrix[1][0], (float)matrix.matrix[1][1], (float)matrix.matrix[1][2], (float)matrix.matrix[1][3],
                (float)matrix.matrix[2][0], (float)matrix.matrix[2][1], (float)matrix.matrix[2][2], (float)matrix.matrix[2][3],
                (float)matrix.matrix[3][0], (float)matrix.matrix[3][1], (float)matrix.matrix[3][2], (float)matrix.matrix[3][3]
            );

            m_pD3DDevice->SetTransform( D3DTS_WORLD, &objectToWorld );
            m_pD3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
            m_pD3DDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_GOURAUD );
            m_pD3DDevice->SetRenderState( D3DRS_AMBIENT, 0xFFFFFFFF );
            m_pD3DDevice->SetRenderState( D3DRS_VERTEXBLEND, FALSE );
            m_pD3DDevice->SetRenderState( D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE );
            m_pD3DDevice->SetRenderState( D3DRS_COLORWRITEENABLE, 0xFFFFFFFF );

            if (!drewWithHwShader)
            {
                // Get material properties for shader associated with mesh
                //
                // 1. Try to draw with the sample internal programmable shader
                bool drewGeometryWithShader = false;
                // optionVar -iv "D3D_USE_PIXEL_SHADER" 1; // Set it
                // optionVar -remove "D3D_USE_PIXEL_SHADER"; // Remove it
                MString usePixelShader("D3D_USE_PIXEL_SHADER");
                int val = 0;
                if (MGlobal::getOptionVarValue(usePixelShader, val))
                {
                    MMatrix  itmatrix = matrix.inverse().transpose();
                    D3DXMATRIXA16 objectToWorldInvTransp = D3DXMATRIXA16
                        (
                        (float)itmatrix.matrix[0][0], (float)itmatrix.matrix[0][1], (float)itmatrix.matrix[0][2], (float)itmatrix.matrix[0][3],
                        (float)itmatrix.matrix[1][0], (float)itmatrix.matrix[1][1], (float)itmatrix.matrix[1][2], (float)itmatrix.matrix[1][3],
                        (float)itmatrix.matrix[2][0], (float)itmatrix.matrix[2][1], (float)itmatrix.matrix[2][2], (float)itmatrix.matrix[2][3],
                        (float)itmatrix.matrix[3][0], (float)itmatrix.matrix[3][1], (float)itmatrix.matrix[3][2], (float)itmatrix.matrix[3][3]
                    );

                    MVector eyePos( 0.0, 0.0, 0.0 );
                    eyePos *= mm_currentViewMatrix;
                    D3DXVECTOR4 worldEye( (float)eyePos[0], (float)eyePos[1], (float)eyePos[2], (float)eyePos[3]);

                    drewGeometryWithShader = setSurfaceMaterialShader( dagPath, Geometry, objectToWorld, objectToWorldInvTransp,
                        objectToWorld * m_currentViewMatrix * m_currentProjectionMatrix,
                        worldEye );
                }

                // 2. Draw with fixed function shader
                if (!drewGeometryWithShader)
                {
                    // Set up a default material, just in case there is none.
                    //
                    D3DMATERIAL9 Material;
                    if (active)
                    {
                        m_pD3DDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
                        Material.Diffuse.r = 1.0f; Material.Diffuse.g = 1.0f; Material.Diffuse.b = 1.0f; Material.Diffuse.a = 1.0f; 
                    }
                    else if (templated)
                    {
                        m_pD3DDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );
                        Material.Diffuse.r = 1.0f; Material.Diffuse.g = 0.686f; Material.Diffuse.b = 0.686f; Material.Diffuse.a = 1.0f; 
                    }
                    else
                    {
                        m_pD3DDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
                        Material.Diffuse.r = 0.5f; Material.Diffuse.g = 0.5f; Material.Diffuse.b = 0.5f; Material.Diffuse.a = 1.0f; 
                    }
                    Material.Ambient.r = 0.0f; Material.Ambient.g = 0.0f; Material.Ambient.b = 0.0f; Material.Ambient.a = 0.0f; 
                    Material.Specular.r = 1.0f; Material.Specular.g = 1.0f; Material.Specular.b = 1.0f; Material.Specular.a = 1.0f; 
                    Material.Emissive.r = 0.0f; Material.Emissive.g = 0.0f; Material.Emissive.b = 0.0f; Material.Emissive.a = 0.0f; 
                    Material.Power = 50.0f;

                    bool scanForMayaMaterial = true;
                    if (!templated && scanForMayaMaterial)
                    {
                        if (!setSurfaceMaterial( dagPath ))
                        {
                            m_pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
                            m_pD3DDevice->SetMaterial( &Material);
                        }
                    }

                    Geometry->Render( m_pD3DDevice);
                }
            }

            // Draw wireframe on top
            //
            m_pD3DDevice->SetTexture( 0, NULL);
            m_pD3DDevice->SetRenderState(D3DRS_WRAP0, 0);
            m_pD3DDevice->SetRenderState(D3DRS_WRAP1, 0);

            if (active)
            {
                bool drawActiveWithBounds = false;
                if (drawActiveWithBounds)
                {
                    MBoundingBox box = dagNode.boundingBox();
                    float color[3] = {1.0f, 1.0f, 1.0f};
                    drawBounds( matrix, box, false, false, color );
                }
                else
                {
                    D3DMATERIAL9 Material;
                    Material.Emissive.r = 1.0; 
                    Material.Emissive.g = 1.0; 
                    Material.Emissive.b = 1.0; 
                    Material.Emissive.a = 1.0f; 
                    Material.Ambient.r = 1.0; 
                    Material.Ambient.g = 1.0; 
                    Material.Ambient.b = 1.0; 
                    Material.Ambient.a = 1.0f; 
                    m_pD3DDevice->SetMaterial( &Material);
                    m_resourceManager.enableLights( FALSE, m_pD3DDevice );
                    m_pD3DDevice->SetRenderState( D3DRS_ANTIALIASEDLINEENABLE, TRUE );
                    m_pD3DDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_FLAT );
                    m_pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
                    m_pD3DDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );
                    m_pD3DDevice->SetRenderState( D3DRS_SLOPESCALEDEPTHBIAS, 100 );
                    m_pD3DDevice->SetRenderState( D3DRS_DEPTHBIAS, 10 );

                    Geometry->Render( m_pD3DDevice);                

                    m_pD3DDevice->SetRenderState( D3DRS_DEPTHBIAS, 0 );
                    m_pD3DDevice->SetRenderState( D3DRS_SLOPESCALEDEPTHBIAS, 0 );
                    m_pD3DDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );      
                    m_resourceManager.enableLights( TRUE, m_pD3DDevice );
                }
            }
        } // If Geometry
    }
    return drewSurface;
}

bool D3DViewportRenderer::drawScene(const MRenderingInfo &renderInfo)
//
// Description:
//      Draw the Maya scene, using a custom traverser.
//
{
    bool useDrawTraversal = true;
    float groundPlaneColor[3] = { 0.8f, 0.8f, 0.8f };

    if (useDrawTraversal)
    {
        const MDagPath &cameraPath = renderInfo.cameraPath();
        if (cameraPath.isValid())
        {
            // You can actually keep the traverser classes around
            // if desired. Here we just create temporary traversers
            // on the fly.
            //
            MDrawTraversal *trav = new MDrawTraversal;
            if (!trav)
            {
                MGlobal::displayWarning("Direct3D renderer : failed to create a traversal class !\n");
                return true;
            }

            trav->enableFiltering( false );

            const MRenderTarget &renderTarget = renderInfo.renderTarget();
            trav->setFrustum( cameraPath, renderTarget.width(), 
                              renderTarget.height() );

            if (!trav->frustumValid())
            {
                MGlobal::displayWarning("Direct3D renderer : Frustum is invalid !\n");
                return true;
            }

            trav->traverse();

            unsigned int numItems = trav->numberOfItems();
            unsigned int i;
            for (i=0; i<numItems; i++)
            {
                MDagPath path;
                trav->itemPath(i, path);

                if (path.isValid())
                {
                    bool drawIt = false;

                    // Default traverer may have view manips showing up.
                    // This is currently a known Maya bug.
                    if ( path.hasFn( MFn::kViewManip ))
                        continue;

                    //
                    // Draw surfaces (polys, nurbs, subdivs)
                    //
                    bool active = false;
                    bool templated = false;
                    if ( path.hasFn( MFn::kMesh) || 
                         path.hasFn( MFn::kNurbsSurface) || 
                         path.hasFn( MFn::kSubdiv) )
                    {
                        drawIt = true;
                        if (trav->itemHasStatus( i, MDrawTraversal::kActiveItem ))
                        {
                            active = true;
                        }
                        else if (trav->itemHasStatus( i, MDrawTraversal::kTemplateItem ))
                        {
                            templated = true;
                        }
                        else
                        {
                            if (path.hasFn( MFn::kMesh ))
                                ;
                            else if (path.hasFn( MFn::kNurbsSurface))
                                ;
                            else
                                ;
                        }
                    }

                    //
                    // Draw the ground plane
                    //
                    else if (path.hasFn( MFn::kSketchPlane ) ||
                             path.hasFn( MFn::kGroundPlane ))
                    {
                        MMatrix  matrix = path.inclusiveMatrix();
                        MFnDagNode dagNode(path);
                        MBoundingBox box = dagNode.boundingBox();
                        drawBounds( matrix, box, false, false, groundPlaneColor );
                    }

                    if (drawIt)
                    {
                        drawSurface( path, active, templated );
                    }
                }
            }

            if (trav)
                delete trav;

            // Cleanup any unused resource items
            bool onlyInvalidItems = true;
            clearResources( onlyInvalidItems, false );
        }
    }
    else
    {
        // Draw some poly bounding boxes 
        //
        MItDag::TraversalType traversalType = MItDag::kDepthFirst;
        MFn::Type filter = MFn::kMesh;
        MStatus status;

        MItDag dagIterator( traversalType, filter, &status);

        for ( ; !dagIterator.isDone(); dagIterator.next() ) 
        {

            MDagPath dagPath;

            status = dagIterator.getPath(dagPath);
            if ( !status ) {
                status.perror("MItDag::getPath");
                continue;
            }

            MFnDagNode dagNode(dagPath, &status);
            if ( !status ) {
                status.perror("MFnDagNode constructor");
                continue;
            }

            MMatrix  matrix = dagPath.inclusiveMatrix();
            MBoundingBox box = dagNode.boundingBox();
            drawBounds( matrix, box, false, false, NULL );
        }
    }
    return true;
}

bool D3DViewportRenderer::drawBounds(const MMatrix &matrix, const MBoundingBox &box, bool filled, bool useDummyGeometry,
                                     float color[3],
                                     LPDIRECT3DVERTEXBUFFER9 buffer /* = NULL */)
{
    // Transform from object to world space
    //
    D3DXMATRIXA16 mat = D3DXMATRIXA16
        (
        (float)matrix.matrix[0][0], (float)matrix.matrix[0][1], (float)matrix.matrix[0][2], (float)matrix.matrix[0][3],
        (float)matrix.matrix[1][0], (float)matrix.matrix[1][1], (float)matrix.matrix[1][2], (float)matrix.matrix[1][3],
        (float)matrix.matrix[2][0], (float)matrix.matrix[2][1], (float)matrix.matrix[2][2], (float)matrix.matrix[2][3],
        (float)matrix.matrix[3][0], (float)matrix.matrix[3][1], (float)matrix.matrix[3][2], (float)matrix.matrix[3][3]
        );
    m_pD3DDevice->SetTransform( D3DTS_WORLD, &mat );

    // Draw the bounding scaled and offset bounds. Handles component transforms
    //
    MPoint  minPt = box.min();
    MPoint  maxPt = box.max();
    float minVal[3] = { (float)minPt.x, (float)minPt.y, (float)minPt.z };
    float maxVal[3] = { (float)maxPt.x, (float)maxPt.y, (float)maxPt.z };
    drawCube( minVal, maxVal, filled, useDummyGeometry, color, buffer );

    return true;
}

bool D3DViewportRenderer::renderToTarget( const MRenderingInfo &renderInfo )
//
// Description:
//      Rener to off-screen render target and read back into system memory 
//      output buffer.
//
//
{
    // Direct rendering to a D3D surface
    //
    if (renderInfo.renderingAPI() == MViewportRenderer::kDirect3D)
    {
        // Maya does not support D3D currently. Would need
        // to have access to the device, and surface here
        // from an MRenderTarget. API doesn't exist, so
        // do nothing.
        return false;
    }

    //
    // Offscreen rendering
    //
    if (!m_pD3DDevice || !m_pTextureOutput || !m_pTextureInterm)
        return false;

    // START RENDER
    HRESULT hres;

    // Set colour and depth surfaces.
    //
    hres = m_pD3DDevice->SetRenderTarget( 0, m_pTextureIntermSurface );
    if (m_requireDepthStencilReadback && m_pDepthStencilSurface)
        hres = m_pD3DDevice->SetDepthStencilSurface( m_pDepthStencilSurface );

    hres = m_pD3DDevice->BeginScene();
    if (hres == D3D_OK)
    {
        // Setup projection and view matrices
        setupMatrices( renderInfo );

        // Clear the entire buffer (RGB, Depth). Leave stencil for now.
        //
        hres = m_pD3DDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 
                                    D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f), 1.0f, 0 );

        // Setup lighting
        //
        m_resourceManager.setupLighting(m_pD3DDevice);

        if (hres == D3D_OK)
        {
            // Render the scene
            drawScene(renderInfo);
        }

        m_resourceManager.cleanupLighting(m_pD3DDevice);
    }
    // END SCENE RENDER

    hres = m_pD3DDevice->EndScene();
    if (hres != D3D_OK)
        return false;

    // Do post-rendering
    postRenderToTarget();

    return true;
}

bool D3DViewportRenderer::setupMatrices( const MRenderingInfo &info )
//
// Description:
//
//      Set up camera matrices. Mechanism to check for changes in camera
//      parameters should be done before matrix setup.
//
//      Note that we *must* use a "right-handed" system (RH method 
//      versions) for computations to match what is coming from Maya.
//
{
    if (!m_pD3DDevice)
        return false;

    const MMatrix & view = info.viewMatrix(); 
    const MMatrix & projection = info.projectionMatrix();

    // Double to float conversion
    D3DXMATRIXA16 vm( (float)view.matrix[0][0], (float)view.matrix[0][1], (float)view.matrix[0][2], (float)view.matrix[0][3], 
        (float)view.matrix[1][0], (float)view.matrix[1][1], (float)view.matrix[1][2], (float)view.matrix[1][3], 
        (float)view.matrix[2][0], (float)view.matrix[2][1], (float)view.matrix[2][2], (float)view.matrix[2][3], 
        (float)view.matrix[3][0], (float)view.matrix[3][1], (float)view.matrix[3][2], (float)view.matrix[3][3]);

    D3DXMATRIXA16 pm( (float)projection.matrix[0][0], (float)projection.matrix[0][1], (float)projection.matrix[0][2], (float)projection.matrix[0][3], 
        (float)projection.matrix[1][0], (float)projection.matrix[1][1], (float)projection.matrix[1][2], (float)projection.matrix[1][3], 
        (float)projection.matrix[2][0], (float)projection.matrix[2][1], (float)projection.matrix[2][2], (float)projection.matrix[2][3], 
        (float)projection.matrix[3][0], (float)projection.matrix[3][1], (float)projection.matrix[3][2], (float)projection.matrix[3][3]);


    m_pD3DDevice->SetTransform( D3DTS_PROJECTION, &pm );
    m_pD3DDevice->SetTransform( D3DTS_VIEW, &vm  );

    return true;
}

void D3DViewportRenderer::drawFullScreenQuad(float leftU, float topV, 
                                             float rightU, float bottomV,
                                             float targetWidth, float targetHeight,
                                             LPDIRECT3DDEVICE9 D3D)
//
// Description:
//      Draw a screen space quad.
//
{
    float width = targetWidth - 0.5f;
    float height = targetHeight - 0.5f;

    // Draw the quad
    ScreenSpaceVertex screenQuad[4];

    screenQuad[0].position = D3DXVECTOR4(-0.5f, -0.5f, 0.5f, 1.0f);
    screenQuad[0].texCoord = D3DXVECTOR2(leftU, topV);

    screenQuad[1].position = D3DXVECTOR4(width, -0.5f, 0.5f, 1.0f);
    screenQuad[1].texCoord = D3DXVECTOR2(rightU, topV);

    screenQuad[2].position = D3DXVECTOR4(-0.5f, height, 0.5f, 1.0f);
    screenQuad[2].texCoord = D3DXVECTOR2(leftU, bottomV);

    screenQuad[3].position = D3DXVECTOR4(width, height, 0.5f, 1.0f);
    screenQuad[3].texCoord = D3DXVECTOR2(rightU, bottomV);

    D3D->SetRenderState(D3DRS_ZENABLE, FALSE);
    D3D->SetFVF(ScreenSpaceVertex::FVF);
    D3D->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, screenQuad, sizeof(ScreenSpaceVertex));
    D3D->SetRenderState(D3DRS_ZENABLE, TRUE);
}

bool D3DViewportRenderer::postRenderToTarget()
//
// Description:
//  Render using post-process screen effects. Uses a 2 target buffering
//  scheme to ping-pong results back and forth for each effect change.
//
{
    if (!m_pTexturePost)
        return false;

    IDirect3DSurface9 *postSurface = NULL;
    HRESULT hres = m_pTexturePost->GetSurfaceLevel( 0, &postSurface );
    if (hres != D3D_OK)
        return false;   

    IDirect3DSurface9 *currentSurface[2] = { m_pTextureIntermSurface, postSurface };
    LPDIRECT3DTEXTURE9  currentTexture[2] = { m_pTextureInterm, m_pTexturePost };

    // Render source texture into destination, and then flip back
    // and forth as required until we finish all effects
    //
    unsigned int currentTarget = 0;
    unsigned int newTarget = 0;

    // Determine the quad render size once
    //
    D3DSURFACE_DESC surfaceDesc;
    m_pTextureOutputSurface->GetDesc( &surfaceDesc );
    float quad_renderWidth = (float)surfaceDesc.Width;
    float quad_renderHeight = (float)surfaceDesc.Height;

    unsigned int numEffectsApplied = 0;

    const MStringArray &enabledEffects = m_resourceManager.getListOfEnabledPostEffects();
    const PostEffectItemList &postEffectList = m_resourceManager.getPostEffectItemList();

    unsigned int numOfEnabledEffects = enabledEffects.length();
    unsigned int numEffects = (unsigned int) postEffectList.size();

    // We don't want floating point, and we don't have any effects.
    // So there's nothing to do.
    if (!m_wantFloatingPointTargets && !numOfEnabledEffects || !numEffects)
        return false;

    // Don't need depth anymore
    m_pD3DDevice->SetRenderState( D3DRS_ZENABLE, FALSE );

    for (unsigned int m=0; m<numOfEnabledEffects ; m++)
    {
        ID3DXEffect* effect = NULL;
        PostEffectItem *effectItem = NULL;

        // Scan all existing effects item to see if the name matches
        // the enabled effect name.
        PostEffectItemList::const_iterator eit, end_eit;
        end_eit = postEffectList.end();
        for (eit = postEffectList.begin(); eit != end_eit;  eit++)
        {
            PostEffectItem *item = *eit;
            if (item)
            {
                // Enable item hase been found in the global effects list.
                if (enabledEffects[m] == item->fName)
                {
                    effectItem = item;
                    effect = item->fEffect;
                    break;
                }
            }
        }
        if (effect != NULL)
        {
            // Flip the current render target
            newTarget = ( currentTarget + 1 ) % 2;
            m_pD3DDevice->SetRenderTarget( 0, currentSurface[newTarget] );

            // Start scene rendering
            m_pD3DDevice->BeginScene();
            {
                /* WARNING Magic word lookup */
                hres = effect->SetTechnique( "PostProcess" ); 
                if (hres != D3D_OK)
                    continue;

                // Set the deltas for the kernel, if required
                /* WARNING Magic word lookup */
                effect->SetFloat( "duKernel", 1.0f / (float)quad_renderWidth );             
                effect->SetFloat( "dvKernel", 1.0f / (float)quad_renderHeight);

                // Hacks set the value for effects via Maya option variables.
                if (effectItem->fName == MString("PostProcess_ToneMapFilter"))
                {
                    double value = 1.0;
                    MString toneMapExp("PostProcess_ToneMapFilter_Exposure");
                    if (!MGlobal::getOptionVarValue(toneMapExp, value))
                        MGlobal::setOptionVarValue(toneMapExp, value);
                    effect->SetFloat( "exposure", (float)value );               
                }
                else if (effectItem->fName == MString("PostProcess_SobelFilter"))
                {
                    double value = 20;
                    MString thickness("PostProcess_SobelFilter_edgeThickness");
                    if (!MGlobal::getOptionVarValue(thickness, value))
                        MGlobal::setOptionVarValue(thickness, value);
                    effect->SetFloat( "edgeThickness", (float)value);   
                }

                // Start effect rendering
                unsigned int numPasses;
                hres = effect->Begin( &numPasses, 0 );
                if (hres != D3D_OK)
                    continue;
                else
                {
                    // Flip the current input texture
                    /* WARNING Magic word lookup */
                    hres = effect->SetTexture( "textureSourceColor", currentTexture[currentTarget] );
                    if (hres != D3D_OK)
                    {
                        m_pD3DDevice->Clear( 0, NULL, D3DCLEAR_TARGET /* | D3DCLEAR_ZBUFFER */, 
                            D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,1.0f), 1.0f, 0 );

                        continue;
                    }

                    // Loop through all passes              
                    for (unsigned int p=0; p<numPasses; ++p)
                    {
                        hres = effect->BeginPass( p );
                        if (hres != D3D_OK) 
                        {
                            m_pD3DDevice->Clear( 0, NULL, D3DCLEAR_TARGET /* | D3DCLEAR_ZBUFFER */, 
                                D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,1.0f), 1.0f, 0 );
                            continue;
                        }
                        // Draw quad for the effect
                        drawFullScreenQuad( 0.0f, 0.0f, 1.0f, 1.0f, 
                            quad_renderWidth, quad_renderHeight, m_pD3DDevice );

                        hres = effect->EndPass();
                        if (hres != D3D_OK) 
                        {
                            m_pD3DDevice->Clear( 0, NULL, D3DCLEAR_TARGET /* | D3DCLEAR_ZBUFFER */, 
                                D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,1.0f), 1.0f, 0 );

                            continue;
                        }
                    }
                }
                hres = effect->End();

                numEffectsApplied++;
            }
            m_pD3DDevice->SetTexture( 0, NULL);
            m_pD3DDevice->EndScene();

#if defined(_DEBUG_POST_BUFFERS_)
            bool dumpToFile= false;
            if (dumpToFile)
            {
                const char fileName[] = "c:\\temp\\d3dDump_newTarget.jpg";
                HRESULT hres = D3DXSaveSurfaceToFile( fileName, D3DXIFF_JPG,
                    currentSurface[newTarget], NULL /*palette*/, NULL /*rect*/ );

                const char fileName2[] = "c:\\temp\\d3dDump_oldTarget.jpg";
                hres = D3DXSaveSurfaceToFile( fileName2, D3DXIFF_JPG,
                    currentSurface[currentTarget], NULL /*palette*/, NULL /*rect*/ );

            }
#endif

            // Flip to the next render target
            //
            currentTarget = newTarget;
        }
    }

    // 
    // Copy the intermediate target to our final output target,
    // if they are not the same. If we aren't using floating point
    // then there's nothing to do.
    //
    if ((currentSurface[currentTarget] != m_pTextureIntermSurface) || 
        (m_pTextureOutputSurface != m_pTextureIntermSurface))
    {
        m_pD3DDevice->SetRenderTarget( 0, m_pTextureOutputSurface );
        m_pD3DDevice->BeginScene();
        {
            m_pD3DDevice->SetTexture( 0, currentTexture[currentTarget] );
            drawFullScreenQuad( 0.0f, 0.0f, 1.0f, 1.0f, 
                quad_renderWidth, quad_renderHeight, m_pD3DDevice );
        }
        m_pD3DDevice->EndScene();
    }

    // Release temporary surface
    if (postSurface)
        postSurface->Release();

    // Turn depth back on
    m_pD3DDevice->SetRenderState( D3DRS_ZENABLE, TRUE );

    return true;
}

bool D3DViewportRenderer::readFromTargetToSystemMemory()
//
// Description:
//      Read back render target memory into system memory to 
//      transfer back to calling code.
// 
{
    if (!m_pD3DDevice || !m_pTextureOutputSurface || m_renderWidth==0 || m_renderHeight == 0 ||
        !m_SystemMemorySurface)
        return false;

    bool readBuffer = false;

    // Dump to file option for debugging purposes.
    //
#if defined(_DUMP_SURFACE_READBACK_CONTENTS_)
    bool dumpToFile= false;
    if (dumpToFile)
    {
        const char fileName[] = "c:\\temp\\d3dDump.jpg";
        HRESULT hres = D3DXSaveSurfaceToFile( fileName, D3DXIFF_JPG,
                            m_pTextureOutputSurface, NULL /*palette*/, NULL /*rect*/ );
        if (hres != D3D_OK)
        {
            MGlobal::displayWarning("Direct3D renderer : Failed to dump surface contents to file !\n");
        }
    }
#endif

    D3DSURFACE_DESC surfaceDesc;
    m_pTextureOutputSurface->GetDesc( &surfaceDesc );
    //m_renderWidth = surfaceDesc.Width;
    //m_renderHeight = surfaceDesc.Height;

    D3DLOCKED_RECT rectInfo;
    // RECTs use upper-left to lower-right scheme.
    RECT rectToRead;
    rectToRead.top = 0;
    rectToRead.left = 0;
    rectToRead.bottom = m_renderHeight;
    rectToRead.right = m_renderWidth;
    DWORD readFlags = D3DLOCK_READONLY;

    // Since the texture is in D3DPOOL_DEFAULT, need to call
    // GetRenderTargetData to get the contents back into system
    // system. Pretty gruesome code for now....
    //
    HRESULT hres = m_pD3DDevice->GetRenderTargetData( m_pTextureOutputSurface,
        m_SystemMemorySurface );

    if (hres == D3D_OK)
    {
        // Lock the system memory surface, and read back based on lock info
        // returned.
        //
        hres = m_SystemMemorySurface->LockRect( &rectInfo, &rectToRead, readFlags );
        if (hres == D3D_OK)
        {                   
            INT pitch = rectInfo.Pitch;
            BYTE *data = (BYTE *)rectInfo.pBits;

            // ** Magic number warning ***
            // We use D3DFMT_A8R8G8B8 as the buffer format for now as we
            // assume 32 bits per pixel = 4 bytes per pixel. Will need to
            // change when buffer format changes possibly be float.
            //
            const unsigned int bytesPerPixel = 4;

            // Reallocate buffer block as required.
            unsigned int m_readBackBufferWidth = 0;
            unsigned int m_readBackBufferHeight = 0;
            m_readBackBuffer.getSize(m_readBackBufferWidth, m_readBackBufferHeight);

            BYTE *m_readBackBufferPtr = NULL;
            bool replaceReadBackBuffer = false;

            if (!m_readBackBufferWidth || !m_readBackBufferHeight ||
                m_readBackBufferWidth != m_renderWidth ||
                m_readBackBufferHeight != m_renderHeight)
            {
                // This crashes Maya. Need to figure out why ?????
                m_readBackBuffer.resize(m_renderWidth, m_renderHeight, false);
                m_readBackBuffer.getSize(m_readBackBufferWidth, m_readBackBufferHeight);
                if (m_readBackBufferWidth != m_renderWidth ||
                    m_readBackBufferHeight != m_renderHeight)
                {
                    MGlobal::displayError("D3D Renderer : Could not resize MImage buffer for readback !\n");
                    return false;
                }
                m_readBackBufferPtr = (BYTE *)(m_readBackBuffer.pixels());
            }
            else
                m_readBackBufferPtr = (BYTE *)(m_readBackBuffer.pixels());

            if (m_readBackBufferPtr)
            {
                // Copy a row at a time.
                // The jump by pitch, may differ if pitch is not the same as width.
                //
                unsigned int myLineSize = m_renderWidth * bytesPerPixel;
                unsigned int offsetMyData = (m_renderHeight-1) * myLineSize;
                unsigned int offsetData = 0;

                unsigned int i;
                for ( i=0 ; i < m_renderHeight; i++ )
                {
                    memcpy( m_readBackBufferPtr + offsetMyData, 
                        data + offsetData, 
                        myLineSize );
                    offsetMyData -= myLineSize;
                    offsetData += pitch;
                }

                readBuffer = true;
            }

            if (replaceReadBackBuffer)
            {
                m_readBackBuffer.setPixels( m_readBackBufferPtr, m_renderWidth,
                    m_renderHeight );
                delete[] m_readBackBufferPtr;                   
            }
            m_readBackBufferPtr = 0;

            // Unlock 
            hres = m_SystemMemorySurface->UnlockRect();
        }
    }
    return readBuffer;
}

#endif