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


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