D3DResourceManager.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.
// ==========================================================================
//+
#if defined(D3D9_SUPPORTED)

#pragma warning (disable:4239)
#include <stdio.h>

#include <D3DResourceManager.h>

#include <maya/MGlobal.h>
#include <maya/MString.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/MBoundingBox.h>
#include <maya/MNodeMessage.h> // For monitor geometry list
#include <maya/MPlug.h>
#include <maya/MPlugArray.h>
#include <maya/MFnLight.h>
#include <maya/MFnSpotLight.h>
#include <maya/MColor.h>
#include <maya/MFloatMatrix.h>

//
// Monitors on Maya scene graph
//

// Handle node dirty changes
void geometryDirtyCallback( void* clientData )
{
        GeometryItem *item = (GeometryItem *)clientData;
        if (item)
        {
                MMessage::removeCallback( item->m_objectDirtyMonitor ); 
                item->m_objectDirtyMonitor = 0;
                item->m_objectPath = MDagPath(); // Assign in valid dag path to mark as "bad"
        }
}

// Handle node attr change 
void geomteryChangedCallback( MNodeMessage::AttributeMessage msg, MPlug & plug, MPlug & otherPlug, void* clientData)
{
        GeometryItem *item = (GeometryItem *)clientData;
        if (item)
        {
                MMessage::removeCallback( item->m_objectChangeMonitor );        
                item->m_objectChangeMonitor = 0;
                item->m_objectPath = MDagPath(); // Assign in valid dag path to mark as "bad"
        }
}
void textureChangedCallback( MNodeMessage::AttributeMessage msg, MPlug & plug, MPlug & otherPlug, void* clientData)
{
        TextureItem *item = (TextureItem *)clientData;
        if (item)
        {
                MMessage::removeCallback( item->m_objectChangeMonitor );        
                item->m_objectChangeMonitor = 0;
                item->m_mayaNode = MObject::kNullObj; // Assign in valid dag path to mark as "bad"
        }
}

// Handle node delete
void geometryDeleteCallback( MObject &node,
                                                MDGModifier& modifier,
                                                void* clientData )
{
        GeometryItem *item = (GeometryItem *)clientData;
        if (item)
        {
                MMessage::removeCallback( item->m_objectDeleteMonitor );        
                item->m_objectDeleteMonitor = 0;
                item->m_objectPath = MDagPath(); // Assign in valid dag path to mark as "bad"
        }
}

void textureDeleteCallback( MObject &node,
                                                MDGModifier& modifier,
                                                void* clientData )
{
        TextureItem *item = (TextureItem *)clientData;
        if (item)
        {
                MMessage::removeCallback( item->m_objectDeleteMonitor );        
                item->m_objectDeleteMonitor = 0;
                item->m_mayaNode = MObject::kNullObj; // Assign in valid dag path to mark as "bad"
        }
}


D3DResourceManager::D3DResourceManager()
{
        // All lights are off
        m_numberLightsEnabled = 0;

        initializeDefaultCamera();
}

/* virtual */
D3DResourceManager::~D3DResourceManager()
{
        const bool onlyInvalidItems = false;
        clearResources(onlyInvalidItems, true);
}

void                                    
D3DResourceManager::initializeDefaultCamera()
{
        // Set the default camera being 10 up and 10 back, with Y-up (to match Maya).
    m_camera.m_vEyePt = D3DXVECTOR3( 0.0f, 10.0f, -10.0f );
    m_camera.m_vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
    m_camera.m_vUpVec = D3DXVECTOR3 ( 0.0f, 1.0f, 0.0f );

        // Set up default clip planes, and FOV to match Maya's
        m_camera.m_FieldOfView = 45.0f;
        m_camera.m_nearClip = 0.1f;
        m_camera.m_farClip = 1000.0f;
}

bool                                    
D3DResourceManager::translateCamera( const MDagPath &cameraPath )
//
// Description:
//              Translate Maya's camera 
//
{
        bool translatedCamera = false;
        if (cameraPath.isValid())
        {
                MStatus status;
                MFnCamera camera (cameraPath, &status);
                if ( !status ) {
                        status.perror("MFnCamera constructor");
                }
                else
                {
                        translatedCamera = true;

                        MPoint eyePoint = camera.eyePoint( MSpace::kWorld );
                        MPoint lookAtPt = camera.centerOfInterestPoint( MSpace::kWorld );
                        MVector upDirection = camera.upDirection ( MSpace::kWorld );
                        MFloatMatrix projMatrix = camera.projectionMatrix();

                        double horizontalFieldOfView = MAngle( /* camera.verticalFieldOfView() / */ camera.horizontalFieldOfView()
                                ).asDegrees();
                        double nearClippingPlane = camera.nearClippingPlane();
                        double farClippingPlane = camera.farClippingPlane();

                        // Convert API values to internal native storage.
                        //
                        m_camera.m_vEyePt = D3DXVECTOR3((float)eyePoint.x, (float)eyePoint.y, (float)eyePoint.z);
                        m_camera.m_vLookatPt = D3DXVECTOR3((float)lookAtPt.x, (float)lookAtPt.y, (float)lookAtPt.z);
                        m_camera.m_vUpVec = D3DXVECTOR3((float)upDirection.x, (float)upDirection.y, (float)upDirection.z);
                        m_camera.m_FieldOfView = (float)horizontalFieldOfView;
                        m_camera.m_nearClip = (float)nearClippingPlane;
                        m_camera.m_farClip = (float)farClippingPlane;
                        m_camera.m_isOrtho = camera.isOrtho();
                }
        }
        else
        {
                initializeDefaultCamera();
        }
        return translatedCamera;
}


void
D3DResourceManager::enableLights( bool val, LPDIRECT3DDEVICE9 D3D )
{
        unsigned i;
        for (i=0; i<m_numberLightsEnabled; i++)
        {
                D3D->LightEnable( i, val);
        }
}

bool D3DResourceManager::cleanupLighting(LPDIRECT3DDEVICE9 D3D)
{
        unsigned int i=0;
        for (i=0; i<m_numberLightsEnabled; i++)
        {
                D3D->LightEnable( i, false);
        }

        LightItemList::const_iterator it, end_it;
        end_it = m_lightItemList.end();
        for (it = m_lightItemList.begin(); it != end_it;  it++)
        {
                LightItem *item = *it;
                if (item)
                {
                        delete item;
                }
        }
        m_lightItemList.clear();

        return true;
}

bool D3DResourceManager::setupLighting(LPDIRECT3DDEVICE9 D3D)
//
// Description:
//              Set up lighting / materials.
//
{

        // Set up Maya lights:
        // Nasty, need to scan for lights
        MStatus status;

        MItDag dagIterator( MItDag::kDepthFirst, MFn::kLight, &status );
        MDagPath lightPath;

        for (unsigned int i=0; i<8; i++)
        {
                D3D->LightEnable( i, false);
        }
        m_numberLightsEnabled = 0;

        HRESULT hr;
        for (; !dagIterator.isDone(); dagIterator.next())
        {
                if ( !dagIterator.getPath(lightPath) )
                        continue;

                LightItem *lightItem = new LightItem;
                if (!lightItem)
                        break;

                lightItem->m_objectDeleteMonitor = NULL;
                lightItem->m_objectDirtyMonitor = NULL;
                ZeroMemory(&(lightItem->m_lightDesc), sizeof(lightItem->m_lightDesc));

                D3DLIGHT9 *d3dLight = &(lightItem->m_lightDesc);
                d3dLight->Range = 10000.0f;
                d3dLight->Falloff = 0.0f;
                d3dLight->Diffuse.a = 1.0f;
                d3dLight->Ambient.a = 1.0f;
                d3dLight->Specular.a = 1.0f;
                d3dLight->Attenuation0 = 0.0f;
                d3dLight->Attenuation1 = 0.0f;
                d3dLight->Attenuation2 = 0.0f;

                // This code doesn't do all of the light attributes, but the
                // general ones are pretty much supported.
                //
                MFnLight    fnLight( lightPath );
                if ( lightPath.hasFn(MFn::kAmbientLight))
                {
                        MColor      colorVal = fnLight.color();
                        float intensity = fnLight.intensity();

                        d3dLight->Type = D3DLIGHT_POINT;        
                        d3dLight->Ambient.r = colorVal.r * intensity;
                        d3dLight->Ambient.g = colorVal.g * intensity;
                        d3dLight->Ambient.b = colorVal.b * intensity;
                        d3dLight->Specular.r = 0.0f;
                        d3dLight->Specular.g = 0.0f;
                        d3dLight->Specular.b = 0.0f;
                        d3dLight->Diffuse.r = d3dLight->Ambient.r;
                        d3dLight->Diffuse.g = d3dLight->Ambient.g;
                        d3dLight->Diffuse.b = d3dLight->Ambient.b;
                        d3dLight->Attenuation0 = 1.0;
                }
                else if (lightPath.hasFn(MFn::kDirectionalLight) )
                {
                        MColor      colorVal = fnLight.color();
                        float intensity = fnLight.intensity();

                        d3dLight->Type = D3DLIGHT_DIRECTIONAL;
                        d3dLight->Diffuse.r = colorVal.r * intensity;
                        d3dLight->Diffuse.g = colorVal.g * intensity;
                        d3dLight->Diffuse.b = colorVal.b * intensity;
                        d3dLight->Specular.r = d3dLight->Diffuse.r;
                        d3dLight->Specular.g = d3dLight->Diffuse.g;
                        d3dLight->Specular.b = d3dLight->Diffuse.b;
                        d3dLight->Ambient.r = 0.0f;
                        d3dLight->Ambient.g = 0.0f;
                        d3dLight->Ambient.b = 0.0f;
                }
                else if (lightPath.hasFn(MFn::kPointLight))
                {
                        d3dLight->Type = D3DLIGHT_POINT;

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

                        d3dLight->Type = D3DLIGHT_POINT;
                        d3dLight->Diffuse.r = colorVal.r * intensity;
                        d3dLight->Diffuse.g = colorVal.g * intensity;
                        d3dLight->Diffuse.b = colorVal.b * intensity;
                        d3dLight->Specular.r = d3dLight->Diffuse.r;
                        d3dLight->Specular.g = d3dLight->Diffuse.g;
                        d3dLight->Specular.b = d3dLight->Diffuse.b;
                        d3dLight->Ambient.r = 0.0f;
                        d3dLight->Ambient.g = 0.0f;
                        d3dLight->Ambient.b = 0.0f;
                        d3dLight->Falloff = 0;
                        // Should set attenuation based on "Decay Rate" attrib on light. TO ADD
                        d3dLight->Attenuation0 = 1.0;
                        d3dLight->Attenuation1 = 0.0f;
                        d3dLight->Attenuation2 = 0.0f;
                }
                else if (lightPath.hasFn(MFn::kSpotLight))
                {
                        d3dLight->Type = D3DLIGHT_SPOT;

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

                        d3dLight->Type = D3DLIGHT_SPOT;
                        d3dLight->Diffuse.r = colorVal.r * intensity;
                        d3dLight->Diffuse.g = colorVal.g * intensity;
                        d3dLight->Diffuse.b = colorVal.b * intensity;
                        d3dLight->Specular = d3dLight->Diffuse;
                        d3dLight->Ambient.r = 0.0f;
                        d3dLight->Ambient.g = 0.0f;
                        d3dLight->Ambient.b = 0.0f;

                        MFnSpotLight fnSpotLight( lightPath );
                        // Differs from OpenGL in that we don't want half the angle (divide by 2) 
                        // in our setup.
                        d3dLight->Phi = (float) (fnSpotLight.coneAngle() ) + 
                                                        (float) (fnSpotLight.penumbraAngle() );
                        d3dLight->Theta = d3dLight->Phi - (float) (fnSpotLight.penumbraAngle() );

                        // Should set attenuation based on "Decay Rate" attrib on light. TO ADD
                        d3dLight->Attenuation0 = 1.0;
                        float dropOffVal = (float) fnSpotLight.dropOff() / 1000.0f;
                        d3dLight->Attenuation1 = dropOffVal;
                        d3dLight->Falloff = 1.0f;
                }
                else 
                {
                        delete lightItem;
                        lightItem = NULL;
                        continue;
                }

                // Setup common position and direction information.
                if (lightItem && d3dLight)
                {
                        MTransformationMatrix worldMatrix = lightPath.inclusiveMatrix();

                        MVector translation = worldMatrix.translation( MSpace::kWorld );
                        MVector direction( 0.0, 0.0, -1.0 ); 
                        direction *= worldMatrix.asMatrix();
                        direction.normalize();
                        d3dLight->Position.x = (float)translation.x;
                        d3dLight->Position.y = (float)translation.y;
                        d3dLight->Position.z = (float)translation.z;
                        d3dLight->Direction.x = (float)direction.x;
                        d3dLight->Direction.y = (float)direction.y;
                        d3dLight->Direction.z = (float)direction.z;
                }

                hr = D3D->SetLight( m_numberLightsEnabled, d3dLight);
                if (!SUCCEEDED(hr))
                {
                        delete lightItem;
                        lightItem = NULL;
                        break;
                }
                hr = D3D->LightEnable(m_numberLightsEnabled, TRUE);
                if (!SUCCEEDED(hr))
                {
                        delete lightItem;
                        lightItem = NULL;
                        break;
                }
                m_numberLightsEnabled++;

                // Only allow up to 8 lights to be built for now
                if (m_numberLightsEnabled >= 8)
                        break;

                m_lightItemList.push_back( lightItem );
        }

        if (m_numberLightsEnabled == 0)
        {
                // Setup a headlight.
                D3DLIGHT9 Light;
                Light.Type = D3DLIGHT_DIRECTIONAL;
                Light.Specular.r = 1.0f; Light.Specular.g = 1.0f; Light.Specular.b = 1.0f; Light.Specular.a = 1.0f; 
                Light.Diffuse.r = 1.0f; Light.Diffuse.g = 1.0f; Light.Diffuse.b = 1.0f; Light.Diffuse.a = 1.0f; 
                Light.Ambient.r = 0.0f; Light.Ambient.g = 0.0f; Light.Ambient.b = 0.0f; Light.Ambient.a = 0.0f; 
                Light.Range = 100000;
                Light.Falloff = 0;
                Light.Direction = m_camera.m_vLookatPt - m_camera.m_vEyePt;     
                D3D->SetLight( 0, &Light);
                D3D->LightEnable( 0, true);

                // And a backlight.
                D3DLIGHT9 Light2;
                Light2.Type = D3DLIGHT_DIRECTIONAL;
                Light2.Specular.r = 1.0f; Light2.Specular.g = 1.0f; Light2.Specular.b = 1.0f; Light2.Specular.a = 1.0f; 
                Light2.Diffuse.r = 1.0f; Light2.Diffuse.g = 1.0f; Light2.Diffuse.b = 1.0f; Light2.Diffuse.a = 1.0f; 
                Light2.Ambient.r = 0.0f; Light2.Ambient.g = 0.0f; Light2.Ambient.b = 0.0f; Light2.Ambient.a = 0.0f; 
                Light2.Range = 100000;
                Light2.Falloff = 0;
                Light2.Direction = m_camera.m_vEyePt - m_camera.m_vLookatPt;    
                D3D->SetLight( 1, &Light2);
                D3D->LightEnable( 1, true);

                m_numberLightsEnabled = 2;
        }

        D3D->SetRenderState( D3DRS_LIGHTING, TRUE );

        // Make sure specular is on.
        D3D->SetRenderState( D3DRS_SPECULARENABLE, TRUE );
        D3D->SetRenderState(D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
        D3D->SetRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
        // Set lighting to local-viewer
        D3D->SetRenderState(D3DRS_LOCALVIEWER, TRUE);
        // Make sure to auto-normalize normals
        D3D->SetRenderState( D3DRS_NORMALIZENORMALS, TRUE );    

        return true;
}

//
// Get the geometry buffers for this bad boy
//
D3DGeometry* D3DResourceManager::getGeometry( const MDagPath& dagPath, LPDIRECT3DDEVICE9 D3D)
{
        D3DGeometry* Geometry = NULL;

        // Look for a cached mesh ...
        //
        // Check to see if object is in the list, if not added a
        // new item and cache some geometry
        GeometryItem *itemFound = NULL;

        GeometryItemList::const_iterator it, end_it;
        end_it = m_geometryItemList.end();
        for (it = m_geometryItemList.begin(); it != end_it;  it++)
        {
                GeometryItem *item = *it;
                if (item && item->m_objectPath == dagPath)
                {
                        itemFound = item;
                }
        }
        // Build a new item, and add it to the list
        if (!itemFound)
        {
                itemFound = new GeometryItem;
                itemFound->m_objectPath = dagPath;
                Geometry = itemFound->m_objectGeometry = new D3DGeometry();
                if (Geometry)
                {
                        Geometry->Populate( dagPath, D3D);
                }

                MFnDagNode dagNode(dagPath);
                MObject &obj = (MObject &) dagNode.object();
                itemFound->m_objectDeleteMonitor = 
                        MNodeMessage::addNodeAboutToDeleteCallback( obj, geometryDeleteCallback, (void *)itemFound ); // Add callback for node deleted.
                // Don't get attr change messages during playback, so use node dirty also..sigh
                //itemFound->m_objectChangeMonitor = 
                //      MNodeMessage::addAttributeChangedCallback( obj, geometryChangedCallback, (void *)itemFound); // Add callback for attr changed.
                itemFound->m_objectChangeMonitor = 0;
                itemFound->m_objectChangeMonitor = 
                        MNodeMessage::addNodeDirtyCallback( obj, geometryDirtyCallback, (void *)itemFound); // Add callback for node changed.           
                m_geometryItemList.push_back( itemFound );
        }
        else
        {
                Geometry = itemFound->m_objectGeometry;
        }

        // Create a new set of buffers for this mesh
        //
        return Geometry;
}


//
// Get the DirectX texture for a Maya texture node
//
D3DTexture* D3DResourceManager::getTexture( MObject& textureNode)
{
        D3DTexture* Texture = NULL;

        // Look for a cached texture ...
        //
        // Check to see if object is in the list, if not added a
        // new item and cache some texture
        TextureItem *itemFound = NULL;

        TextureItemList::const_iterator it, end_it;
        end_it = m_textureItemList.end();
        for (it = m_textureItemList.begin(); it != end_it;  it++)
        {
                TextureItem *item = *it;
                if (item && item->m_mayaNode.object() == textureNode)
                {
                        itemFound = item;
                }
        }
        // Build a new item, and add it to the list
        if (!itemFound)
        {
                itemFound = new TextureItem();
                itemFound->m_mayaNode = textureNode;
                Texture = itemFound->m_texture = new D3DTexture( textureNode);

                itemFound->m_objectDeleteMonitor = 
                        MNodeMessage::addNodeAboutToDeleteCallback( textureNode, textureDeleteCallback, (void *)itemFound ); // Add callback for node deleted.
                itemFound->m_objectChangeMonitor = 
                        MNodeMessage::addAttributeChangedCallback( textureNode, textureChangedCallback, (void *)itemFound); // Add callback for attr changed.

                m_textureItemList.push_back( itemFound );
        }
        else
        {
                Texture = itemFound->m_texture;
        }

        // Create a new set of buffers for this mesh
        //
        return Texture;
}

bool                                    
D3DResourceManager::initializeDefaultSurfaceEffect( const MString &effectsLocation, LPDIRECT3DDEVICE9 D3D,
                                                                                                    const MString & effectName )
//
// Description:
//              Initialize default surface effects found in a given directory.
//
{
        HRESULT hres;
        LPD3DXBUFFER pBufferErrors = NULL;

        // Shader flags for debugging
    DWORD dwShaderFlags = 0;
    #ifdef DEBUG_VS
        dwShaderFlags |= D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT;
    #endif
    #ifdef DEBUG_PS
    dwShaderFlags |= D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT;
    #endif

        ID3DXEffect* effect = NULL;

        MString effectLocation = effectsLocation + "\\" + effectName + ".fx";
        hres = D3DXCreateEffectFromFile( D3D, 
                effectLocation.asChar(),
                NULL, 
                NULL, 
                dwShaderFlags, 
                NULL, 
                &effect, 
                &pBufferErrors );
        if (FAILED(hres))
        {
                MGlobal::displayInfo("Failed to compile FX file: " + effectLocation);
                if (pBufferErrors)
                {
                        const char *pCompilErrors = (const char*)pBufferErrors->GetBufferPointer();
                        MGlobal::displayInfo(MString("Compiler errors:\n") + MString(pCompilErrors) );
                }
        }       
        else
        {
                // Create a new effect item
                //
                MGlobal::displayInfo("Maya default pixel shader loaded: " + effectLocation);
                SurfaceEffectItem *pei = new SurfaceEffectItem;
                if (pei)
                {
                        pei->fEffect = effect;
                        pei->fName = effectName;

                        m_SurfaceEffectItemList.push_back( pei );
                }
        }

        return (m_SurfaceEffectItemList.size() > 0);
}


bool                                    
D3DResourceManager::initializePostEffects( const MString &effectsLocation, LPDIRECT3DDEVICE9 D3D)
//
// Description:
//              Initialize all effects found in a given directory.
//
{
        HRESULT hres;
        LPD3DXBUFFER pBufferErrors = NULL;

        // Shader flags for debugging
    DWORD dwShaderFlags = 0;
    #ifdef DEBUG_VS
        dwShaderFlags |= D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT;
    #endif
    #ifdef DEBUG_PS
    dwShaderFlags |= D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT;
    #endif

        // Should do a proper directory search for now it's just hard coded.
        MStringArray effectNames;
        effectNames.append("PostProcess_SobelFilter");
        effectNames.append("PostProcess_ToneMapFilter");
        effectNames.append("PostProcess_InvertFilter");

        for (unsigned int i=0; i<effectNames.length(); i++)
        {
                ID3DXEffect* effect = NULL;

                MString effectLocation = effectsLocation + "\\" + effectNames[i] + ".fx";
                hres = D3DXCreateEffectFromFile( D3D, 
                                           effectLocation.asChar(),
                                           NULL, 
                                           NULL, 
                                           dwShaderFlags, 
                                           NULL, 
                                           &effect, 
                                           &pBufferErrors );
                if (FAILED(hres))
                {
                        MGlobal::displayInfo("Failed to compiler FX file" + effectLocation);
                        if (pBufferErrors)
                        {
                                const char *pCompilErrors = (const char*)pBufferErrors->GetBufferPointer();
                                MGlobal::displayInfo(MString("Compiler errors:\n") + MString(pCompilErrors) );
                        }
                }       
                else
                {
                        // Create a new effect item
                        //
                        PostEffectItem *pei = new PostEffectItem;
                        if (pei)
                        {
                                pei->fEffect = effect;
                                pei->fName = effectNames[i];

                                m_PostEffectItemList.push_back( pei );
                        }
                }
        }

        return (m_PostEffectItemList.size() > 0);
}
                

const MStringArray &    
D3DResourceManager::getListOfEnabledPostEffects()
{
        // Find out which ones are enabled...
        // Should get via some UI interface. For now use Maya optionVars.
        //
        // e.g. optionVar -sv "D3D_EFFECTS_LIST" "PostProcess_ToneMapFilter" ;
        // e.g. optionVar -sv "D3D_EFFECTS_LIST" "PostProcess_ToneMapFilter,PostProcess_SobelFilter" ;
        // e.g. optionVar -sv "D3D_EFFECTS_LIST" "" ; // Clear the list
        m_EnabledPostEffectItemList.clear();

        const MString effectListVar("D3D_EFFECTS_LIST");
        //MString effectList("PostProcess_ToneMapFilter, PostProcess_SobelFilter");
        MString effectList;
        if (!MGlobal::getOptionVarValue(effectListVar, effectList))
        {
                // Create an option var if none previously existed.
                MGlobal::setOptionVarValue(effectListVar, effectList);
        }
        else
        {
                // Parse the effect list to get back a list of enabled effects
                // (in order). Note that there is not restriction on effect
                // list order, and duplicates are allowed.
                effectList.split(' ', m_EnabledPostEffectItemList);
        }

        return m_EnabledPostEffectItemList;
}

void                                    
D3DResourceManager::clearResources(bool onlyInvalidItems, bool clearShaders)
{
        GeometryItemList::const_iterator git, end_git;
        end_git = m_geometryItemList.end();
        for (git = m_geometryItemList.begin(); git != end_git;  git++)
        {
                GeometryItem *item = *git;
                if (item)
                {
                        if (!onlyInvalidItems || (onlyInvalidItems && !(item->m_objectPath.isValid() )))
                        {
                                if (item->m_objectGeometry)
                                {
                                        delete item->m_objectGeometry;
                                        item->m_objectGeometry = NULL;
                                }
                                item->m_objectPath = MDagPath(); // Assign invalid dag path

                                // Kill the delete monitor
                                if (item->m_objectDeleteMonitor)
                                {
                                        MMessage::removeCallback( item->m_objectDeleteMonitor );
                                        item->m_objectDeleteMonitor = 0;
                                }
                                // Kill the attr changed monitor
                                if (item->m_objectChangeMonitor)
                                {
                                        MMessage::removeCallback( item->m_objectChangeMonitor );        
                                        item->m_objectChangeMonitor = 0;                                        
                                }
                                // Kill node dirty monitor
                                if (item->m_objectDirtyMonitor)
                                {
                                        MMessage::removeCallback( item->m_objectDirtyMonitor ); 
                                        item->m_objectDirtyMonitor = 0;                                                                         
                                }
                        }
                }
        }
        if (!onlyInvalidItems)
                m_geometryItemList.clear();

        TextureItemList::const_iterator tit, end_tit;
        end_tit = m_textureItemList.end();
        for (tit = m_textureItemList.begin(); tit != end_tit;  tit++)
        {
                TextureItem *item = *tit;
                if (item)
                {
                        if (!onlyInvalidItems || (onlyInvalidItems && !(item->m_mayaNode.isValid() )))
                        {
                                if (item->m_texture)
                                {
                                        delete item->m_texture;
                                        item->m_texture = NULL;
                                }

                                item->m_mayaNode = MObject::kNullObj;

                                // Kill the delete monitor
                                if (item->m_objectDeleteMonitor)
                                {
                                        MMessage::removeCallback( item->m_objectDeleteMonitor );
                                        item->m_objectDeleteMonitor = 0;
                                }
                                // Kill the attr changed monitor
                                if (item->m_objectChangeMonitor)
                                {
                                        MMessage::removeCallback( item->m_objectChangeMonitor );        
                                        item->m_objectChangeMonitor = 0;                                        
                                }
                        }
                }
        }
        if (!onlyInvalidItems)
                m_textureItemList.clear();

        if (clearShaders)
        {
                // Clean up post effects list
                {
                PostEffectItemList::const_iterator eit, end_eit;
                end_eit = m_PostEffectItemList.end();
                for (eit = m_PostEffectItemList.begin(); eit != end_eit;  eit++)
                {
                        PostEffectItem *item = *eit;
                        if (item)
                        {
                                if (item->fEffect)
                                {
                                        item->fEffect->Release();
                                        item->fEffect = NULL;
                                }                       
                                delete item;
                        }
                }
                m_PostEffectItemList.clear();
                m_EnabledPostEffectItemList.clear();
        }

                // Clean up surface effects list
                {
                        SurfaceEffectItemList::const_iterator eit, end_eit;
                        end_eit = m_SurfaceEffectItemList.end();
                        for (eit = m_SurfaceEffectItemList.begin(); eit != end_eit;  eit++)
                        {
                                SurfaceEffectItem *item = *eit;
                                if (item)
                                {
                                        if (item->fEffect)
                                        {
                                                item->fEffect->Release();
                                                item->fEffect = NULL;
                                        }                       
                                        delete item;
                                }
                        }
                        m_SurfaceEffectItemList.clear();
                }
        }
}


#endif /* D3D9_SUPPORTED */




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