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