DX11ViewportRenderer/DX11TextureItem.h
#ifndef DX11TextureItem_h_
#define DX11TextureItem_h_
#if defined(DX11_SUPPORTED)
#include <maya/MObjectHandle.h>
#include <maya/MMessage.h>
#include <list>
#define WIN32_LEAN_AND_MEAN
#include <d3d11.h>
#include <d3dx11.h>
class D3DTexture
{
public:
{
}
inline ~D3DTexture() { Release(); }
void Populate(
MObject MayaTextureNode) { Release(); MayaTexture = MayaTextureNode; }
void Release() { if( HwTexture) { HwTexture->Release(); HwTexture = NULL; } }
inline MObject Node()
const {
return MayaTexture; }
inline ID3D11Resource* Texture( ID3D11Device* D3D) { if( !HwTexture) Bind( D3D); return HwTexture; }
void setTextureState( ID3D11Device* D3D );
private:
void Bind( ID3D11Device* D3D);
ID3D11Resource* HwTexture;
};
struct TextureItem {
D3DTexture* m_texture;
MCallbackId m_objectDeleteMonitor;
MCallbackId m_objectChangeMonitor;
};
typedef std::list<TextureItem*> TextureItemList;
#endif
#endif