tagDX10ViewGlobals Struct Reference

The DX10ViewGlobals structure. More...

#include <DX10View_API.h>

List of all members.

Public Attributes

HWND  m_hwnd
HWND  m_ParentHwnd
RECT  m_ParentRect
WNDCLASSEX  m_wc
HINSTANCE  m_hInst
ID3D10Device *  m_pd3dDevice
IDXGISwapChain *  m_pSwapChain
ID3D10RenderTargetView *  m_pRenderTargetView
ID3D10DepthStencilView *  m_pDSView
IDXGIFactory *  m_pFactory
ID3D10Effect *  m_pEffect
ID3D10EffectTechnique *  m_pTechnique
ID3D10InputLayout *  m_pGridVertexLayout
ID3D10Buffer *  m_pGridVertexBuffer
ID3DX10Font *  m_pFont
ID3DX10Sprite *  m_pSprite
ID3D10BlendState *  m_pFontBlendState
ID3D10BlendState *  m_pDefaultBlendState
ID3D10RasterizerState *  m_pDefaultRasterizerState
ID3D10EffectMatrixVariable *  m_pProjectionMatrix
ID3D10EffectMatrixVariable *  m_pModelMatrix
ID3D10EffectMatrixVariable *  m_pViewMatrix
BYTE *  m_pIACurrentInputSignature
SIZE_T  m_nIACurrentInputSignatureSize
ID3D10Buffer *  m_pCurrentVertexBuffer [8]
int  m_nCurrentVertexBufferSize
int  m_nCurrentVertexBufferId
ID3D10ShaderReflection *  m_pCurrentGS
ID3D10ShaderReflection *  m_pCurrentVS
ID3D10ShaderReflection *  m_pCurrentPS
DX10View_TexCoordMap  m_TexCoordMap
XSI_RTS_FXSemantics  m_Semantics


Detailed Description

The DX10ViewGlobals structure.

This structure allows you to render to a DirectX 10 device from the Realtime Shaders API. You access it by calling the DX10View_GetContext callback function, which returns this structure.

See also:
DirectX10 Callbacks, DirectX Utility Functions
Since:
7.0


Member Data Documentation

HWND m_hwnd

The window handle

HWND m_ParentHwnd

The parent window handle

RECT m_ParentRect

The parent window rect

WNDCLASSEX m_wc

The window class

HINSTANCE m_hInst

HINSTANCE handle

ID3D10Device* m_pd3dDevice

Pointer to the global ID3D10Device device for Softimage. Resources should be managed through that single device.

IDXGISwapChain* m_pSwapChain

Pointer to the current view's swap chain

ID3D10RenderTargetView* m_pRenderTargetView

Pointer to the current view's primary render target

ID3D10DepthStencilView* m_pDSView

Pointer to the current view's primary depth/stencil buffer

IDXGIFactory* m_pFactory

Provides a global IDXGIFactory object you can use to create DXGI objects

ID3D10Effect* m_pEffect

Default effect (Grid)

ID3D10EffectTechnique* m_pTechnique

Default technique (Grid)

ID3D10InputLayout* m_pGridVertexLayout

Default vertex layout (Grid)

ID3D10Buffer* m_pGridVertexBuffer

Default vertex buffer (Grid)

ID3DX10Font* m_pFont

Display font

ID3DX10Sprite* m_pSprite

Display sprite

ID3D10BlendState* m_pFontBlendState

Font blend state

ID3D10BlendState* m_pDefaultBlendState

Default blend state

ID3D10RasterizerState* m_pDefaultRasterizerState

Default rasterizer state

ID3D10EffectMatrixVariable* m_pProjectionMatrix

Current projection matrix

ID3D10EffectMatrixVariable* m_pModelMatrix

Current model matrix

ID3D10EffectMatrixVariable* m_pViewMatrix

Current view matrix

BYTE* m_pIACurrentInputSignature

The current GS or VS input signature

SIZE_T m_nIACurrentInputSignatureSize

The current GS or VS input signature size

ID3D10Buffer* m_pCurrentVertexBuffer[8]

The current vertex buffers

int m_nCurrentVertexBufferSize

The current vertex buffers size

int m_nCurrentVertexBufferId

The current vertex buffer id

ID3D10ShaderReflection* m_pCurrentGS

The current GS reflection

ID3D10ShaderReflection* m_pCurrentVS

The current VS reflection

ID3D10ShaderReflection* m_pCurrentPS

The current PS reflection

DX10View_TexCoordMap m_TexCoordMap

Texture coordinate maps

XSI_RTS_FXSemantics m_Semantics

Semantics data


The documentation for this struct was generated from the following file: