#include <DX10View_API.h>
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 |
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.
| 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
The current GS or VS input signature
The current GS or VS input signature size
| ID3D10Buffer* m_pCurrentVertexBuffer[8] |
The current vertex buffers
The current vertex buffers size
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