OpenSubdiv/examples/common/d3d11ControlMeshDisplay.h
barry c424594625 Major step towards consistent use of include paths in source files:
- changed the main OPENSUBDIV_INCLUDE_DIR to exclude ./opensubdiv
    - updated CMakeLists.txt files in non-examples to use only this path
    - updated CMakeLists.txt files in examples to append ./opensubdiv to path
    - updated source in regression/common to use #include <opensubdiv/...>
    - updated source in examples/common to use #include <opensubdiv/...>
    - deferred source in examples to be updated on a case-by-case basis
2018-10-09 10:51:31 -07:00

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//
// Copyright 2015 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#ifndef OPENSUBDIV_EXAMPLES_D3D11_CONTROL_MESH_DISPLAY_H
#define OPENSUBDIV_EXAMPLES_D3D11_CONTROL_MESH_DISPLAY_H
#include <d3d11.h>
#include <opensubdiv/far/topologyLevel.h>
class D3D11ControlMeshDisplay {
public:
D3D11ControlMeshDisplay(ID3D11DeviceContext *deviceContext);
~D3D11ControlMeshDisplay();
void Draw(ID3D11Buffer *buffer, int stride,
const float *modelViewProjectionMatrix);
void SetTopology(OpenSubdiv::Far::TopologyLevel const &level);
bool GetEdgesDisplay() const { return _displayEdges; }
void SetEdgesDisplay(bool display) { _displayEdges = display; }
bool GetVerticesDisplay() const { return _displayVertices; }
void SetVerticesDisplay(bool display) { _displayVertices = display; }
private:
bool createProgram();
bool _displayEdges;
bool _displayVertices;
ID3D11DeviceContext *_deviceContext;
ID3D11InputLayout *_inputLayout;
ID3D11VertexShader *_vertexShader;
ID3D11PixelShader *_pixelShader;
ID3D11RasterizerState *_rasterizerState;
ID3D11Buffer *_constantBuffer;
ID3D11ShaderResourceView *_edgeSharpnessSRV;
ID3D11Buffer *_edgeSharpness;
ID3D11Buffer *_edgeIndices;
int _numEdges, _numPoints;
};
#endif // OPENSUBDIV_EXAMPLES_D3D11_CONTROL_MESH_DISPLAY_H