OpenSubdiv/examples/common/d3d11Hud.h
Takahito Tejima c3aa00e706 remove SupportsAdaptiveTessellation from OsdDrawContext, and example cleanups
As a preparation for retiring DrawContext, move SupportsAdaptiveTessellation
method to examples/common/glUtils, which is renamed and namespaced
from gl_common.{cpp,h} to be consistent to other files.
Same renamings applied to other example files.
2015-05-19 10:30:16 -07:00

68 lines
2.2 KiB
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//
// Copyright 2013 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_HUD_H
#define OPENSUBDIV_EXAMPLES_D3D11_HUD_H
#include <D3D11.h>
#include "hud.h"
class D3D11hud : public Hud
{
public:
D3D11hud(ID3D11DeviceContext *deviceContext);
~D3D11hud();
void Init(int width, int height) {
Init(width, height, width, height);
}
void Rebuild(int width, int height) {
Rebuild(width, height, width, height);
}
virtual void Init(int width, int height, int framebufferWidth, int framebufferHeight);
virtual void Rebuild(int width, int height,
int framebufferWidth, int framebufferHeight);
virtual bool Flush();
private:
ID3D11DeviceContext *_deviceContext;
ID3D11Buffer *_vbo;
ID3D11Buffer *_staticVbo;
ID3D11Texture2D *_fontTexture;
ID3D11InputLayout *_inputLayout;
ID3D11ShaderResourceView *_shaderResourceView;
ID3D11SamplerState *_samplerState;
ID3D11VertexShader *_vertexShader;
ID3D11PixelShader *_pixelShader;
ID3D11RasterizerState *_rasterizerState;
ID3D11Buffer* _constantBuffer;
int _staticVboCount;
};
#endif // OPENSUBDIV_EXAMPLES_D3D11_HUD_H