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https://github.com/PixarAnimationStudios/OpenSubdiv
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7394bf5f51
- add GLControlMeshDisplay and D3D11ControlMeshDisplay into examples/common - delete all drawCageEdges/drawCageVertices from viewers and use ControlMeshDisplay class
66 lines
2.3 KiB
C++
66 lines
2.3 KiB
C++
//
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// Copyright 2015 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#ifndef OPENSUBDIV_EXAMPLES_D3D11_CONTROL_MESH_DISPLAY_H
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#define OPENSUBDIV_EXAMPLES_D3D11_CONTROL_MESH_DISPLAY_H
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#include <d3d11.h>
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#include <far/topologyLevel.h>
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class D3D11ControlMeshDisplay {
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public:
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D3D11ControlMeshDisplay(ID3D11DeviceContext *deviceContext);
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~D3D11ControlMeshDisplay();
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void Draw(ID3D11Buffer *buffer, int stride,
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const float *modelViewProjectionMatrix);
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void SetTopology(OpenSubdiv::Far::TopologyLevel const &level);
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bool GetEdgesDisplay() const { return _displayEdges; }
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void SetEdgesDisplay(bool display) { _displayEdges = display; }
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bool GetVerticesDisplay() const { return _displayVertices; }
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void SetVerticesDisplay(bool display) { _displayVertices = display; }
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private:
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bool createProgram();
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bool _displayEdges;
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bool _displayVertices;
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ID3D11DeviceContext *_deviceContext;
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ID3D11InputLayout *_inputLayout;
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ID3D11VertexShader *_vertexShader;
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ID3D11PixelShader *_pixelShader;
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ID3D11RasterizerState *_rasterizerState;
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ID3D11Buffer *_constantBuffer;
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ID3D11ShaderResourceView *_edgeSharpnessSRV;
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ID3D11Buffer *_edgeSharpness;
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ID3D11Buffer *_edgeIndices;
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int _numEdges, _numPoints;
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};
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#endif // OPENSUBDIV_EXAMPLES_D3D11_CONTROL_MESH_DISPLAY_H
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