OpenSubdiv/examples/common/d3d11_hud.h
manuelk c399655dcc Landing 3.0.0.alpha
Sync'ing the 'dev' branch with the 'feature_3.0dev' branch at commit 68c6d11fc36761ae1a5e6cdc3457be16f2e9704a

The branch 'feature_3.0dev' is now locked and preserved for historical purposes.
2014-09-05 15:07:46 -07:00

68 lines
2.1 KiB
C++

//
// 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 D3D11_HUD_H
#define 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 // D3D11_HUD_H