// // 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 #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