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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<title>Crazy Eddies GUI System: CEGUIDirect3D11Renderer.h Source File</title>
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<div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">/***********************************************************************</span>
<a name="l00002"></a>00002 <span class="comment">    filename:   CEGUIDirect3D11Renderer.h</span>
<a name="l00003"></a>00003 <span class="comment">    created:    Wed May 5 2010</span>
<a name="l00004"></a>00004 <span class="comment">*************************************************************************/</span>
<a name="l00005"></a>00005 <span class="comment">/***************************************************************************</span>
<a name="l00006"></a>00006 <span class="comment"> *   Copyright (C) 2004 - 2010 Paul D Turner &amp; The CEGUI Development Team</span>
<a name="l00007"></a>00007 <span class="comment"> *</span>
<a name="l00008"></a>00008 <span class="comment"> *   Permission is hereby granted, free of charge, to any person obtaining</span>
<a name="l00009"></a>00009 <span class="comment"> *   a copy of this software and associated documentation files (the</span>
<a name="l00010"></a>00010 <span class="comment"> *   &quot;Software&quot;), to deal in the Software without restriction, including</span>
<a name="l00011"></a>00011 <span class="comment"> *   without limitation the rights to use, copy, modify, merge, publish,</span>
<a name="l00012"></a>00012 <span class="comment"> *   distribute, sublicense, and/or sell copies of the Software, and to</span>
<a name="l00013"></a>00013 <span class="comment"> *   permit persons to whom the Software is furnished to do so, subject to</span>
<a name="l00014"></a>00014 <span class="comment"> *   the following conditions:</span>
<a name="l00015"></a>00015 <span class="comment"> *</span>
<a name="l00016"></a>00016 <span class="comment"> *   The above copyright notice and this permission notice shall be</span>
<a name="l00017"></a>00017 <span class="comment"> *   included in all copies or substantial portions of the Software.</span>
<a name="l00018"></a>00018 <span class="comment"> *</span>
<a name="l00019"></a>00019 <span class="comment"> *   THE SOFTWARE IS PROVIDED &quot;AS IS&quot;, WITHOUT WARRANTY OF ANY KIND,</span>
<a name="l00020"></a>00020 <span class="comment"> *   EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF</span>
<a name="l00021"></a>00021 <span class="comment"> *   MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.</span>
<a name="l00022"></a>00022 <span class="comment"> *   IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR</span>
<a name="l00023"></a>00023 <span class="comment"> *   OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,</span>
<a name="l00024"></a>00024 <span class="comment"> *   ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR</span>
<a name="l00025"></a>00025 <span class="comment"> *   OTHER DEALINGS IN THE SOFTWARE.</span>
<a name="l00026"></a>00026 <span class="comment"> ***************************************************************************/</span>
<a name="l00027"></a>00027 <span class="preprocessor">#ifndef _CEGUIDirect3D11Renderer_h_</span>
<a name="l00028"></a>00028 <span class="preprocessor"></span><span class="preprocessor">#define _CEGUIDirect3D11Renderer_h_</span>
<a name="l00029"></a>00029 <span class="preprocessor"></span>
<a name="l00030"></a>00030 <span class="preprocessor">#include &quot;../../CEGUIRenderer.h&quot;</span>
<a name="l00031"></a>00031 <span class="preprocessor">#include &quot;../../CEGUISize.h&quot;</span>
<a name="l00032"></a>00032 <span class="preprocessor">#include &quot;../../CEGUIVector.h&quot;</span>
<a name="l00033"></a>00033 <span class="preprocessor">#include &lt;vector&gt;</span>
<a name="l00034"></a>00034 
<a name="l00035"></a>00035 <span class="preprocessor">#if (defined( __WIN32__ ) || defined( _WIN32 )) &amp;&amp; !defined(CEGUI_STATIC)</span>
<a name="l00036"></a>00036 <span class="preprocessor"></span><span class="preprocessor">#   ifdef DIRECT3D11_GUIRENDERER_EXPORTS</span>
<a name="l00037"></a>00037 <span class="preprocessor"></span><span class="preprocessor">#       define D3D11_GUIRENDERER_API __declspec(dllexport)</span>
<a name="l00038"></a>00038 <span class="preprocessor"></span><span class="preprocessor">#   else</span>
<a name="l00039"></a>00039 <span class="preprocessor"></span><span class="preprocessor">#       define D3D11_GUIRENDERER_API __declspec(dllimport)</span>
<a name="l00040"></a>00040 <span class="preprocessor"></span><span class="preprocessor">#   endif</span>
<a name="l00041"></a>00041 <span class="preprocessor"></span><span class="preprocessor">#else</span>
<a name="l00042"></a>00042 <span class="preprocessor"></span><span class="preprocessor">#   define D3D11_GUIRENDERER_API</span>
<a name="l00043"></a>00043 <span class="preprocessor"></span><span class="preprocessor">#endif</span>
<a name="l00044"></a>00044 <span class="preprocessor"></span>
<a name="l00045"></a>00045 <span class="preprocessor">#if defined(_MSC_VER)</span>
<a name="l00046"></a>00046 <span class="preprocessor"></span><span class="preprocessor">#   pragma warning(push)</span>
<a name="l00047"></a>00047 <span class="preprocessor"></span><span class="preprocessor">#   pragma warning(disable : 4251)</span>
<a name="l00048"></a>00048 <span class="preprocessor"></span><span class="preprocessor">#endif</span>
<a name="l00049"></a>00049 <span class="preprocessor"></span>
<a name="l00050"></a>00050 <span class="comment">// D3D forward refs</span>
<a name="l00051"></a>00051 <span class="keyword">struct </span>ID3D11Device;
<a name="l00052"></a>00052 <span class="keyword">struct </span>ID3D11DeviceContext;
<a name="l00053"></a>00053 <span class="keyword">struct </span>ID3DX11Effect;<span class="comment">//D3DXEffect11 in dependences</span>
<a name="l00054"></a>00054 <span class="keyword">struct </span>ID3DX11EffectTechnique;<span class="comment">//D3DXEffect11 in dependences</span>
<a name="l00055"></a>00055 <span class="keyword">struct </span>ID3D11InputLayout;
<a name="l00056"></a>00056 <span class="keyword">struct </span>ID3DX11EffectShaderResourceVariable;<span class="comment">//D3DXEffect11 in dependences</span>
<a name="l00057"></a>00057 <span class="keyword">struct </span>ID3DX11EffectMatrixVariable;<span class="comment">//D3DXEffect11 in dependences</span>
<a name="l00058"></a>00058 <span class="keyword">struct </span>ID3D11ShaderResourceView;<span class="comment">//D3DXEffect11 in dependences</span>
<a name="l00059"></a>00059 <span class="keyword">struct </span>D3DXMATRIX;
<a name="l00060"></a>00060 
<a name="l00061"></a>00061 <span class="preprocessor">#include &lt;d3d11.h&gt;</span>
<a name="l00062"></a>00062 <span class="preprocessor">#include &lt;d3dx11.h&gt;</span>
<a name="l00063"></a>00063 <span class="preprocessor">#include &lt;d3dx10.h&gt;</span>
<a name="l00064"></a>00064 
<a name="l00065"></a>00065 
<a name="l00066"></a><a class="code" href="structIDevice11.html">00066</a> <span class="keyword">struct </span><a class="code" href="structIDevice11.html">IDevice11</a><span class="comment">//little structure that keeps both device, in order to reduce copy &amp; paste around module</span>
<a name="l00067"></a>00067 {
<a name="l00069"></a><a class="code" href="structIDevice11.html#a29c3191226887e929bd2ce31f9b0a56c">00069</a>         ID3D11Device* <a class="code" href="structIDevice11.html#a29c3191226887e929bd2ce31f9b0a56c" title="The D3D device context we&#39;re using to create various resources with.">d_device</a>;
<a name="l00071"></a><a class="code" href="structIDevice11.html#a0c402b4c95aba4441c89a234fb9b745d">00071</a>         ID3D11DeviceContext* <a class="code" href="structIDevice11.html#a0c402b4c95aba4441c89a234fb9b745d" title="The D3D device context we&#39;re using to render.">d_context</a>;
<a name="l00072"></a>00072 };
<a name="l00073"></a>00073 
<a name="l00074"></a>00074 <span class="comment">// Start of CEGUI namespace section</span>
<a name="l00075"></a>00075 <span class="keyword">namespace </span>CEGUI
<a name="l00076"></a>00076 {
<a name="l00077"></a>00077 <span class="keyword">class </span>Direct3D11GeometryBuffer;
<a name="l00078"></a>00078 <span class="keyword">class </span>Direct3D11Texture;
<a name="l00079"></a>00079 
<a name="l00080"></a>00080 
<a name="l00082"></a><a class="code" href="classCEGUI_1_1Direct3D11Renderer.html">00082</a> <span class="keyword">class </span>D3D11_GUIRENDERER_API <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html" title="Renderer implementation using Direct3D 10.">Direct3D11Renderer</a> : <span class="keyword">public</span> <a class="code" href="classCEGUI_1_1Renderer.html" title="Abstract class defining the basic required interface for Renderer objects.">Renderer</a>
<a name="l00083"></a>00083 {
<a name="l00084"></a>00084 <span class="keyword">public</span>:
<a name="l00106"></a>00106     <span class="keyword">static</span> <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html" title="Renderer implementation using Direct3D 10.">Direct3D11Renderer</a>&amp; bootstrapSystem(ID3D11Device* device,
<a name="l00107"></a>00107                                                ID3D11DeviceContext* context);
<a name="l00108"></a>00108 
<a name="l00124"></a>00124     <span class="keyword">static</span> <span class="keywordtype">void</span> destroySystem();
<a name="l00125"></a>00125 
<a name="l00130"></a>00130     <span class="keyword">static</span> <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html" title="Renderer implementation using Direct3D 10.">Direct3D11Renderer</a>&amp; create(ID3D11Device* device,ID3D11DeviceContext* context);
<a name="l00131"></a>00131 
<a name="l00139"></a>00139     <span class="keyword">static</span> <span class="keywordtype">void</span> destroy(<a class="code" href="classCEGUI_1_1Direct3D11Renderer.html" title="Renderer implementation using Direct3D 10.">Direct3D11Renderer</a>&amp; renderer);
<a name="l00140"></a>00140 
<a name="l00141"></a>00141 <span class="comment">//     //! return the ID3D10Device used by this renderer object.</span>
<a name="l00142"></a>00142 <span class="comment">//     ID3D11Device&amp; getDirect3DDevice() const;</span>
<a name="l00143"></a>00143 <span class="comment">// </span>
<a name="l00144"></a>00144 <span class="comment">//      //! return the ID3D11Device context used by this renderer object.</span>
<a name="l00145"></a>00145 <span class="comment">//      ID3D11DeviceContext&amp; getDirect3DDeviceContext() const;</span>
<a name="l00146"></a>00146 
<a name="l00147"></a>00147         <span class="comment">//returns d3d11 container for further rendering and creating</span>
<a name="l00148"></a>00148         <a class="code" href="structIDevice11.html">IDevice11</a>&amp; getDirect3DDevice(); 
<a name="l00149"></a>00149         
<a name="l00151"></a>00151     <span class="keywordtype">void</span> bindTechniquePass(<span class="keyword">const</span> <a class="code" href="namespaceCEGUI.html#a83f2d6a0102fd8798109705714ff8f47" title="Enumerated type that contains the valid options that specify the type of blending that is to be perfo...">BlendMode</a> mode);
<a name="l00153"></a>00153     <span class="keywordtype">void</span> setCurrentTextureShaderResource(ID3D11ShaderResourceView* srv); 
<a name="l00155"></a>00155     <span class="keywordtype">void</span> setProjectionMatrix(D3DXMATRIX&amp; matrix);
<a name="l00157"></a>00157     <span class="keywordtype">void</span> setWorldMatrix(D3DXMATRIX&amp; matrix);
<a name="l00158"></a>00158 
<a name="l00159"></a>00159     <span class="comment">// Implement interface from Renderer</span>
<a name="l00160"></a>00160     <a class="code" href="classCEGUI_1_1RenderingRoot.html">RenderingRoot</a>&amp; getDefaultRenderingRoot();
<a name="l00161"></a>00161     <a class="code" href="classCEGUI_1_1GeometryBuffer.html" title="Abstract class defining the interface for objects that buffer geometry for later rendering.">GeometryBuffer</a>&amp; createGeometryBuffer();
<a name="l00162"></a>00162     <span class="keywordtype">void</span> destroyGeometryBuffer(<span class="keyword">const</span> <a class="code" href="classCEGUI_1_1GeometryBuffer.html" title="Abstract class defining the interface for objects that buffer geometry for later rendering.">GeometryBuffer</a>&amp; buffer);
<a name="l00163"></a>00163     <span class="keywordtype">void</span> destroyAllGeometryBuffers();
<a name="l00164"></a>00164     <a class="code" href="classCEGUI_1_1TextureTarget.html" title="Specialisation of RenderTarget interface that should be used as the base class for RenderTargets that...">TextureTarget</a>* createTextureTarget();
<a name="l00165"></a>00165     <span class="keywordtype">void</span> destroyTextureTarget(<a class="code" href="classCEGUI_1_1TextureTarget.html" title="Specialisation of RenderTarget interface that should be used as the base class for RenderTargets that...">TextureTarget</a>* target);
<a name="l00166"></a>00166     <span class="keywordtype">void</span> destroyAllTextureTargets();
<a name="l00167"></a>00167     <a class="code" href="classCEGUI_1_1Texture.html" title="Abstract base class specifying the required interface for Texture objects.">Texture</a>&amp; createTexture();
<a name="l00168"></a>00168     <a class="code" href="classCEGUI_1_1Texture.html" title="Abstract base class specifying the required interface for Texture objects.">Texture</a>&amp; createTexture(<span class="keyword">const</span> <a class="code" href="classCEGUI_1_1String.html" title="String class used within the GUI system.">String</a>&amp; filename, <span class="keyword">const</span> <a class="code" href="classCEGUI_1_1String.html" title="String class used within the GUI system.">String</a>&amp; resourceGroup);
<a name="l00169"></a>00169     <a class="code" href="classCEGUI_1_1Texture.html" title="Abstract base class specifying the required interface for Texture objects.">Texture</a>&amp; createTexture(<span class="keyword">const</span> <a class="code" href="classCEGUI_1_1Size.html" title="Class that holds the size (width &amp; height) of something.">Size</a>&amp; size);
<a name="l00170"></a>00170     <span class="keywordtype">void</span> destroyTexture(<a class="code" href="classCEGUI_1_1Texture.html" title="Abstract base class specifying the required interface for Texture objects.">Texture</a>&amp; texture);
<a name="l00171"></a>00171     <span class="keywordtype">void</span> destroyAllTextures();
<a name="l00172"></a>00172     <span class="keywordtype">void</span> beginRendering();
<a name="l00173"></a>00173     <span class="keywordtype">void</span> endRendering();
<a name="l00174"></a>00174     <span class="keywordtype">void</span> setDisplaySize(<span class="keyword">const</span> <a class="code" href="classCEGUI_1_1Size.html" title="Class that holds the size (width &amp; height) of something.">Size</a>&amp; sz);
<a name="l00175"></a>00175     <span class="keyword">const</span> <a class="code" href="classCEGUI_1_1Size.html" title="Class that holds the size (width &amp; height) of something.">Size</a>&amp; getDisplaySize() <span class="keyword">const</span>;
<a name="l00176"></a>00176     <span class="keyword">const</span> <a class="code" href="classCEGUI_1_1Vector2.html" title="Class used as a two dimensional vector (aka a Point)">Vector2</a>&amp; getDisplayDPI() <span class="keyword">const</span>;
<a name="l00177"></a>00177     uint getMaxTextureSize() <span class="keyword">const</span>;
<a name="l00178"></a>00178     <span class="keyword">const</span> <a class="code" href="classCEGUI_1_1String.html" title="String class used within the GUI system.">String</a>&amp; getIdentifierString() <span class="keyword">const</span>;
<a name="l00179"></a>00179 
<a name="l00180"></a>00180 <span class="keyword">protected</span>:
<a name="l00182"></a>00182     <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html" title="Renderer implementation using Direct3D 10.">Direct3D11Renderer</a>(ID3D11Device* device,ID3D11DeviceContext* context);
<a name="l00183"></a>00183 
<a name="l00185"></a>00185     ~<a class="code" href="classCEGUI_1_1Direct3D11Renderer.html" title="Renderer implementation using Direct3D 10.">Direct3D11Renderer</a>();
<a name="l00186"></a>00186 
<a name="l00188"></a>00188     <a class="code" href="classCEGUI_1_1Size.html" title="Class that holds the size (width &amp; height) of something.">Size</a> getViewportSize();
<a name="l00189"></a>00189 
<a name="l00191"></a><a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#ad3e9a04a60417bdf9ccf460c82a98d35">00191</a>     <span class="keyword">static</span> <a class="code" href="classCEGUI_1_1String.html" title="String class used within the GUI system.">String</a> <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#ad3e9a04a60417bdf9ccf460c82a98d35" title="String holding the renderer identification text.">d_rendererID</a>;
<a name="l00193"></a>00193 
<a name="l00194"></a><a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a0001b0716b65cb772b8dba2b37010d3d">00194</a>         <a class="code" href="structIDevice11.html">IDevice11</a> <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a0001b0716b65cb772b8dba2b37010d3d" title="The D3D device we&#39;re using to render with.">d_device</a>;
<a name="l00195"></a>00195 
<a name="l00197"></a><a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a93f268c236bf9c669f1f19f26b3204be">00197</a>     <a class="code" href="classCEGUI_1_1Size.html" title="Class that holds the size (width &amp; height) of something.">Size</a> <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a93f268c236bf9c669f1f19f26b3204be" title="What the renderer considers to be the current display size.">d_displaySize</a>;
<a name="l00199"></a><a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a4a991c411d4302d05987393cacee1fc8">00199</a>     <a class="code" href="classCEGUI_1_1Vector2.html" title="Class used as a two dimensional vector (aka a Point)">Vector2</a> <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a4a991c411d4302d05987393cacee1fc8" title="What the renderer considers to be the current display DPI resolution.">d_displayDPI</a>;
<a name="l00201"></a><a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a54893d6420e7793613ebb6734378e52c">00201</a>     <a class="code" href="classCEGUI_1_1RenderTarget.html" title="Defines interface to some surface that can be rendered to. Concrete instances of objects that impleme...">RenderTarget</a>* <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a54893d6420e7793613ebb6734378e52c" title="The default RenderTarget (used by d_defaultRoot)">d_defaultTarget</a>;
<a name="l00203"></a><a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a385a89615821c7c4b48f7cd24c0f7db6">00203</a>     <a class="code" href="classCEGUI_1_1RenderingRoot.html">RenderingRoot</a>* <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a385a89615821c7c4b48f7cd24c0f7db6" title="The default rendering root object.">d_defaultRoot</a>;
<a name="l00205"></a><a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#aad429e5c6147996d3a82baff1e3f755e">00205</a>     <span class="keyword">typedef</span> std::vector&lt;TextureTarget*&gt; <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#aad429e5c6147996d3a82baff1e3f755e" title="container type used to hold TextureTargets we create.">TextureTargetList</a>;
<a name="l00207"></a><a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a2cffee13a15cdc514186fa13e62aa8a2">00207</a>     <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#aad429e5c6147996d3a82baff1e3f755e" title="container type used to hold TextureTargets we create.">TextureTargetList</a> <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a2cffee13a15cdc514186fa13e62aa8a2" title="Container used to track texture targets.">d_textureTargets</a>;
<a name="l00209"></a><a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a9f8fecc18761ec4fd4e5d56b393b1281">00209</a>     <span class="keyword">typedef</span> std::vector&lt;Direct3D11GeometryBuffer*&gt; <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a9f8fecc18761ec4fd4e5d56b393b1281" title="container type used to hold GeometryBuffers we create.">GeometryBufferList</a>;
<a name="l00211"></a><a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a33c52bc47460c1328a49a1685f694e68">00211</a>     <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a9f8fecc18761ec4fd4e5d56b393b1281" title="container type used to hold GeometryBuffers we create.">GeometryBufferList</a> <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a33c52bc47460c1328a49a1685f694e68" title="Container used to track geometry buffers.">d_geometryBuffers</a>;
<a name="l00213"></a><a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a435b149b66e1336333470a9b9a465c8d">00213</a>     <span class="keyword">typedef</span> std::vector&lt;Direct3D11Texture*&gt; <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a435b149b66e1336333470a9b9a465c8d" title="container type used to hold Textures we create.">TextureList</a>;
<a name="l00215"></a><a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#ae8b113747dc410fe07969ee390f64e3b">00215</a>     <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a435b149b66e1336333470a9b9a465c8d" title="container type used to hold Textures we create.">TextureList</a> <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#ae8b113747dc410fe07969ee390f64e3b" title="Container used to track textures.">d_textures</a>;
<a name="l00217"></a><a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a682779bde5649835c5dc6e7f07b2123c">00217</a>     ID3DX11Effect* <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a682779bde5649835c5dc6e7f07b2123c" title="Effect (shader) used when rendering.">d_effect</a>;
<a name="l00219"></a><a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a744d1e42bd7f588c91cc49e89d85eeb3">00219</a>     ID3DX11EffectTechnique* <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a744d1e42bd7f588c91cc49e89d85eeb3" title="Rendering technique that supplies BM_NORMAL type rendering.">d_normalTechnique</a>;
<a name="l00221"></a><a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a546864883b5e7d8c6186b220bfbda5f0">00221</a>     ID3DX11EffectTechnique* <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a546864883b5e7d8c6186b220bfbda5f0" title="Rendering technique that supplies BM_RTT_PREMULTIPLIED type rendering.">d_premultipliedTechnique</a>;
<a name="l00223"></a><a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#ab58e6c70bfdd2efd1af8808e8f75c73b">00223</a>     ID3D11InputLayout* <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#ab58e6c70bfdd2efd1af8808e8f75c73b" title="D3D10 input layout describing the vertex format we use.">d_inputLayout</a>;
<a name="l00225"></a><a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#ad01cb7661ab8d78d0462db075d8f8eed">00225</a>     ID3DX11EffectShaderResourceVariable* <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#ad01cb7661ab8d78d0462db075d8f8eed" title="Variable to access current texture (actually shader resource view)">d_boundTextureVariable</a>;
<a name="l00227"></a><a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a26d17f73b5f2a90202736c45cdfc4441">00227</a>     ID3DX11EffectMatrixVariable* <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a26d17f73b5f2a90202736c45cdfc4441" title="Variable to access world matrix used in geometry transformation.">d_worldMatrixVariable</a>;
<a name="l00229"></a><a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a55e2fce681505aee6af262d900371029">00229</a>     ID3DX11EffectMatrixVariable* <a class="code" href="classCEGUI_1_1Direct3D11Renderer.html#a55e2fce681505aee6af262d900371029" title="Variable to access projection matrix used in geometry transformation.">d_projectionMatrixVariable</a>;
<a name="l00230"></a>00230 };
<a name="l00231"></a>00231 
<a name="l00232"></a>00232 
<a name="l00233"></a>00233 } <span class="comment">// End of  CEGUI namespace section</span>
<a name="l00234"></a>00234 
<a name="l00235"></a>00235 <span class="preprocessor">#if defined(_MSC_VER)</span>
<a name="l00236"></a>00236 <span class="preprocessor"></span><span class="preprocessor">#   pragma warning(pop)</span>
<a name="l00237"></a>00237 <span class="preprocessor"></span><span class="preprocessor">#endif</span>
<a name="l00238"></a>00238 <span class="preprocessor"></span>
<a name="l00239"></a>00239 <span class="preprocessor">#endif  // end of guard _CEGUIDirect3D11Renderer_h_</span>
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