adskRenderPassTypes.h File Reference


Detailed Description

Render pass type definitions.

#include "adskShaderSDKNamespaceBegin.h"
#include "adskShaderSDKNamespaceEnd.h"

This graph shows which files directly or indirectly include this file:

Enumerations

enum   PassTypeID {
   BEAUTY = 0, AMBIENT_MATERIAL_COLOR = 1, AMBIENT_IRRADIANCE = 2, AMBIENT = 3,
   DIFFUSE_MATERIAL_COLOR = 4, DIFFUSE = 5, DIFFUSE_NO_SHADOW = 6, SPECULAR = 7,
   SPECULAR_NO_SHADOW = 8, INDIRECT = 9, DIRECT_IRRADIANCE = 10, DIRECT_IRRADIANCE_NO_SHADOW = 11,
   SHADOW = 12, SHADOW_MONO = 13, RAW_SHADOW = 14, RAW_SHADOW_MONO = 15,
   LIGHT_VOLUME = 16, OBJECT_VOLUME = 17, SCENE_VOLUME = 18, REFLECTION = 19,
   REFRACTION = 20, SCATTER = 21, INCANDESCENCE = 22, MATTE = 23,
   OPACITY = 24, TRANSLUCENCE = 25, REFLECTED_MATERIAL_COLOR = 26, INCIDENCE_LIGHT_NORMAL = 27,
   REFRACTION_MATERIAL_COLOR = 28, GLOW_SOURCE = 29, CUSTOM_PASS = 30, TRANSLUCENCE_NO_SHADOW = 31,
   NORMAL = 32, INCIDENCE_CAMERA_NORMAL = 33, BEAUTY_NO_SHADOW = 34, NUMBER_OF_PASS_TYPES = 35
}
  The numeric ID associated with each kind of pass. More...
enum   FrameBufferWriteOperationType { FB_WRITE_NOOP = 0, FB_WRITE_ADDITIVE = 1, FB_WRITE_MULTIPLICATIVE = 2, FB_WRITE_OVERWRITE = 3 }
  The encoding of how the shader will affect the frame buffers. More...
enum   FrameBufferWriteFlagsType { FB_WRITE_FLAG_SCALED = 1 << 0 }
  The encoding of the flags pertaining to the frame buffer operation. More...

Enumeration Type Documentation

The encoding of the flags pertaining to the frame buffer operation.

If FB_WRITE_FLAG_SCALED is set, the frame buffer contribution will be scaled by FrameBufferWriteFactor before being applied to the relevant frame buffer.

Enumerator:
FB_WRITE_FLAG_SCALED  Scale the contribution by FrameBufferWriteFactor.

The encoding of how the shader will affect the frame buffers.

Enumerator:
FB_WRITE_NOOP  Do not write to the frame buffers.
FB_WRITE_ADDITIVE  Add to the contents of the frame buffer.
FB_WRITE_MULTIPLICATIVE  Multiply the contents of the frame buffer.
FB_WRITE_OVERWRITE  Overwrite the contents of the frame buffer.

enum PassTypeID

The numeric ID associated with each kind of pass.

Enumerator:
BEAUTY  Beauty pass.
AMBIENT_MATERIAL_COLOR  Ambient material color pass.
AMBIENT_IRRADIANCE  Ambient irradiance pass.
AMBIENT  Ambient pass.
DIFFUSE_MATERIAL_COLOR  Diffuse material color pass.
DIFFUSE  Diffuse pass.
DIFFUSE_NO_SHADOW  Diffuse pass without shadows.
SPECULAR  Specular pass.
SPECULAR_NO_SHADOW  Specular pass without shadows.
INDIRECT  Indirect illumination pass.
DIRECT_IRRADIANCE  Direct irradiance pass.
DIRECT_IRRADIANCE_NO_SHADOW  Direct irradiance pass without shadows.
SHADOW  Shadow pass (multi-channel).
SHADOW_MONO  Shadow pass (single channel).
RAW_SHADOW  Raw shadow pass (multi-channel).
RAW_SHADOW_MONO  Raw shadow pass (single channel).
LIGHT_VOLUME  Light volume pass.
OBJECT_VOLUME  Object volume pass.
SCENE_VOLUME  Scene volume pass.
REFLECTION  Reflection pass.
REFRACTION  Refraction pass.
SCATTER  Scatter pass.
INCANDESCENCE  Incandescence pass.
MATTE  Matte pass.
OPACITY  Opacity pass.
TRANSLUCENCE  Translucence pass.
REFLECTED_MATERIAL_COLOR  Reflected material color pass.
INCIDENCE_LIGHT_NORMAL  Incidence pass (light/normal).
REFRACTION_MATERIAL_COLOR  Refraction material color pass.
GLOW_SOURCE  Base glow color pass.
CUSTOM_PASS  Custom pass.
TRANSLUCENCE_NO_SHADOW  Translucence pass without shadows.
NORMAL  Normal pass.
INCIDENCE_CAMERA_NORMAL  Incidence pass (camera/normal).
BEAUTY_NO_SHADOW  Beauty pass without shadows.
NUMBER_OF_PASS_TYPES  Total number of pass types (must be last).

Autodesk® Maya® 2009 © 1997-2008 Autodesk, Inc. All rights reserved. Generated with doxygen 1.5.6