#include <adskPassShader.h>
PassShaderParameters | The type of the pass shader parameters. | |
PassComputation | The helper function object which computes a value per sample. This function object will be constucted using using the current state, and the current parameters, and will be called with the state, parameters, and a reference to the current value in the frame buffer for the given sample. | |
RayFilter | The helper function object which determines whether a ray
should be processed or not. See
PassShaderEyeRayFilter for an example
implementation. |
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VERSION | The version number of this shader. |
Public Member Functions |
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PassShader (miState *pState, PassShaderParameters *pParameters) | |
PassShader constructor. This
will be called once per shader instance, and is where data for each
shader instance should be initialized. |
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virtual | ~PassShader () |
PassShader destructor. The
member variables mDestructorState and
mDestructorParameters will be set correctly when the
destructor is called. |
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miBoolean | operator() (miColor *pResult, miState *pState, PassShaderParameters *pParameters) |
Main shading function. |
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Public Attributes |
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miUint | mFrameBufferID |
miUint | mEncodingIndex |
PassComputation | mPassComputation |
PassShader< FrameBufferDataType, PassShaderParameters, PassComputation, RayFilter, VERSION >::PassShader | ( | miState * | pState, | |
PassShaderParameters * | pParameters | |||
) | [inline] |
PassShader constructor. This will be called once per shader instance, and is where data for each shader instance should be initialized.
pState | A pointer to the mental ray state structure. | |
pParameters | A pointer to the shader parameters. |
miBoolean PassShader< FrameBufferDataType, PassShaderParameters, PassComputation, RayFilter, VERSION >::operator() | ( | miColor * | pResult, | |
miState * | pState, | |||
PassShaderParameters * | pParameters | |||
) | [inline] |
Main shading function.
This is the function which is called for shader samples.
pResult | A pointer to the mental ray color result. | |
pState | A pointer to the mental ray state structure. | |
pParameters | A pointer to the shader parameters. |
Reimplemented from Shader< PassShaderParameters, ShaderHelper< PassShaderParameters >, VERSION >.
miUint PassShader< FrameBufferDataType, PassShaderParameters, PassComputation, RayFilter, VERSION >::mFrameBufferID |
The frame buffer IDs
miUint PassShader< FrameBufferDataType, PassShaderParameters, PassComputation, RayFilter, VERSION >::mEncodingIndex |
Index associated with the render pass. Used for lookups in the pass contribution encoding strings.
PassComputation PassShader< FrameBufferDataType, PassShaderParameters, PassComputation, RayFilter, VERSION >::mPassComputation |
Object used for performaing pass-specific computations
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