#include
<adskShader.h>
This class holds all data and behaviors which are specific to mental ray surface shaders. It is an extention of the Material class.
SurfaceParameters | The surface parameter structure. | |
SurfaceResult | The surface result structure. | |
ShaderHelper | The shader helper to use with this shader. | |
AmbientMaterialColorComponent | The ambient material color component to use with this shader. | |
AmbientComponent | The ambient component to use with this shader. | |
DiffuseMaterialColorComponent | The diffuse material color component to use with this shader. | |
DiffuseComponent | The diffuse component to use with this shader. | |
SpecularComponent | The specular component to use with this shader. | |
ReflectionComponent | The reflection component to use with this shader. | |
RefractionComponent | The refraction component to use with this shader. | |
ScatterComponent | The scatter component to use with this shader. | |
IndirectComponent | The indirect component to use with this shader. | |
IncandescenceComponent | The incandescence component to use with this shader. | |
CustomComponent | The custom component to use with this shader. | |
VERSION | The version of this shader. Should match the version of the shader declared in the .mi file. |
Public Member Functions |
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Surface (miState *pState, SurfaceParameters *pParameters) | |
Surface shader constructor.
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virtual | ~Surface () |
Surface shader destructor.
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miBoolean | operator() (SurfaceResult *pResult, miState *pState, SurfaceParameters *pParameters) |
Main shading function. |
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Public Attributes |
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void * | mScatterData |
Surface< SurfaceParameters, SurfaceResult, ShaderHelper, AmbientMaterialColorComponent, AmbientComponent, DiffuseMaterialColorComponent, DiffuseComponent, SpecularComponent, ReflectionComponent, RefractionComponent, ScatterComponent, IndirectComponent, IncandescenceComponent, CustomComponent, VERSION >::Surface | ( | miState * | pState, | |
SurfaceParameters * | pParameters | |||
) | [inline] |
Surface shader constructor.
This will be called once per shader instance, and is where data for each shader instance should be initialized.
[in,out] | pState | A pointer to the mental ray state structure. |
[in] | pParameters | A pointer to the shader parameters. |
Surface< SurfaceParameters, SurfaceResult, ShaderHelper, AmbientMaterialColorComponent, AmbientComponent, DiffuseMaterialColorComponent, DiffuseComponent, SpecularComponent, ReflectionComponent, RefractionComponent, ScatterComponent, IndirectComponent, IncandescenceComponent, CustomComponent, VERSION >::~Surface | ( | ) | [inline, virtual] |
Surface shader destructor.
The member variables mDestructorState
and
mDestructorParameters
will be set correctly when the
destructor is called.
miBoolean Surface< SurfaceParameters, SurfaceResult, ShaderHelper, AmbientMaterialColorComponent, AmbientComponent, DiffuseMaterialColorComponent, DiffuseComponent, SpecularComponent, ReflectionComponent, RefractionComponent, ScatterComponent, IndirectComponent, IncandescenceComponent, CustomComponent, VERSION >::operator() | ( | SurfaceResult * | pResult, | |
miState * | pState, | |||
SurfaceParameters * | pParameters | |||
) | [inline] |
Main shading function.
This is the function which is called for shader samples.
[out] | pResult | A pointer to the mental ray surface shader result struct. |
[in,out] | pState | A pointer to the mental ray state structure. |
[in] | pParameters | A pointer to the shader parameters. |
void* Surface< SurfaceParameters, SurfaceResult, ShaderHelper, AmbientMaterialColorComponent, AmbientComponent, DiffuseMaterialColorComponent, DiffuseComponent, SpecularComponent, ReflectionComponent, RefractionComponent, ScatterComponent, IndirectComponent, IncandescenceComponent, CustomComponent, VERSION >::mScatterData |
Scatter user data pointer
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