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MVaryingParameter Class Reference

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Detailed Description

Geometric data cache.

The MVaryingParameter class provides a high-level interface to hardware shader varying parameters. By defining your shader's varying data through this class, you allow Maya to handle the attributes, editing, serialisation, requirements setup, and cache management for you in a standard way that ensure you'll be able to leverage future performance and functionlity improvements.

At setup time (either initial load or when the effect/technique is changed), your shader simply creates the list of parameters it requires, specifying the name, type, semantic of the parameters. At render time, you can then use the parameters to directly access the appropriate buffers for that surface data.

If you include a custom Attribute Editor template for your shader node, you can include these surface parameters by calling the AEhwShaderTemplateParameters script function. The following sample code provides a basic template you can modify - however your AE template can use as much or as little of this as you like:

global int $yourShaderNameTemplateInitialised = 0;

global proc AEyourShaderNameTemplate ( string $node )
{
    global int $yourShaderNameTemplateInitialised;
    if( $yourShaderNameTemplateInitialised == 0)
    {
        source "AEhwShaderTemplate.mel";
        $yourShaderNameTemplateInitialised = 1;
    }

    AEhwShaderTemplateHeader( $node);

    // Insert custom attributes between the swatch and the parameters here

    AEhwShaderTemplateParameters( $node);

    // Insert custom attributes after the parameters here

    AEhwShaderTemplateFooter( $node);
}
Examples:

hlslShader.cpp, and hlslShader.h.

#include <MVaryingParameter.h>

List of all members.

Public Types

enum   MVaryingParameterType { kInvalidParameter = -1, kStructure = 0, kFloat }
 

Parameter types.

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enum   MVaryingParameterSemantic {
  kNoSemantic = 0, kPosition, kNormal, kTexCoord,
  kColor, kWeight, kTangent = kWeight + 2, kBinormal
}
 

Parameter semantics (i.e. what the parameter represents).

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Public Member Functions

  MVaryingParameter ()
  Create an uninitialised (i.e.
  MVaryingParameter (const MString &name, MVaryingParameterType type, int minElements=1, int maxElements=1, MVaryingParameterSemantic semantic=kNoSemantic, bool invertTexCoords=false)
  Create a new varying parameter.
  ~MVaryingParameter ()
  Class destructor.
const MVaryingParameter operator= (const MVaryingParameter &other)
  Assignment operator.
const MString name () const
  Get the name of this parameter.
MVaryingParameter::MVaryingParameterType  type () const
  Get the type of this parameter.
MVaryingParameter::MVaryingParameterSemantic  semantic () const
  Get the semantic of this parameter.
MStatus  getBuffer (MGeometry &geometry, const void *&data, unsigned int &elements, unsigned int &count) const
  Get the data for this parameter as a system memory buffer.
MVaryingParameter::MVaryingParameterSemantic  getSourceType () const
  Get the type of data (e.g.
MString  getSourceSetName () const
  If the current data type supports data sets (e.g.
MStatus  setSource (MVaryingParameter::MVaryingParameterSemantic type, const MString &setName)
  While the source of geometry parameters is usually configured by the artist through Maya's user interface, this method allows you to programatically set the source of a geometry parameter, including both the data type (e.g.
unsigned int  getElementSize () const
  Get the size in bytes of one element of this parameter.
unsigned int  getMaximumStride () const
  Get the maximum stride of this parameter in bytes.
MStatus  addElement (const MVaryingParameter &child)
  Add a child element to this parameter.
unsigned int  numElements () const
  Get the number of elements in this structure.
MVaryingParameter  getElement (unsigned int i) const
  Get an element within a structure.
MStatus  removeElements ()
  Remove all child elements from a structure.

Friends

class  MVaryingParameterList

Member Enumeration Documentation

Parameter types.

Enumerator:
kInvalidParameter 

 

kStructure 

 

kFloat 

 

Parameter semantics (i.e. what the parameter represents).

Enumerator:
kNoSemantic 

 

kPosition 

 

kNormal 

 

kTexCoord 

 

kColor 

 

kWeight 

 

kTangent 

 

kBinormal 

 


Constructor & Destructor Documentation

Create an uninitialised (i.e.

NULL) varying parameter.

MVaryingParameter ( const MString name,
MVaryingParameterType  type,
int  minElements = 1,
int  maxElements = 1,
MVaryingParameterSemantic  semantic = kNoSemantic,
bool  invertTexCoords = false 
)

Create a new varying parameter.

Parameters:
[in] name the name of the new parameter. For independently configurable inputs, this must be unique across all parameters on the shader. If multiple parameters share the same name, only a single input will be presented to the user, and the value used to populate the set of commonly named parameters.
[in] type the type of the new parameter. This can either be an atomic type (e.g. float), or a structure containing other parameters. Vectors of atomic types (e.g. float4) are defined by setting the atomic type to kFloat, and specifying the maxElements value of 4.
[in] minElements specifies the minimum number of elements of the specified atomic type that should be used to populate this parameter. Many hardware channels allow binding of a variable number of elements per value; for example you can bind a stream of float3s or float4s to a color register. In this case, you would specify a minElements value of 3, and a maxElements value of 4. This value is ignored for structures and elements inside structures (elements inside a structure are always maxElements size).
[in] maxElements specifies the maximum number of elements of the specified atomic type that should be used to populate this parameter. See minElements for more information. This value is ignored for structures.
[in] semantic specifies the expected usage of the paramter (e.g. we expect this to be a colour, or a tangent, etc). This gives Maya a hint as to how the input should be presented to the user, and possibly even which input data is valid for this parameter. This value is ignored for structures.
[in] invertTexCoords If true the V texture coordinate will be inverted, so that it begins at the top of the texture rather than the bottom.

Member Function Documentation

const MVaryingParameter & operator= ( const MVaryingParameter src )

Assignment operator.

Parameters:
[in] src Right operand.
const MString & name ( ) const

Get the name of this parameter.

Returns:
The name of this parameter
Examples:
hlslShader.cpp.

Get the type of this parameter.

Returns:
The type of this parameter

Get the semantic of this parameter.

Returns:
The semantic of this parameter
Examples:
hlslShader.cpp.
MStatus getBuffer ( MGeometry geometry,
const void *&  data,
unsigned int &  elements,
unsigned int &  count 
) const

Get the data for this parameter as a system memory buffer.

Parameters:
[in] geometry the geometry cache the data should be retrieved from. This corresponds to the shape (e.g. mesh) you want the data for.
[out] data returns a pointer to the data (or NULL if the parameter is not available).
[in] elements the number of elements specified for this parameter (e.g. is it 3 floats or 4 floats?)
[in] count the number of values returned for this parameter (e.g. there are 426 normals)
Returns:

Get the type of data (e.g.

position, normal, uv) currently populating this parameter. This method will only return a useful value when called on leaf-level parameters (e.g. structures do not have sources, only the elements of a structure have sources).

Returns:
The current data type populating of this parameter
MString getSourceSetName ( ) const

If the current data type supports data sets (e.g.

uv sets, color sets), get the name of the data set populating this parameter. This method will only return a useful value when called on leaf-level parameters (e.g. structures do not have sources, only the elements of a structure have sources).

Returns:
The current source set of this parameter
MStatus setSource ( MVaryingParameter::MVaryingParameterSemantic  type,
const MString setName 
)

While the source of geometry parameters is usually configured by the artist through Maya's user interface, this method allows you to programatically set the source of a geometry parameter, including both the data type (e.g.

position, normal, etc) and an optional set name (e.g. UV set "map1"). This is useful for implementing custom default values or shader operations.

Parameters:
[in] type the type of data to populate this parameter with
[in] setName the specific data set to use for parameter types which support data sets, such as UV and color.
Returns:
unsigned int getElementSize ( ) const

Get the size in bytes of one element of this parameter.

Returns:
The size in bytes of one element of this parameter.
unsigned int getMaximumStride ( ) const

Get the maximum stride of this parameter in bytes.

For parameter that accept a range of element counts, this corresponds to the maximum number of elements the parameter supports.

Returns:
The maximum stride of this parameter in bytes.
MStatus addElement ( const MVaryingParameter child )

Add a child element to this parameter.

This operation is only valid for parameters of type kStructure.

Parameters:
[in] child the parameter to add to the structure.
Returns:
unsigned int numElements ( ) const

Get the number of elements in this structure.

This operation is only valid for parameters of type kStructure.

Returns:
The number of elements in this structure.
Examples:
hlslShader.cpp.
MVaryingParameter getElement ( unsigned int  i ) const

Get an element within a structure.

This operation is only valid for parameters of type kStructure.

Parameters:
[in] i The index of the structure element to return.
Returns:
The structure element. This will be a NULL element if an invalid index was specified.
Examples:
hlslShader.cpp.
MStatus removeElements ( )

Remove all child elements from a structure.

This operation is only valid for parameters of type kStructure.

Returns:

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