#include "adskMayaState.h"
#include "adskMIDataPtr.h"
#include "shader.h"
#include "adskShaderSDKNamespaceBegin.h"
#include "adskShaderSDKNamespaceEnd.h"
#include "adskExport.h"
#include "adskRenderPassTypes.h"
Classes |
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struct | FrameBufferState |
Data structure that stores state information
used for frame buffer management. More... |
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struct | FrameBufferAccumulator |
Data structure that stores frame buffer
state relative to a specific trace recursion level. More... |
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struct | FrameBufferInfo |
Data structure required to store the
intermediate state for controlling frame buffer operations.
More... |
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struct | PassTypeInfo |
Datastructure used internally to store type
information on material render passes. More... |
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class | FrameBufferDisable |
Creating an object of this class will
disable frame buffer contributions in indirect shader calls in the
current thread for the lifetime of the object. More... |
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Enumerations |
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enum | FrameBufferFlagBits
{ FB_FLAG_NONE = 0, FB_FLAG_USE_TRANSPARENCY = 1 << 0, FB_FLAG_HOLDOUT = 1 << 1, FB_FLAG_REFLECT_HIDDEN = 1 << 2, FB_FLAG_REFRACT_HIDDEN = 1 << 3, FB_FLAG_HIDDEN_REFLECT = 1 << 4, FB_FLAG_HIDDEN_REFRACT = 1 << 5, FB_FLAG_TRANSPARENT_ATTENUATION = 1 << 6, FB_FLAG_COMPUTE_SHADOWS = 1 << 7, FB_FLAG_HIDDEN_SHADOWS = 1 << 8, FB_FLAG_LIGHT_ACTIVE = 1 << 9, FB_FLAG_SAMPLING_LIGHT = 1 << 10, FB_FLAG_NON_ADSK_LIGHT = 1 << 11, FB_FLAG_SHADOW_PASS = 1 << 12, FB_FLAG_DISABLE = 1 << 13, FB_FLAG_NO_COMPOSITING = 1 << 14, FB_FLAG_CUSTOM_PASS_EVAL = 1 << 15, FB_FLAG_CUSTOM_PASS_EVAL_GUARD = 1 << 16 } |
Bit flags used to describe the state and
rendering options for render passes. The flags marked as "global"
are only used on frame buffer 0, and store state information that
is global to all frame buffers. More... |
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enum | FrameBufferAccumulatorFlagBits
{ FB_ACC_FLAG_NONE = 0, FB_ACC_FLAG_HIDDEN = 1 << 0, FB_ACC_FLAG_FORCE_PROPAGATION = 1 << 1, FB_ACC_FLAG_BLOCK_REFLECTION = 1 << 2, FB_ACC_FLAG_BLOCK_REFRACTION = 1 << 3, FB_ACC_FLAG_BLOCK_ALL = 1 << 4 } |
Bit flags that describe the state of frame
buffer contributions for the current trace level. The *BLOCK* flags
are use for ray-tracing optimization. More... |
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enum | FrameBufferStateFlagBits
{ FB_STATE_FLAG_NONE = 0, FB_STATE_ALLOCATE_TEMP_DATA = 1 << 0, FB_STATE_PRETEND_NO_HIT = 1 << 1, FB_STATE_TRACED_THROUGH = 1 << 2, FB_STATE_NO_MASTERBEAUTY = 1 << 3 } |
Bit flags used to describe internal state of
the frame buffer framework. Unlike FrameBufferFlagBits, the flags
are stored in a member of
FrameBufferState, which exists even when there are no material
passes. More... |
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Functions |
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bool | isVolumePass (int index, PassTypeInfo *pPassTypeInfo) |
Tests whether a given render pass is a
volume rendering pass. |
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MIDataPtr< FrameBufferData > | getFrameBufferDataBlock (miState *pState) |
Retrieve the user data block that contains
all the frame buffer configuration information for the current
camera. |
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unsigned int | getFrameBufferInfo (const miState *const pState, PassTypeInfo *&pPassTypeInfo, FrameBufferInfo *&pFrameBufferInfo) |
Retrieve pass and frame buffer information.
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FrameBufferState * | getFrameBufferState (const miState *const pState) |
Retrieve state information used for frame
buffer management. |
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miInteger | getNonMaterialPassFrameBufferIndex (miState *pState, miInteger pPassNumber) |
Retrieve non material pass frame buffer
index. |
Bit flags that describe the state of frame buffer contributions for the current trace level. The *BLOCK* flags are use for ray-tracing optimization.
enum FrameBufferFlagBits |
Bit flags used to describe the state and rendering options for render passes. The flags marked as "global" are only used on frame buffer 0, and store state information that is global to all frame buffers.
Bit flags used to describe internal state of the frame buffer framework. Unlike FrameBufferFlagBits, the flags are stored in a member of FrameBufferState, which exists even when there are no material passes.
MIDataPtr<FrameBufferData> getFrameBufferDataBlock | ( | miState * | pState | ) |
Retrieve the user data block that contains all the frame buffer configuration information for the current camera.
[in] | pState | the shading state |
unsigned int getFrameBufferInfo | ( | const miState *const | pState, | |
PassTypeInfo *& | pPassTypeInfo, | |||
FrameBufferInfo *& | pFrameBufferInfo | |||
) |
Retrieve pass and frame buffer information.
[in] | pState | the shading state |
[out] | pPassTypeInfo | pointer to the pass type info shader state |
[out] | pFrameBufferInfo | pointer to the frame buffer info shader state |
FrameBufferState* getFrameBufferState | ( | const miState *const | pState | ) |
Retrieve state information used for frame buffer management.
[in] | pState | the shading state |
miInteger getNonMaterialPassFrameBufferIndex | ( | miState * | pState, | |
miInteger | pPassNumber | |||
) |
Retrieve non material pass frame buffer index.
[in] | pState | the shading state |
[in] | pPassNumber | the number of the pass |
bool isVolumePass | ( | int | index, | |
PassTypeInfo * | pPassTypeInfo | |||
) | [inline] |
Tests whether a given render pass is a volume rendering pass.
[in] | index | the render pass index |
[in] | pPassTypeInfo | pointer to the pass type info array |
Autodesk® Maya® 2012 © 2010 Autodesk, Inc. All rights reserved. | Generated with 1.5.6 |