Manage Layered shaders.
MFnLayeredShader facilitates creation and manipulation of dependency graph nodes representing layered shaders.
#include <MFnLayeredShader.h>
Public Member Functions |
|
virtual MFn::Type | type () const |
Function set type. |
|
virtual | ~MFnLayeredShader () |
Destructor. |
|
MFnLayeredShader () | |
Default constructor. |
|
MFnLayeredShader (MObject &object, MStatus *ReturnStatus=NULL) | |
Constructor. |
|
MObject | create (bool UIvisible=true, MStatus *ReturnStatus=NULL) |
Creates a new layered shader dependency
graph node and adds it to the dependency graph. |
|
short | compositingFlag (MStatus *ReturnStatus=NULL) const |
Retrieves the value of the "compositingFlag"
attribute of a shader node. |
|
MStatus | setCompositingFlag (const short &cflag) |
Sets the value of the "compositingFlag"
attribute of a shader node. |
|
MColor | color (unsigned int lIndex=0, MStatus *ReturnStatus=NULL) const |
Retrieves the value of the "color" attribute
of a shader node. |
|
MStatus | setColor (const MColor &col, unsigned int lIndex=0) |
Sets the value of the "color" attribute of a
shader node. |
|
MColor | transparency (unsigned int lIndex=0, MStatus *ReturnStatus=NULL) const |
Retrieves the value of the "transparency"
attribute of a shader node. |
|
MStatus | setTransparency (const MColor &transp, unsigned int lIndex=0) |
Sets the value of the "transparency"
attribute of a shader node. |
|
MColor | glowColor (unsigned int lIndex=0, MStatus *ReturnStatus=NULL) const |
Retrieves the value of the "glowColor"
attribute of a shader node. |
|
MStatus | setGlowColor (const MColor &glow_color, unsigned int lIndex=0) |
Sets the value of the "glowColor" attribute
of a shader node. |
|
MColor | hardwareColor (MStatus *ReturnStatus=NULL) const |
Retrieves the value of the "hardwareColor"
attribute of a shader node. |
|
MStatus | setHardwareColor (const MColor &hardware_color) |
Sets the value of the "hardwareColor"
attribute of a shader node. |
|
MColor | hardwareShader (MStatus *ReturnStatus=NULL) const |
Retrieves the value of the "hardwareShader"
attribute of a layered shader node. |
|
MStatus | setHardwareShader (const MColor &hardware_shader) |
Sets the value of the "hardwareShader"
attribute of a shader node. |
|
MFnLayeredShader (const MObject &object, MStatus *ReturnStatus=NULL) | |
Constructor. |
|
Protected Member Functions |
|
virtual const char * | className () const |
Class name. |
MFnLayeredShader | ( | MObject & | object, |
MStatus * | ReturnStatus =
NULL |
||
) |
Constructor.
Class constructor that initializes the function set to the given MObject.
[in] | object | The MObject to attach the function set to |
[out] | ReturnStatus | the return status |
MFnLayeredShader | ( | const MObject & | object, |
MStatus * | ReturnStatus =
NULL |
||
) |
Constructor.
Class constructor that initializes the function set to the given MObject.
[in] | object | The MObject to attach the function set to |
[out] | ReturnStatus | the return status |
MFn::Type type | ( | ) | const [virtual] |
Function set type.
Return the class type : MFn::kLayeredShader.
Reimplemented from MFnDependencyNode.
const char * className | ( | ) | const [protected, virtual] |
Creates a new layered shader dependency graph node and adds it to the dependency graph.
If the UIvisible parameter is true, the new node will be connected to the shader classification node (which allows the UI to recognize the node as a shader). If UIvisible is false, the node will be created in isolation.
[in] | UIvisible | determines whether or not the new node will be connected to the shader classification node. |
[out] | ReturnStatus | return status |
short compositingFlag | ( | MStatus * | ReturnStatus =
NULL |
) | const |
Retrieves the value of the "compositingFlag" attribute of a shader node.
[out] | ReturnStatus | return status |
MStatus setCompositingFlag | ( | const short & | cflag | ) |
Sets the value of the "compositingFlag" attribute of a shader node.
[in] | cflag | value to which the attribute will be set. |
Retrieves the value of the "color" attribute of a shader node.
This attribute represents the surface color of the shader.
[in] | lIndex | Index of the shader's entry in the inputs attribute array element. |
[out] | ReturnStatus | Status code. |
Sets the value of the "color" attribute of a shader node.
[in] | col | Color. |
[in] | lIndex | Index of the shader's entry in the inputs attribute array element. |
Retrieves the value of the "transparency" attribute of a shader node.
This attribute represents the surface transparency of the shader.
[in] | lIndex | Index of the shader's entry in the inputs attribute array element. |
[out] | ReturnStatus | Status code. |
Sets the value of the "transparency" attribute of a shader node.
[in] | transp | Value to which the attribute will be set. |
[in] | lIndex | Index of the shader's entry in the inputs attribute array element. |
Retrieves the value of the "glowColor" attribute of a shader node.
This attribute represents the ambient color of the shader.
[in] | lIndex | Index of the shader's entry in the inputs attribute array element. |
[out] | ReturnStatus | Status code. |
Sets the value of the "glowColor" attribute of a shader node.
[in] | glow_color | Color to which the attribute will be set. |
[in] | lIndex | Index of the shader's entry in the inputs attribute array element. |
Retrieves the value of the "hardwareColor" attribute of a shader node.
This attribute represents the color of the material that appears in shaded mode.
[out] | ReturnStatus | return status |
Sets the value of the "hardwareColor" attribute of a shader node.
[in] | hardware_color | value to which the attribute will be set. |
Retrieves the value of the "hardwareShader" attribute of a layered shader node.
[out] | ReturnStatus | return status |
Sets the value of the "hardwareShader" attribute of a shader node.
[in] | hardware_shader | value to which the attribute will be set. |