#include <MUniformParameter.h>
The MUniformParameter class provides a high-level interface to hardware shader uniform parameters. By defining your shader's uniform parameters through this class, you allow Maya to handle the attributes, editing, serialisation, and caching 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 AEhwUniformTemplateParameters 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 $yourUniformNameTemplateInitialised = 0; global proc AEyourUniformNameTemplate ( string $node ) { global int $yourUniformNameTemplateInitialised; if( $yourUniformNameTemplateInitialised == 0) { source "AEhwUniformTemplate.mel"; $yourUniformNameTemplateInitialised = 1; } AEhwUniformTemplateHeader( $node); // Insert custom attributes between the swatch and the parameters here AEhwUniformTemplateParameters( $node); // Insert custom attributes after the parameters here AEhwUniformTemplateFooter( $node); }
Parameter semantics (i.e. what the parameter represents).
MUniformParameter::MUniformParameter | ( | ) |
Create an uninitialised (i.e. NULL) uniform parameter.
MUniformParameter::MUniformParameter | ( | const MString & | name, | |
DataType | type, | |||
DataSemantic | semantic, | |||
unsigned int | numRows = 1 , |
|||
unsigned int | numColumns = 1 , |
|||
void * | userData = NULL | |||
) |
Create a new uniform parameter.
[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] | 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] | numRows | specifies the number of row of the specified type to include (e.g. a vector would have 3 floats) |
[in] | numColumns | specifies the number of columns of the specified type to include (e.g. a matrix would have 4 rows and 4 columns of floats) |
[in] | userData | opaque data your plugin can use to store the relationship between this parameter and your shader (e.g. a parameter handle) |
MUniformParameter::~MUniformParameter | ( | ) |
Class destructor.
const MUniformParameter & MUniformParameter::operator= | ( | const MUniformParameter & | src | ) |
Assignment operator
const MString & MUniformParameter::name | ( | ) | const |
MUniformParameter::DataType MUniformParameter::type | ( | ) | const |
MUniformParameter::DataSemantic MUniformParameter::semantic | ( | ) | const |
Get the semantic of this parameter
unsigned int MUniformParameter::numRows | ( | ) | const |
Get the number of rows in this parameter
unsigned int MUniformParameter::numColumns | ( | ) | const |
Get the number of columns in this parameter
unsigned int MUniformParameter::numElements | ( | ) | const |
Get the number of elements in this parameter (including rows and columns)
void * MUniformParameter::userData | ( | ) | const |
Get the user data for this parameter. User data can be used to store plugin specific information that you want to associate with this parameter. Typically this will be used to store a handle to the effect parameter.
bool MUniformParameter::isATexture | ( | ) | const |
Test if this parameter stores a texture.
bool MUniformParameter::hasChanged | ( | const MGeometryList & | iterator | ) | const |
Has the value of this parameter changed since the last time it was accessed? This allow your shader to minimise state changes by only updating modified parameters.
[in] | iterator | the current shape being rendered. |
const float * MUniformParameter::getAsFloatArray | ( | const MGeometryList & | iterator | ) | const |
Get the value of this uniform parameter as one or more floating point values. Because some parameters can be shape-dependent, the method requires access to the current geometry item being rendered.
[in] | iterator | the current shape being rendered. |
void MUniformParameter::setAsFloatArray | ( | const float * | value, | |
unsigned int | maxElements | |||
) | const |
Set the value of this uniform parameter as one or more floating point values. Note that it is not possible to set shape-specific parameters.
[in] | value | a pointer an array of floats holding the new floating point value(s) for this parameter. |
[in] | maxElements | the maximum number of elements in the value array. |
float MUniformParameter::getAsFloat | ( | const MGeometryList & | iterator | ) | const |
Get the value of this uniform parameter as a float. Because some parameters can be shape-dependent, the method requires access to the current geometry item being rendered.
[in] | iterator | the current shape being rendered. |
void MUniformParameter::setAsFloat | ( | float | value | ) | const |
Set the value of this uniform parameter as a float. Note that it is not possible to set shape-dependent parameters.
[in] | value | the new float value for this parameter. |
MString MUniformParameter::getAsString | ( | const MGeometryList & | iterator | ) | const |
Get the value of this uniform parameter as a string. Because some parameters can be shape-dependent, the method requires access to the current geometry item being rendered.
[in] | iterator | the current shape being rendered. |
void MUniformParameter::setAsString | ( | const MString & | value | ) | const |
Set the value of this uniform parameter as a string. Note that it is not possible to set shape-dependent parameters.
[in] | value | the new string value for this parameter. |
bool MUniformParameter::getAsBool | ( | const MGeometryList & | iterator | ) | const |
Get the value of this uniform parameter as a boolean value. Because some parameters can be shape-dependent, the method requires access to the current geometry item being rendered.
[in] | iterator | the current shape being rendered. |
void MUniformParameter::setAsBool | ( | bool | value | ) | const |
Set the value of this uniform parameter as a boolean value. Note that it is not possible to set shape-dependent parameters.
[in] | value | the new value for this parameter. |
int MUniformParameter::getAsInt | ( | const MGeometryList & | iterator | ) | const |
Get the value of this uniform parameter as an integer. Because some parameters can be shape-dependent, the method requires access to the current geometry item being rendered.
[in] | iterator | the current shape being rendered. |
void MUniformParameter::setAsInt | ( | int | value | ) | const |
Set the value of this uniform parameter as an integer value. Note that it is not possible to set shape-dependent parameters.
[in] | value | the new value for this parameter. |
MPlug MUniformParameter::getSource | ( | ) | const |
Get the source plug connected to this parameter. Other than textures, this will typically be a NULL plug.
void MUniformParameter::setDirty | ( | ) |
Mark the data for this parameter as dirty. This will force the parameter to report that it has been changed the next time it is accessed. This allows external events (e.g. device lost, texture management, etc) to force a shader to re-set parameters tied to externally managed resources.
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