#include <adskPassShader.h>


| PassShaderParameters | The type of the pass shader parameters. | |
| PassComputation | The helper function object which computes a value per sample. This function object will be constucted using using the current state, and the current parameters, and will be called with the state, parameters, and a reference to the current value in the frame buffer for the given sample. | |
| RayFilter | The helper function object which determines whether a ray
should be processed or not. See
PassShaderEyeRayFilter for an example
implementation. |
|
| VERSION | The version number of this shader. |
Public Member Functions |
|
| PassShader (miState *pState, PassShaderParameters *pParameters) | |
| PassShader constructor. This
will be called once per shader instance, and is where data for each
shader instance should be initialized. |
|
| virtual | ~PassShader () |
PassShader destructor. The
member variables mDestructorState and
mDestructorParameters will be set correctly when the
destructor is called. |
|
| miBoolean | operator() (miColor *pResult, miState *pState, PassShaderParameters *pParameters) |
| Main shading function. |
|
Public Attributes |
|
| miUint | mFrameBufferID |
| miUint | mEncodingIndex |
| PassComputation | mPassComputation |
| PassShader< FrameBufferDataType, PassShaderParameters, PassComputation, RayFilter, VERSION >::PassShader | ( | miState * | pState, | |
| PassShaderParameters * | pParameters | |||
| ) | [inline] |
PassShader constructor. This will be called once per shader instance, and is where data for each shader instance should be initialized.
| pState | A pointer to the mental ray state structure. | |
| pParameters | A pointer to the shader parameters. |
| miBoolean PassShader< FrameBufferDataType, PassShaderParameters, PassComputation, RayFilter, VERSION >::operator() | ( | miColor * | pResult, | |
| miState * | pState, | |||
| PassShaderParameters * | pParameters | |||
| ) | [inline] |
Main shading function.
This is the function which is called for shader samples.
| pResult | A pointer to the mental ray color result. | |
| pState | A pointer to the mental ray state structure. | |
| pParameters | A pointer to the shader parameters. |
Reimplemented from Shader< PassShaderParameters, ShaderHelper< PassShaderParameters >, VERSION >.
| miUint PassShader< FrameBufferDataType, PassShaderParameters, PassComputation, RayFilter, VERSION >::mFrameBufferID |
The frame buffer IDs
| miUint PassShader< FrameBufferDataType, PassShaderParameters, PassComputation, RayFilter, VERSION >::mEncodingIndex |
Index associated with the render pass. Used for lookups in the pass contribution encoding strings.
| PassComputation PassShader< FrameBufferDataType, PassShaderParameters, PassComputation, RayFilter, VERSION >::mPassComputation |
Object used for performaing pass-specific computations
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