#include <VOP_ScriptMaterialInfo.h>
Mapper that provides an HDA section name for a given encapsulated shader node. The encapsulated shader's code is stored in the returned section name within the script material HDA.
Definition at line 233 of file VOP_ScriptMaterialInfo.h.
virtual VOP_ScriptMaterialCodeMapper::~VOP_ScriptMaterialCodeMapper |
( |
| ) |
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inlinevirtual |
virtual bool VOP_ScriptMaterialCodeMapper::isPrimaryOutput |
( |
VOP_Node * |
shader_node, |
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VOP_Type |
shader_type |
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) |
| const |
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pure virtual |
Checks if the shader node was added as part of the primary output compilation phase. These nodes don't have phantom nodes, but rather reference a saved code section directly.
Maps the shader node to an HDA section name that contains the code generated by that shader node. The shader node should generate own code, because mapper may try to compile and store it in the section. Returns, previously added mapped section name if already added, or adds and returns a newly constructed shection name.
- Parameters
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section_name | The outgoing argument that will contain the section name that contains the shader's vex code. |
shader_node | The shader node whose code is in the mapped section name. |
shader_type | The type of shader code to look for (one node may be able to provide a few vex code chunks, each for a different shader type). |
The documentation for this class was generated from the following file: