18 #ifndef __HUSD_ShaderTranslator_h__ 
   19 #define __HUSD_ShaderTranslator_h__ 
   45     virtual bool matchesRenderMask( 
const UT_StringRef &render_mask ) = 0;
 
   70         static bool      hasActiveToken(
int thread);
 
   80                             { 
return ActiveToken::hasActiveToken(thread); }
 
  156     virtual int         getID()
 const   { 
return myID; }
 
  160                         { myDependentNodeIDs = node_ids; }
 
  162                         { 
return myDependentNodeIDs; }
 
  183     virtual bool matchesRenderContext( 
const UT_StringRef &render_context ) = 0;
 
  237     int         findShaderTranslatorID( 
const OP_Node &node ) 
const;
 
  255     void        reportShaderTranslation( 
const OP_Node &node, 
 
  266     void                    addTranslationObserver( 
const OP_Node &node );
 
void setDependentNodeIDs(const UT_IntArray &node_ids)
Designates the nodes as shader node dependents, given their IDs. 
 
virtual void setID(int id)
Some translators may want to know their ID in the registry. 
 
const UT_IntArray & getDependentNodeIDs() const 
 
Creates a standard USD Preview Surface shader from Houdini's node. 
 
**Note that the tasks the is the thread number *for the or if it s being executed by a non pool thread(this *can happen in cases where the whole pool is occupied and the calling *thread contributes to running the work load).**Thread pool.Have fun
 
std::pair< int, UT_StringHolder > TranslationRecord
 
Creates a USD shader primitives from Houdini's nodes. 
 
VOP_Type
Enumeration of the built-in (basic) VOP data types. 
 
virtual int getID() const 
 
MX_RENDER_API ShaderPtr createShader(const string &shaderName, GenContext &context, ElementPtr elem)
Create a shader for a given element. 
 
static bool isTranslatorActive(int thread)