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Interface to scene materials. More...
#include <BRAY_Interface.h>
Interface to scene materials.
Definition at line 566 of file BRAY_Interface.h.
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Definition at line 569 of file BRAY_Interface.h.
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Definition at line 573 of file BRAY_Interface.h.
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Definition at line 575 of file BRAY_Interface.h.
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Access to the underling material
Definition at line 580 of file BRAY_Interface.h.
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Access to the underling material
Definition at line 579 of file BRAY_Interface.h.
void BRAY::MaterialPtr::setCoordSysAliases | ( | const ScenePtr & | scene, |
UT_UniquePtr< UT_Map< UT_StringHolder, UT_StringHolder >> | map | ||
) |
Set the mapping for transform space aliases. This allows shaders to reference a simple space name rather than the fully qualified path to the space (e.g. "paintSpace" instead of "/World/Obj/PaintObj/Xform")
void BRAY::MaterialPtr::setInputs | ( | const ScenePtr & | scene, |
const MaterialInputList & | inputs, | ||
bool | for_surface | ||
) |
Set the material input list.
bool BRAY::MaterialPtr::updateDisplace | ( | ScenePtr & | scene, |
const UT_StringArray & | arguments | ||
) |
Update the displacement shader and arguments Returns true if arguments changed.
bool BRAY::MaterialPtr::updateDisplaceCode | ( | const ScenePtr & | scene, |
const UT_StringHolder & | name, | ||
const UT_StringRef & | code, | ||
bool | preload = false |
||
) |
Update displacement shader VEX code The preload
flag is used when other shaders in the network might depend on the code being updated. Returns true if the name or the code changed.
bool BRAY::MaterialPtr::updateDisplaceGraph | ( | ScenePtr & | scene, |
const UT_StringHolder & | name, | ||
const ShaderGraphPtr & | graphptr | ||
) |
Update the displacement shader graph Returns true if the name or the code changed.
void BRAY::MaterialPtr::updateSurface | ( | const ScenePtr & | scene, |
const UT_StringArray & | arguments | ||
) |
Update the surface shader and arguments.
void BRAY::MaterialPtr::updateSurfaceCode | ( | const ScenePtr & | scene, |
const UT_StringHolder & | name, | ||
const UT_StringRef & | code, | ||
bool | preload = false |
||
) |
Update surface shader VEX code. The preload
flag is used when other shaders in the network might depend on the code being updated.
void BRAY::MaterialPtr::updateSurfaceGraph | ( | const ScenePtr & | scene, |
const UT_StringHolder & | name, | ||
const ShaderGraphPtr & | graphptr | ||
) |
Update the surface shader graph.