#include <adskShader.h>
List of all members.| ShaderParameters | The shader parameter structure. |
Public Member Functions | |
| ShaderHelper (miState *pState, ShaderParameters *pParameters) | |
| Constructor for shader helper. | |
| ~ShaderHelper () | |
| Deconstructor for shader helper. | |
| void | setupMayaBumpMapping () const |
| Adjust normal for Maya's bump mapping. | |
| miBoolean | computeHideSource () const |
| Determine if source should be hidden. | |
| void | computeTransparencyForShadow (miColor &pResTransp, miBoolean pHideSource) const |
| Computes transparency for shadow rays. | |
| void | evaluateParameters () |
| Evaluates shader parameters necessary for later computations. | |
| miColor | computeTransparency () const |
| Computes transparency parameters for non-shadow rays. | |
| miScalar | computeSpecularGlow () const |
| Computes the specular glow parameters for the shader. | |
| void | setASQWeight (MayabaseState *&MBS, BRDFComponent &bc, const miColor &pColor, const miColor &pTransparency, miScalar &pGlowIntensity) const |
| Set the ASQ weight for this shader call. | |
| miColor | computeAmbientResult (const miColor &pAmbientColor, const miColor &pColor) const |
| Computes the ambient result color. | |
| miScalar | computeTranslucence (miScalar pDotNL, miVector &pLightDirection, miScalar pTranslucence, miScalar pTranslucenceFocus, miScalar pTranslucenceDepth, void *pLightBlindData) const |
| Computes the translucence result for the shader. | |
| float | computeDiffuseAreaLightFactor (miVector &pBumpNormal, void *pLightBlindData) const |
| Computes the diffuse factor for area lights. | |
| float | computeSpecularAreaLightFactor (miVector &pBumpNormal, void *pLightBlindData) const |
| Computes the specular factor for area lights. | |
| miColor | getReflectedColor () const |
| Return the reflected color for this shader. | |
| ShaderHelper< ShaderParameters >::ShaderHelper | ( | miState * | pState, | |
| ShaderParameters * | pParameters | |||
| ) | [inline] |
| [in,out] | pState | A pointer to the mental ray state structure. |
| [in] | pParameters | A pointer to the shader parameters. |
| ShaderHelper< ShaderParameters >::~ShaderHelper | ( | ) | [inline] |
| void ShaderHelper< ShaderParameters >::setupMayaBumpMapping | ( | ) | const [inline] |
| miBoolean ShaderHelper< ShaderParameters >::computeHideSource | ( | ) | const [inline] |
| void ShaderHelper< ShaderParameters >::computeTransparencyForShadow | ( | miColor & | pResTransp, | |
| miBoolean | pHideSource | |||
| ) | const [inline] |
| [out] | pResTransp | The resulting transparency. |
| [in] | pHideSource | True if the source is hidden. |
| void ShaderHelper< ShaderParameters >::evaluateParameters | ( | ) | [inline] |
| miColor ShaderHelper< ShaderParameters >::computeTransparency | ( | ) | const [inline] |
| miScalar ShaderHelper< ShaderParameters >::computeSpecularGlow | ( | ) | const [inline] |
| void ShaderHelper< ShaderParameters >::setASQWeight | ( | MayabaseState *& | MBS, | |
| BRDFComponent & | bc, | |||
| const miColor & | pColor, | |||
| const miColor & | pTransparency, | |||
| miScalar & | pGlowIntensity | |||
| ) | const [inline] |
| [in,out] | MBS | The current Maya state. |
| [in] | bc | BRDF component information. |
| [in] | pColor | The diffuse color for the shader. |
| [in] | pTransparency | The transparency for the shader. |
| [in] | pGlowIntensity | The glow intensity for the shader. |
| miColor ShaderHelper< ShaderParameters >::computeAmbientResult | ( | const miColor & | pAmbientColor, | |
| const miColor & | pColor | |||
| ) | const [inline] |
| [in] | pAmbientColor | The ambient color of the material. |
| [in] | pColor | The diffuse color of the material. |
| miScalar ShaderHelper< ShaderParameters >::computeTranslucence | ( | miScalar | pDotNL, | |
| miVector & | pLightDirection, | |||
| miScalar | pTranslucence, | |||
| miScalar | pTranslucenceFocus, | |||
| miScalar | pTranslucenceDepth, | |||
| void * | pLightBlindData | |||
| ) | const [inline] |
| [in] | pDotNL | The dot product between the light vector and the normal. |
| [in] | pLightDirection | The light vector. |
| [in] | pTranslucence | The amount of translucence for the material. |
| [in] | pTranslucenceFocus | The translucence focus for the material. |
| [in] | pTranslucenceDepth | The translucence depth for the material. |
| [in] | pLightBlindData | Custom light shader data. |
| float ShaderHelper< ShaderParameters >::computeDiffuseAreaLightFactor | ( | miVector & | pBumpNormal, | |
| void * | pLightBlindData | |||
| ) | const [inline] |
| [in] | pBumpNormal | The normal after bump adjustments. |
| [in] | pLightBlindData | Custom light shader data. |
| float ShaderHelper< ShaderParameters >::computeSpecularAreaLightFactor | ( | miVector & | pBumpNormal, | |
| void * | pLightBlindData | |||
| ) | const [inline] |
| [in] | pBumpNormal | The normal after bump adjustments. |
| [in] | pLightBlindData | Custom light shader data. |
| miColor ShaderHelper< ShaderParameters >::getReflectedColor | ( | ) | const [inline] |
| Autodesk® Maya® 2012 © 2010 Autodesk, Inc. All rights reserved. |
Generated with
|