viewRenderOverrideMRT/viewRenderOverrideMRT.h
#include <stdio.h>
#include <maya/MString.h>
#include <maya/MColor.h>
#include <maya/MViewport2Renderer.h>
#include <maya/MRenderTargetManager.h>
#include <maya/MShaderManager.h>
{
public:
enum
{
kTargetClear,
kMaya3dSceneRender,
kUserOp,
kTargetPreview,
kPresentOp,
kOperationCount
};
enum {
kTempColor1 = 0,
kTempColor2,
kTargetCount
};
enum {
kTargetClearShader,
kSceneAttributeShader,
kTargetPreviewShader,
kShaderCount
};
viewRenderOverrideMRT(
const MString& name);
virtual ~viewRenderOverrideMRT();
{
return mUIName;
}
protected:
MString mRenderOperationNames[kOperationCount];
bool mRenderOperationEnabled[kOperationCount];
int mCurrentOperation;
MString mTargetOverrideNames[kTargetCount];
};
{
public:
sceneRenderMRT(
const MString &name);
virtual ~sceneRenderMRT();
{
mShaderInstance = shader;
}
void useViewportRect(bool val)
{
mUseViewportRect = val;
}
protected:
bool mUseViewportRect;
};
{
public:
presentTargetMRT(
const MString &name);
virtual ~presentTargetMRT();
protected:
};
{
public:
quadRenderMRT(
const MString &name);
~quadRenderMRT();
{
mOutputTargets = targets;
mOutputTargetCount = count;
}
{
}
void useViewportRect(bool val)
{
mUseViewportRect = val;
}
protected:
unsigned int mOutputTargetCount;
bool mUseViewportRect;
};
{
public:
userOperationMRT(
const MString &name);
virtual ~userOperationMRT();
{
mTargets = targets;
}
protected:
};