dx11Shader/dx11ShaderOverride.h

dx11Shader/dx11ShaderOverride.h
#ifndef _dx11ShaderOverride_h_
#define _dx11ShaderOverride_h_
//-
// Copyright 2011 Autodesk, Inc. All rights reserved.
//
// Use of this software is subject to the terms of the Autodesk license agreement
// provided at the time of installation or download, or which otherwise
// accompanies this software in either electronic or hard copy form.
//+
#include <maya/MPxShaderOverride.h>
#include "dx11Shader.h"
class dx11ShaderOverride : public MHWRender::MPxShaderOverride
{
public:
static MHWRender::MPxShaderOverride* Creator(const MObject& obj);
virtual ~dx11ShaderOverride();
virtual MString initialize( const MInitContext& initContext,MInitFeedback& initFeedback);
virtual void updateDG(MObject object);
virtual void updateDevice();
virtual void endUpdate();
virtual bool handlesDraw(MHWRender::MDrawContext& context);
virtual void activateKey(MHWRender::MDrawContext& context, const MString& key);
virtual bool draw(MHWRender::MDrawContext& context,const MHWRender::MRenderItemList& renderItemList) const;
virtual void terminateKey(MHWRender::MDrawContext& context, const MString& key);
virtual bool isTransparent();
virtual bool supportsAdvancedTransparency() const;
virtual bool overridesDrawState();
virtual bool rebuildAlways();
virtual double boundingBoxExtraScale() const;
virtual bool overridesNonMaterialItems() const;
virtual bool handlesConsolidatedGeometry() const;
private:
dx11ShaderOverride(const MObject& obj);
// Current dx11Shader node associated with the shader override.
dx11ShaderNode* fShaderNode;
// version id which gets synced with match var on effect
size_t fGeometryVersionId;
//
mutable double fBBoxExtraScale;
// States values to save before and restore after executing the shader
dx11ShaderNode::ContextStates fStates;
};
#endif /* _dx11ShaderOverride_h_ */