#include <SlrSurfaceShader.h>
Public Member Functions | |
~SlrSurfaceMaterial () | |
Releases the SlrShader allocations in the SlrSurfaceShaderGroup. | |
int32_t | renderVersion () const |
Current render version the material has been updated at. | |
void | setRenderVersion (int32_t v) |
const std::string & | path () const |
Return the path of the surface_group output shader, if there is one. Used mainly for debugging. | |
SlrSurfaceShader * | surface () const |
SlrGeometryShader * | displacement () const |
const ShadingLayerReqSet & | inputPrimvars () const |
const ShadingLayerReq | parametricStPrimvar () const |
const ShadingLayerReqSet & | writableShadingLayers () const |
const SlrSurfaceShader::VisibilityTraits & | visibilityTraits () const |
Visibility traits from the surface shader. | |
void | validateShader (SlrRenderContext &slrtx) |
Calls the output shader, if assigned, and sets the material channels. | |
void | requestResources (const DD::Image::ChannelSet &request_channels, SlrRenderContext &slrtx) |
Calls requestResources() on the set of input shaders. | |
void | initializeForShading (uint32_t num_shading_threads, SlrRenderContext &slrtx) |
Calls initializeForShading() on the set of input shaders. | |
float | surfaceShader (const SlrShadingContext &stx, DD::Image::Pixel &out) |
Redirects to surface_group.output, if valid. | |
float | displacementBound () |
Static Public Member Functions | |
static SlrSurfaceMaterial * | translateUsgMaterial (SlrRenderContext &slrtx, const fdk::TimeValue &time, const usg::Path &material_path, SlrSurfaceMaterial *existing_slr_material) |
Public Attributes | |
SlrSurfaceShaderGroup | surfaceGroup |
Slr(ScanlineRender) Shader group - managed externally. | |
SlrGeometryShaderGroup | displacementGroup |
Slr(ScanlineRender) Shader group - managed externally. | |
DD::Image::Hash | hash |
Global hash of object material. | |
DD::Image::ChannelSet | textureChannels |
All the channels from all texture samplers. | |
DD::Image::ChannelSet | outputChannels |
All the channels this material outputs. | |
DD::Image::Format | outputFormat |
Nominal Format if the material represents a texture. | |
SlrShader::InputBindingList | textureBindings |
List of all texture bindings used in material. | |
bool | displacementEnabled |
Is displacement enabled? | |
int | displacementSubdivisionLevel |
What recursion level to subdivide to. | |
fdk::Vec3f | displacementBounds |
Displacement bounds scaled by local-to-world matrix. | |
Protected Attributes | |
int32_t | _renderVersion |
Updated each time material is refreshed. | |
Entry point for SlrSurfaceShader and SlrGeometryShader groups.
There's one of these created for each enabled SlrPrimInfo in the primary render scene.
They're stored in the SlrRenderContext, owned by the renderer, and are are static for the entire render session so any texture bindings remain stable and thread safe through the entirety of the render.
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static |
Fills in/updates the SlrSurfaceMaterial with the SlrShaders created from the enabled SlrPrimInfo and its assigned material prim path.
The priminfo will be updated to point at any created or existing material. This is usually called by the renderer in its _validate() method as all the shaders are required to know what input textures and channels the renderer needs to output and request.
The SlrRenderContext holds the shared resources that are pointed to by the SlrPrimInfos.
References slr::SlrShaderGroup< ShaderT >::deleteShaders(), slr::SlrShaderGroup< ShaderT >::output, slr::SlrShaderGroup< ShaderT >::propertyHash, slr::SlrShaderGroup< ShaderT >::shaders, surfaceGroup, and slr::SlrShaderGroup< ShaderT >::topologyHash.
const ShadingLayerReqSet & slr::SlrSurfaceMaterial::inputPrimvars | ( | ) | const |
The list of primvars this material needs from the Gprim it's assigned to. At tessellation time this list is used to build the array of values read from prim.
const ShadingLayerReq slr::SlrSurfaceMaterial::parametricStPrimvar | ( | ) | const |
Return the primary 'st' primvar name this material uses for parametric surface evaluation. Note that this is usually the same primvar that's used for texture coordinates, but there can be different texture primvars used in each texture sampler, so it's not obvious what is the 'primary' parametric primvar.
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