6 #ifndef MATERIALX_RENDER_UTIL_H
7 #define MATERIALX_RENDER_UTIL_H
35 const string& shaderName,
42 const string& shaderName);
48 const string& shaderName);
53 const string& shaderName);
58 const string& shaderName,
59 const string& filterType,
97 bool uiAdvanced =
false;
Interface for holding the UI properties associated shader port.
#define MATERIALX_NAMESPACE_BEGIN
vector< string > StringVec
A vector of strings.
MX_RENDER_API ShaderPtr createBlurShader(GenContext &context, DocumentPtr stdLib, const string &shaderName, const string &filterType, float filterSize)
Create a blur shader, using the given standard libraries for code generation.
MX_RENDER_API ShaderPtr createAlbedoTableShader(GenContext &context, DocumentPtr stdLib, const string &shaderName)
ValuePtr uiMin
UI minimum value.
vector< ValuePtr > enumerationValues
Enumeration Values.
MX_RENDER_API void createUIPropertyGroups(DocumentPtr doc, const VariableBlock &block, UIPropertyGroup &groups, UIPropertyGroup &unnamedGroups, const string &pathSeparator)
Set of possible UI properties for an element.
MX_RENDER_API unsigned int getUIProperties(InputPtr input, const string &target, UIProperties &uiProperties)
ValuePtr uiMax
UI maximum value.
ValuePtr uiSoftMax
UI soft maximum value.
shared_ptr< Document > DocumentPtr
A shared pointer to a Document.
MX_RENDER_API const Color3 DEFAULT_SCREEN_COLOR_LIN_REC709
MX_RENDER_API ShaderPtr createConstantShader(GenContext &context, DocumentPtr stdLib, const string &shaderName, const Color3 &color)
string uiFolder
UI folder.
shared_ptr< Input > InputPtr
A shared pointer to an Input.
MX_RENDER_API ShaderPtr createDepthShader(GenContext &context, DocumentPtr stdLib, const string &shaderName)
MATERIALX_NAMESPACE_BEGIN MX_RENDER_API const Color3 DEFAULT_SCREEN_COLOR_SRGB
ValuePtr uiStep
UI step value.
MX_RENDER_API ShaderPtr createEnvPrefilterShader(GenContext &context, DocumentPtr stdLib, const string &shaderName)
Create a shader that generates a prefiltered environment map.
MX_RENDER_API ShaderPtr createShader(const string &shaderName, GenContext &context, ElementPtr elem)
Create a shader for a given element.
shared_ptr< Shader > ShaderPtr
Shared pointer to a Shader.
shared_ptr< Element > ElementPtr
A shared pointer to an Element.
#define MATERIALX_NAMESPACE_END
StringVec enumeration
Enumeration.
shared_ptr< Value > ValuePtr
A shared pointer to a Value.
ValuePtr uiSoftMin
UI soft minimum value.
std::multimap< string, UIPropertyItem > UIPropertyGroup
A grouping of property items by name.