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SHOP/SHOP_Multi.h
/*
* Copyright (c) 2024
* Side Effects Software Inc. All rights reserved.
*
* Redistribution and use of Houdini Development Kit samples in source and
* binary forms, with or without modification, are permitted provided that the
* following conditions are met:
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* 2. The name of Side Effects Software may not be used to endorse or
* promote products derived from this software without specific prior
* written permission.
*
* THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE `AS IS' AND ANY EXPRESS
* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
* NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA,
* OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
#ifndef __SHOP_Multi__
#define __SHOP_Multi__
#include <
SHOP/SHOP_Node.h
>
namespace
HDK_Sample {
/// Typically a SHOP represents a single shader (i.e. surface, displacement,
/// etc.). This example shows how to create a material that encompasses
/// multiple shaders (including rendering properties)
///
/// For example, if you want to have a material similar to the principled
/// shader that has surface and displacement shaders along with rendering
/// properties, this example will help.
class
SHOP_Multi :
public
SHOP_Node
{
public
:
SHOP_Multi(
OP_Network
*parent,
const
char
*
name
,
OP_Operator
*entry);
~SHOP_Multi()
override
;
static
void
install(
OP_OperatorTable
*
table
);
// Create a shader string
bool
buildShaderString(
UT_String
&
result
,
fpreal
now,
const
UT_Options
*options,
OP_Node
*obj=0,
OP_Node
*sop=0,
SHOP_TYPE
interpret_type =
SHOP_INVALID
)
override
;
// Find a SHOP of the desired type
SHOP_Node
*findShader(
SHOP_TYPE
type
,
fpreal
now,
const
UT_Options
*options)
override
;
// Test whether we match a given shader type
bool
matchesShaderType(
SHOP_TYPE
type)
override
;
protected
:
OP_ERROR
cookMe(
OP_Context
&)
override
;
};
}
#endif
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1.8.6