1 | /**************************************************************************************** |
2 | |
3 | Copyright (C) 2015 Autodesk, Inc. |
4 | All rights reserved. |
5 | |
6 | Use of this software is subject to the terms of the Autodesk license agreement |
7 | provided at the time of installation or download, or which otherwise accompanies |
8 | this software in either electronic or hard copy form. |
9 | |
10 | ****************************************************************************************/ |
11 | |
12 | //! \file fbximplementation.h |
13 | #ifndef _FBXSDK_SCENE_SHADING_IMPLEMENTATION_H_ |
14 | #define _FBXSDK_SCENE_SHADING_IMPLEMENTATION_H_ |
15 | |
16 | #include <fbxsdk/fbxsdk_def.h> |
17 | |
18 | #include <fbxsdk/core/fbxobject.h> |
19 | |
20 | #include <fbxsdk/fbxsdk_nsbegin.h> |
21 | |
22 | class FbxBindingOperator; |
23 | class FbxBindingTable; |
24 | |
25 | /** This object represents the shading node implementation. |
26 | * It defines basic information about the shader and the binding table(FbxBindingTable). |
27 | * For example, you can create a new FbxImplementation like this: |
28 | * \code |
29 | * FbxImplementation* lImpl = FbxImplementation::Create( &pMyScene, "MyImplementation" ); |
30 | * pMyObject.AddImplementation( lImpl ); |
31 | * pMyObject.SetDefaultImplementation( lImpl ); |
32 | * lImpl->RenderAPI = FBXSDK_RENDERING_API_DIRECTX; //FBXSDK_RENDERING_API_DIRECTX, FBXSDK_RENDERING_API_OPENGL, FBXSDK_RENDERING_API_MENTALRAY or FBXSDK_RENDERING_API_PREVIEW |
33 | * lImpl->RenderAPIVersion = "9.0"; //API Version |
34 | * |
35 | * lImpl->Language = FBXSDK_SHADING_LANGUAGE_HLSL; //FBXSDK_SHADING_LANGUAGE_HLSL, FBXSDK_SHADING_LANGUAGE_GLSL, FBXSDK_SHADING_LANGUAGE_CGFX or FBXSDK_SHADING_LANGUAGE_MRSL |
36 | * lImpl->LanguageVersion = "1.0"; //Language Version |
37 | * \endcode |
38 | * |
39 | * After the new FbxImplementation is created, you can access FbxBindingTable like this: |
40 | * \code |
41 | * FbxBindingTable* lTable = lImpl->GetTableByTargetName("root"); |
42 | * \endcode |
43 | * Also, you can access the exist FbxImplementation in FbxObject by this: |
44 | * \code |
45 | * const FbxImplementation* lImpl = GetImplementation( pMyObject, FBXSDK_IMPLEMENTATION_CGFX ); // FBXSDK_IMPLEMENTATION_PREVIEW, FBXSDK_IMPLEMENTATION_MENTALRAY, FBXSDK_IMPLEMENTATION_CGFX, FBXSDK_IMPLEMENTATION_HLSL, FBXSDK_IMPLEMENTATION_OGS or FBXSDK_IMPLEMENTATION_NONE |
46 | * \endcode |
47 | * \nosubgrouping |
48 | * \see FbxImplementationFilter |
49 | */ |
50 | class FBXSDK_DLL FbxImplementation : public FbxObject |
51 | { |
52 | FBXSDK_OBJECT_DECLARE(FbxImplementation, FbxObject); |
53 | |
54 | public: |
55 | /** |
56 | * \name Target Name. |
57 | */ |
58 | //@{ |
59 | FbxString RenderName; |
60 | //@} |
61 | |
62 | /** |
63 | * \name Shader Language and API descriptions. |
64 | */ |
65 | //@{ |
66 | |
67 | /** Shader Language. |
68 | * \see FBXSDK_SHADING_LANGUAGE_HLSL, FBXSDK_SHADING_LANGUAGE_GLSL, FBXSDK_SHADING_LANGUAGE_CGFX and FBXSDK_SHADING_LANGUAGE_MRSL in conventions.h |
69 | */ |
70 | FbxPropertyT<FbxString> Language; |
71 | |
72 | //! Shader Language version. |
73 | FbxPropertyT<FbxString> LanguageVersion; |
74 | |
75 | /** Render API. |
76 | * \see FBXSDK_SHADING_LANGUAGE_HLSL, FBXSDK_SHADING_LANGUAGE_GLSL, FBXSDK_SHADING_LANGUAGE_CGFX and FBXSDK_SHADING_LANGUAGE_MRSL in conventions.h |
77 | */ |
78 | FbxPropertyT<FbxString> RenderAPI; |
79 | |
80 | //! Render API version. |
81 | FbxPropertyT<FbxString> RenderAPIVersion; |
82 | //@} |
83 | |
84 | |
85 | /** |
86 | * \name Binding description |
87 | */ |
88 | //@{ |
89 | |
90 | //! Name of root binding table. |
91 | FbxPropertyT<FbxString> RootBindingName; |
92 | |
93 | //! Property to store the shader parameters(constants) values in this implementation. |
94 | FbxProperty GetConstants() const; |
95 | |
96 | /** Add a new binding table to the table list. |
97 | * \param pTargetName The target name for the binding table. |
98 | * \param pTargetType The target type for the binding table. |
99 | * \return the new binding table. |
100 | */ |
101 | FbxBindingTable* AddNewTable( const char* pTargetName, const char* pTargetType ); |
102 | |
103 | /** Retrieves a handle on the root binding table. |
104 | * \return A const pointer to the root table or NULL if it does not exist. |
105 | */ |
106 | const FbxBindingTable* GetRootTable() const; |
107 | |
108 | /** Retrieves a handle on the root binding table. |
109 | * \return A pointer to the root table or NULL if it does not exist. |
110 | */ |
111 | FbxBindingTable* GetRootTable(); |
112 | |
113 | /** Gets the number of binding tables. |
114 | * \return the number of binding tables. |
115 | */ |
116 | int GetTableCount() const; |
117 | |
118 | /** Retrieves a handle on the (pIndex)th binding table. |
119 | * \param pIndex The index of the table to retrieve. Valid values are [ 0, GetTableCount() ). |
120 | * \return A const pointer to the pIndex-th table or NULL if pIndex is out of range. |
121 | */ |
122 | const FbxBindingTable* GetTable( int pIndex ) const; |
123 | /** Retrieves a handle on the (pIndex)th binding table. |
124 | * \param pIndex The index of the table to retrieve. Valid values are [ 0, GetTableCount() ). |
125 | * \return A const pointer to the pIndex-th table or NULL if pIndex is out of range. |
126 | */ |
127 | FbxBindingTable* GetTable( int pIndex ); |
128 | |
129 | /** Returns the binding table that has the given target name. |
130 | * \param pName The target name of the table to look for. |
131 | * \return A const pointer to the binding table with the given target name, or NULL if there is no such binding table. |
132 | */ |
133 | const FbxBindingTable* GetTableByTargetName( const char* pName ) const; |
134 | |
135 | /** Returns the binding table that has the given target name. |
136 | * \param pName The target name of the table to look for. |
137 | * \return A pointer to the binding table with the given target name, or NULL if there is no such binding table. |
138 | */ |
139 | FbxBindingTable* GetTableByTargetName( const char* pName ); |
140 | |
141 | /** Returns the binding table that has the given target type. |
142 | * \param pTargetName The target type to look for. |
143 | * \return A const pointer to the binding table with the given target type, or NULL if there is no such binding table. |
144 | */ |
145 | const FbxBindingTable* GetTableByTargetType( const char* pTargetName ) const; |
146 | |
147 | /** Returns the binding table that has the given target type. |
148 | * \param pTargetName The target type to look for. |
149 | * \return A pointer to the binding table with the given target type, or NULL if there is no such binding table. |
150 | */ |
151 | FbxBindingTable* GetTableByTargetType( const char* pTargetName ); |
152 | |
153 | |
154 | /** Add a new binding operator to the operator list. |
155 | * \param pTargetName The target name for the binding operator. |
156 | * \param pFunctionName The function name for the binding operator. |
157 | * \return The new operator. |
158 | */ |
159 | FbxBindingOperator* AddNewBindingOperator( const char* pTargetName, const char* pFunctionName ); |
160 | |
161 | /** Gets the number of binding operators. |
162 | * \return the number of binding operators. |
163 | */ |
164 | int GetBindingOperatorCount() const; |
165 | |
166 | /** Returns the binding operator that has the given name. |
167 | * \param pTargetName The target name of the binding operator to look for. |
168 | * \return A const pointer to the binding operator with the given name, or NULL if there is no such binding table. |
169 | */ |
170 | const FbxBindingOperator* GetOperatorByTargetName( const char* pTargetName ) const; |
171 | //@} |
172 | |
173 | |
174 | /** |
175 | * \name Static values |
176 | */ |
177 | //@{ |
178 | |
179 | // property names |
180 | |
181 | /** Shader Language name. |
182 | * \see Language |
183 | */ |
184 | static const char* sLanguage; |
185 | |
186 | /** Shader Language version. |
187 | * \see LanguageVersion |
188 | */ |
189 | static const char* sLanguageVersion; |
190 | |
191 | /** Shader render API. |
192 | * \see RenderAPI |
193 | */ |
194 | static const char* sRenderAPI; |
195 | |
196 | /** Shader render API version. |
197 | * \see RenderAPIVersion |
198 | */ |
199 | static const char* sRenderAPIVersion; |
200 | |
201 | /** Name of root binding table. |
202 | * \see RootBindingName |
203 | */ |
204 | static const char* sRootBindingName; |
205 | |
206 | /** Name of property to store the shader parameters(constants) values in this implementation. |
207 | * \see GetConstants |
208 | */ |
209 | static const char* sConstants; |
210 | |
211 | //! default value for implementation type. |
212 | static const char* sDefaultType; |
213 | |
214 | //! default value for shader language. |
215 | static const char* sDefaultLanguage; |
216 | |
217 | //! default value for shader language version. |
218 | static const char* sDefaultLanguageVersion; |
219 | |
220 | //! default value for shader render API. |
221 | static const char* sDefaultRenderAPI; |
222 | |
223 | //! default value for shader render API version. |
224 | static const char* sDefaultRenderAPIVersion; |
225 | |
226 | //! default value for root binding table name. |
227 | static const char* sDefaultRootBindingName; |
228 | //@} |
229 | |
230 | /***************************************************************************************************************************** |
231 | ** WARNING! Anything beyond these lines is for internal use, may not be documented and is subject to change without notice! ** |
232 | *****************************************************************************************************************************/ |
233 | #ifndef DOXYGEN_SHOULD_SKIP_THIS |
234 | protected: |
235 | virtual void ConstructProperties(bool pForceSet); |
236 | #endif /* !DOXYGEN_SHOULD_SKIP_THIS *****************************************************************************************/ |
237 | }; |
238 | |
239 | #include <fbxsdk/fbxsdk_nsend.h> |
240 | |
241 | #endif /* _FBXSDK_SCENE_SHADING_IMPLEMENTATION_H_ */ |
242 | |