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#ifndef shaveVrayRenderer_h
#define shaveVrayRenderer_h
// Shave and a Haircut
// (c) 2019 Epic Games
// US Patent 6720962
#include <maya/MSelectionList.h>
#include <maya/MString.h>
#include <maya/MStringArray.h>
#include <maya/MTypes.h>
#include "shaveConstant.h"
#include "shaveVrayNode.h"
#include "shaveRenderer.h"
class shaveHairShape;
#ifdef USE_VRAY
class shaveVrayRenderer : public shaveRenderer
{
public:
shaveVrayRenderer();
virtual ~shaveVrayRenderer();
virtual void renderStart();
virtual void renderEnd();
//
// these will not do any job - vrayKeyframeCallback will be used instead
//
virtual void frameStart(const shaveGlobals::Globals& g);
virtual void timeChange(const MTime& newTime);
virtual void frameEnd(const shaveGlobals::Globals& g);
virtual bool isGeomNode(const shaveHairShape* nodePtr) const;
virtual void render(
float frame,
shaveConstant::ShutterState shutter,
const MDagPath& camera
);
//
//This should be used instead of frameStart - timeChange - frameEnd
//will be called before each keyframe is created
//but after the current time is moved for the current keyframe.
void vrayKeyframeCallback();
//************************************************
//
// Helper Methods
//
//************************************************
MString fileName;
bool exportOK;
bool ioError;
MSelectionList list;
protected:
enum TimeState
{
kAwaitingNothing,
kAwaitingShutterOpen,
//kAwaitingShutterOpenSwap,
kAwaitingCenterFrame,
kAwaitingShutterClose,
kAwaitingShutterBoth
};
TimeState mTimeState;
//bool mIsAnimation;
//MTime mFirstFrame;
//bool mIsFirstFrame;
MString tempDra;
};
#endif //USE_VRAY
#endif
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