MRenderOverride Class Reference

This reference page is linked to from the following overview topics: Extension for Autodesk Maya 2013, Rendering Overrides, Transition Guide, Devkit Samples, 3.6 Render Loop Overrides.



Detailed Description

Base class for defining a rendering override.

#include <MViewport2Renderer.h>

List of all members.

Public Member Functions

 MRenderOverride (const MString &name)
 Constructor for a name render override.
virtual ~MRenderOverride ()
 Default destructor for a render override.
virtual MHWRender::DrawAPI supportedDrawAPIs () const
 Returns the draw API supported by this override.
virtual bool startOperationIterator ()=0
 In order for an override to indicate the set of operations that are to be performed it must implement overrides for the iterator methods on the override:
virtual MRenderOperationrenderOperation ()=0
 Return the current operation being iterated over.
virtual bool nextRenderOperation ()=0
 Iterate to the next operation.
const MStringname () const
 Query the name of the override.
virtual MString uiName () const
 Query the user interface name for the override.
virtual MStatus setup (const MString &destination)
 Perform any setup required before render operations are to be executed.
virtual MStatus cleanup ()
 Perform any cleanup required following the execution of render operations.

Friends

class M3dView

Constructor & Destructor Documentation

MRenderOverride ( const MString name)

Constructor for a name render override.

Parameters:
[in]nameName of render override

Member Function Documentation

MHWRender::DrawAPI supportedDrawAPIs ( ) const [virtual]

Returns the draw API supported by this override.

The returned value may be formed as the bitwise 'or' of MRenderer::DrawAPI elements to indicate that the override supports multiple draw APIs. This method returns 'MHWRender::kOpenGL' by default.

Returns:
The draw API supported by this override
bool startOperationIterator ( ) [pure virtual]

In order for an override to indicate the set of operations that are to be performed it must implement overrides for the iterator methods on the override:

The order that the operations are returned via these methods determines the order that the operations are invoked.

If there is a user operation (MUserRenderOperation) the execute() method for that operation will be called when the operation is invoked.

Note that the ordering will not change during one invocation of an override which is delimited by the setup() and cleanup() calls.

This particular method is called to allow the override to start iterating over a list of operations to be performed by the override.

The operations that are returned can be thought of as representing a "command list". This command list will perform in order from start to end.

Pseudo-code for the internal Maya iteration logic would look something like this:

	MRenderOverride override;
	if (override.startOperationIterator())
	{
		--> Get operation
		MRenderOperation *op = override.renderOperation();
		while (op)
		{
			if (op)
				--> Add to "list" of operations to perform
			--> Iterate to next operation
			op = override.nextRenderOperation();
		}
	}
	
Returns:
True if there are any operations to iterate over. Note that an override with no operations will basically mean that the override draws nothing. In this case the renderer will perform it's default rendering operations.
MRenderOperation * renderOperation ( ) [pure virtual]

Return the current operation being iterated over.

The call to currentOperation() will occur after a startIteratingOperations() call.

Returns:
Reference to the current operation
bool nextRenderOperation ( ) [pure virtual]

Iterate to the next operation.

If there are no more operations then this method should return false.

Returns:
True if there is a subsequent operation.
const MString & name ( ) const

Query the name of the override.

Returns:
Name of the override
MString uiName ( ) const [virtual]

Query the user interface name for the override.

If an empty string is returned then the value returned from the name() method will be used as the user interface name.

Returns:
UI name. The default implementation returns an empty string.
MStatus setup ( const MString destination) [virtual]

Perform any setup required before render operations are to be executed.

The default behaviour performs no actions.

An override is called once per render. The order of method calls when an override is called is as follows:

Parameters:
[in]destinationString identifier which gives an indication as to where this override is being applied. Presently this will return a viewport panel name for interactive rendering.
Returns:
Status code. MStatus::kSuccess is returned by default.
Status Codes:
MStatus cleanup ( ) [virtual]

Perform any cleanup required following the execution of render operations.

The default behaviour performs no actions.

Returns:
Status code. MStatus::kSuccess is returned by default.
Status Codes:

MRenderOverride MRenderOverride MRenderOverride MRenderOverride MRenderOverride MRenderOverride MRenderOverride MRenderOverride MRenderOverride MRenderOverride
MRenderOverride MRenderOverride MRenderOverride MRenderOverride MRenderOverride MRenderOverride MRenderOverride MRenderOverride MRenderOverride MRenderOverride