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glslfxShader.h
1 //
2 // Copyright 2016 Pixar
3 //
4 // Licensed under the Apache License, Version 2.0 (the "Apache License")
5 // with the following modification; you may not use this file except in
6 // compliance with the Apache License and the following modification to it:
7 // Section 6. Trademarks. is deleted and replaced with:
8 //
9 // 6. Trademarks. This License does not grant permission to use the trade
10 // names, trademarks, service marks, or product names of the Licensor
11 // and its affiliates, except as required to comply with Section 4(c) of
12 // the License and to reproduce the content of the NOTICE file.
13 //
14 // You may obtain a copy of the Apache License at
15 //
16 // http://www.apache.org/licenses/LICENSE-2.0
17 //
18 // Unless required by applicable law or agreed to in writing, software
19 // distributed under the Apache License with the above modification is
20 // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
21 // KIND, either express or implied. See the Apache License for the specific
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23 //
24 #ifndef HDST_GLSLFX_SHADER_H
25 #define HDST_GLSLFX_SHADER_H
26 
27 #include "pxr/pxr.h"
28 #include "pxr/imaging/hdSt/api.h"
29 #include "pxr/imaging/hd/version.h"
30 #include "pxr/imaging/hd/sceneDelegate.h"
31 #include "pxr/imaging/hdSt/surfaceShader.h"
32 
33 #include "pxr/usd/sdf/path.h"
34 #include "pxr/base/vt/value.h"
35 
36 #include "pxr/base/tf/token.h"
37 
38 #include <boost/shared_ptr.hpp>
39 
40 PXR_NAMESPACE_OPEN_SCOPE
41 
42 
43 typedef boost::shared_ptr<class HdStGLSLFXShader> HdStGLSLFXShaderSharedPtr;
44 typedef boost::shared_ptr<class HioGlslfx> HioGlslfxSharedPtr;
45 
46 // XXX: DOCS!
47 class HdStGLSLFXShader : public HdStSurfaceShader {
48 public:
49  HDST_API
50  HdStGLSLFXShader(HioGlslfxSharedPtr const& glslfx);
51  HDST_API
52  virtual ~HdStGLSLFXShader();
53 
55  HDST_API
56  virtual void Reload();
57 
58 private:
59  HioGlslfxSharedPtr _glslfx;
60 };
61 
62 
63 PXR_NAMESPACE_CLOSE_SCOPE
64 
65 #endif //HDST_GLSLFX_SHADER_H
virtual HDST_API void Reload()
If the prim is based on asset, reload that asset.
A scene-based SurfaceShader object.
Definition: surfaceShader.h:61