imaterial.h File Reference
Description
Scene element Material.
Code Example
imaterial.h
//*****************************************************************************
// Copyright 1986, 2016 NVIDIA Corporation. All rights reserved.
//*****************************************************************************
//*****************************************************************************
#ifndef MI_NEURAYLIB_IMATERIAL_H
#define MI_NEURAYLIB_IMATERIAL_H
#include <mi/neuraylib/iscene_element.h>
#include <mi/neuraylib/version.h>
namespace mi {
namespace neuraylib {
class IGroup;
class MI_NEURAYLIB_DEPRECATED_CLASS_METASL(IShader);
class MI_NEURAYLIB_DEPRECATED_CLASS_METASL(IMaterial) :
public base::Interface_declare<0xe7a03a04,0x5f31,0x48c1,0xa0,0x92,0x58,0x46,0x88,0x77,0x4c,0x67,
neuraylib::IScene_element>
{
public:
virtual Sint32 attach_shader( Shader_type type, const char* name) = 0;
virtual Sint32 detach_shader( Shader_type type) = 0;
virtual const MI_NEURAYLIB_DEPRECATED_CLASS_METASL(IShader)*
access_shader( Shader_type type) const = 0;
virtual MI_NEURAYLIB_DEPRECATED_CLASS_METASL(IShader)*
edit_shader( Shader_type type) const = 0;
};
// end group mi_neuray_misc
} // namespace neuraylib
#ifdef MI_NEURAYLIB_DEPRECATED_NAMESPACE_MI_TRANSITION
using neuraylib::IGroup;
using neuraylib::MI_NEURAYLIB_DEPRECATED_CLASS_METASL(IMaterial);
using neuraylib::IScene_element;
using neuraylib::MI_NEURAYLIB_DEPRECATED_CLASS_METASL(IShader);
using neuraylib::Shader_type;
#endif // MI_NEURAYLIB_DEPRECATED_NAMESPACE_MI_TRANSITION
} // namespace mi
#endif // MI_NEURAYLIB_IMATERIAL_H