#pragma once //- // =========================================================================== // Copyright 2018 Autodesk, Inc. All rights reserved. // // Use of this software is subject to the terms of the Autodesk license // agreement provided at the time of installation or download, or which // otherwise accompanies this software in either electronic or hard copy form. // =========================================================================== //+ // // CLASS: MRenderProfile // // **************************************************************************** #include #include OPENMAYA_MAJOR_NAMESPACE_OPEN // **************************************************************************** // CLASS DECLARATION (MRenderProfile) //! \ingroup OpenMayaRender //! \brief Render profile. /*! The MRenderProfile class describes the rendering APIs and algorithms supported by a given rendering entity (e.g. a shading node, a renderer). A single profile can contain multiple entries allowing, for example, a shading node to specify that it supports both OpenGL and Direct3D rendering. The profile entries refer to renderers rather than rendering APIs as the rendering elements may depend on specific services, information or algorithms implemented by the renderer (e.g. a global light table, or render state cache). */ class OPENMAYARENDER_EXPORT MRenderProfile { public: MRenderProfile(); ~MRenderProfile(); //! Maya's internal renderers. OPENMAYA_ENUM(MStandardRenderer, kMayaSoftware, //!< \nop kMayaOpenGL, //!< \nop kMayaD3D //!< \nop ); unsigned int numberOfRenderers() const; void addRenderer( MStandardRenderer renderer); void addRenderer( const MString& name, float version); bool hasRenderer( MStandardRenderer renderer ) const; bool hasRenderer( const MString &name, float version ) const; OPENMAYA_PRIVATE: void* _ptr; }; OPENMAYA_NAMESPACE_CLOSE