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DefaultColorManagementSystem.h
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//
// TM & (c) 2017 Lucasfilm Entertainment Company Ltd. and Lucasfilm Ltd.
// All rights reserved. See LICENSE.txt for license.
//
#ifndef MATERIALX_DEFAULT_COLOR_MANAGEMENT_SYSTEM_H
#define MATERIALX_DEFAULT_COLOR_MANAGEMENT_SYSTEM_H
/// @file
/// Sample default color management system implementation
#include <MaterialXGenShader/ColorManagementSystem.h>
namespace MaterialX
{
/// A shared pointer to a DefaultColorManagementSystem
using DefaultColorManagementSystemPtr = shared_ptr<class DefaultColorManagementSystem>;
/// @class DefaultColorManagementSystem
/// Class for a default color management system. The default color management system users
/// the typical workflow for registering nodes with the exception that the target for them
/// nodedefs is set to DefaultColorManagementSystem::CMS_NAME.
///
class DefaultColorManagementSystem : public ColorManagementSystem
{
public:
virtual ~DefaultColorManagementSystem() { }
/// Create a new DefaultColorManagementSystem
static DefaultColorManagementSystemPtr create(const string& language);
/// Return the DefaultColorManagementSystem name
const string& getName() const override
{
return DefaultColorManagementSystem::CMS_NAME;
}
static const string CMS_NAME;
protected:
/// Returns an implementation name for a given transform
string getImplementationName(const ColorSpaceTransform& transform) const override;
/// Protected constructor
DefaultColorManagementSystem(const string& language);
private:
string _language;
};
} // namespace MaterialX
#endif