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225
Torque/SDK/lib/mayasdk4/include/maya/MPxHwShaderNode.h
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225
Torque/SDK/lib/mayasdk4/include/maya/MPxHwShaderNode.h
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#ifndef LINUX
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#pragma once
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#endif
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#ifndef _MPxHwShaderNode
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#define _MPxHwShaderNode
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//
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// *****************************************************************************
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//
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// Copyright (C) 1998-2001 Alias|Wavefront Inc.
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//
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// These coded instructions, statements and computer programs contain
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// unpublished information proprietary to Alias|Wavefront Inc. and are
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// protected by Canadian and US federal copyright laws. They may not be
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// disclosed to third parties or copied or duplicated, in whole or in part,
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// without prior written consent of Alias|Wavefront Inc.
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//
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// Unpublished-rights reserved under the Copyright Laws of the United States.
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//
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// *****************************************************************************
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//
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// CLASS: MPxHwShaderNode
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//
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// *****************************************************************************
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//
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// CLASS DESCRIPTION (MPxHwShaderNode)
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//
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// MPxHwShaderNode allows the creation of user-defined hwShaders. A hwShader
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// is a node which takes any number of input geometries, deforms them and
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// places the output into the output geometry attribute.
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//
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// For more information, please see the built-in documentation
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// in MPxHwShaderNode.cpp.
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//
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// *****************************************************************************
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#if defined __cplusplus
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// *****************************************************************************
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// INCLUDED HEADER FILES
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#include <maya/MStatus.h>
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#include <maya/MTypes.h>
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#include <maya/MObject.h>
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#include <maya/MPxNode.h>
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#include <maya/MDrawRequest.h>
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#include <maya/M3dView.h>
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// *****************************************************************************
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// DECLARATIONS
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// *****************************************************************************
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// CLASS DECLARATION (MPxHwShaderNode)
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/// Base class for user defined hardware shaders (OpenMayaUI)
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/**
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Create user defined hardware shaders.
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*/
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#ifdef _WIN32
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#pragma warning(disable: 4522)
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#endif // _WIN32
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class OPENMAYAUI_EXPORT MPxHwShaderNode : public MPxNode
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{
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public:
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///
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enum Writeable {
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///
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kWriteNone = 0x0000,
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///
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kWriteVertexArray = 0x0001,
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///
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kWriteNormalArray = 0x0002,
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///
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kWriteColorArrays = 0x0004,
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///
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kWriteTexCoordArrays = 0x0008,
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///
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kWriteAll = 0x000f
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};
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///
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MPxHwShaderNode();
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///
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virtual ~MPxHwShaderNode();
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///
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virtual MPxNode::Type type() const;
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// Methods to overload
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// Override this method to set up the OpenGL state
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//
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///
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virtual MStatus bind( const MDrawRequest& request,
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M3dView& view );
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// Override this method to return OpenGL to a sane state
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//
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///
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virtual MStatus unbind( const MDrawRequest& request,
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M3dView& view );
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// Override this method to actually draw primitives on the display
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//
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///
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virtual MStatus geometry( const MDrawRequest& request,
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M3dView& view,
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int prim,
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unsigned int writable,
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int indexCount,
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const unsigned int * indexArray,
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int vertexCount,
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const float * vertexArray,
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int normalCount,
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const float ** normalArrays,
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int colorCount,
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const float ** colorArrays,
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int texCoordCount,
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const float ** texCoordArrays);
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// Override this method to specify how many "normals" per vertex
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// the hardware shader would like. Maya can provide from 0 to 3
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// normals per vertex. The second and third "normal" will be
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// tangents. If you do not override this method, Maya will
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// provide 1 normal per vertex.
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//
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///
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virtual int normalsPerVertex();
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// Override this method to specify how many colors per vertex the
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// hardware shader would like Maya to provide. Maya may not provide
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// this many if they are not available. If you do not override
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// this method, Maya will provide 0 colors per vertex.
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//
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///
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virtual int colorsPerVertex();
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// Override this method to specifie how many texture coordinates
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// per vertex the hardware shader would like Maya to provide.
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// Maya may not provide this many if they are not available. If
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// you do not override this method, Maya will provide 0 texture
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// coordinates per vertex.
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//
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///
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virtual int texCoordsPerVertex();
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// Override this method to specify an array of names of uvSets
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// that should be provided. When Maya calls the geometry method,
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// the uv values from the nth name in the list will be passed in
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// the nth texCoordArray.
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//
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///
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virtual int getTexCoordSetNames(MStringArray& names);
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// Specifies whether or not the hw shader uses transparency. If
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// so, the objects that use this shader must be drawn after all
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// the opaque objects.
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//
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///
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virtual bool hasTransparency();
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// Attributes inherited from surfaceShader
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/// output color value
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static MObject outColor;
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/// output color red
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static MObject outColorR;
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/// output color green
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static MObject outColorG;
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/// output color blue
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static MObject outColorB;
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/// output transparency value
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static MObject outTransparency;
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/// output transparency red
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static MObject outTransparencyR;
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/// output transparency green
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static MObject outTransparencyG;
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/// output transparency blue
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static MObject outTransparencyB;
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/// output matte opacity value
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static MObject outMatteOpacity;
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/// output matte opacity red
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static MObject outMatteOpacityR;
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/// output matte opacity green
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static MObject outMatteOpacityG;
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/// output matte opacity blue
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static MObject outMatteOpacityB;
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/// output glow color value
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static MObject outGlowColor;
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/// output glow color red
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static MObject outGlowColorR;
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/// output glow color green
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static MObject outGlowColorG;
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/// output glow color blue
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static MObject outGlowColorB;
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protected:
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// No protected members
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private:
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static void initialSetup();
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static const char* className();
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};
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#ifdef _WIN32
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#pragma warning(default: 4522)
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#endif // _WIN32
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// *****************************************************************************
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#endif /* __cplusplus */
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#endif /* _MPxNode */
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