#ifndef _MMaterial #define _MMaterial // // ***************************************************************************** // Copyright (C) Alias|Wavefront, a division of Silicon Graphics Limited. // All rights reserved. These coded instructions, statements and computer // programs contain unpublished information proprietary to Alias|Wavefront, // a division of Silicon Graphics Limited, which is protected by the // Canadian and US federal copyright law and may not be disclosed to third // parties or copied or duplicated, in whole or in part, without prior // written consent of Alias|Wavefront, a division of Silicon Graphics Limited // ***************************************************************************** // // CLASS: MMaterial // // This class is used in the draw functions of user defined shapes // (see MPxSurfaceShapeUI) for setting up and querying materials // used in shaded mode drawing. // // ***************************************************************************** // // CLASS DESCRIPTION (MMaterial) // // ***************************************************************************** // #if defined __cplusplus // ***************************************************************************** // INCLUDED HEADER FILES #include #include #include #include // ***************************************************************************** // DECLARATIONS class MDagPath; class MVector; class MDrawData; class MPxHwShaderNode; class MImage; // ***************************************************************************** // CLASS DECLARATION (MMaterial) /// Hardware shading material class used in MPxSurfaceShapeUI (OpenMayaUI) /** */ #ifdef _WIN32 #pragma warning(disable: 4522) #endif // _WIN32 class OPENMAYAUI_EXPORT MMaterial { public: /// MMaterial(); /// MMaterial( const MMaterial& in ); /// ~MMaterial(); public: // Evaluation methods. /// MStatus evaluateMaterial(M3dView&, const MDagPath& ); /// MStatus evaluateShininess(); /// MStatus evaluateDiffuse(); /// MStatus evaluateEmission(); /// MStatus evaluateSpecular(); /// MStatus evaluateTexture( MDrawData & data ); /// MStatus evaluateTextureTransformation(); /// bool materialIsTextured() const; // Draw methods. // Can call these after calling correct evaluate method above. /// MStatus setMaterial(const MDagPath&, bool hasTransparency); /// MStatus getShininess( float & ); /// MStatus getDiffuse( MColor & ); /// MStatus getEmission( MColor & ); /// MStatus getSpecular( MColor & ); /// MStatus getHasTransparency( bool & ); /// MStatus getTextureTransformation(float& scaleU, float& scaleV, float& translateU, float& translateV, float& rotate); // This method sets the texture so that it can be used in // the specified view. /// void applyTexture( M3dView&, MDrawData& ); // Channels which can be queried. Only Lambert, Phong, // PhongE, Blinn, and Anisotropic are supported typedef enum { kColor = 0, kTransparency, kAmbientColor, kIncandescence, kBumpMap, kDiffuse, kTransluscence, kRoughness, // Available on PhongE only kHighlightSize, // Available on PhongE only kWhiteness, // Available on PhongE only kCosinePower, // Available on Phong only kEccentricity, // Available on Blinn only kSpecularRollOff, // Available on Blinn only kSpecularColor, // Available on Blinn and Phong(E) only kReflectivity, // Available on Blinn and Phong(E) only kReflectedColor // Available on Blinn and Phong(E) only } MtextureChannel; MStatus textureImage( MImage &image, MColor &color, MtextureChannel chan, bool &mapped, MDagPath &dagPath, int xRes = -1, int yRes = -1); /// MPxHwShaderNode * getHwShaderNode( MStatus * ReturnStatus = NULL ); protected: // No protected members private: const char* className() const; MMaterial( void* in ); void* fMaterial; }; #ifdef _WIN32 #pragma warning(default: 4522) #endif // _WIN32 // ***************************************************************************** #endif /* __cplusplus */ #endif /* _MMaterial */