252 lines
7.4 KiB
C++
Executable File
252 lines
7.4 KiB
C++
Executable File
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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) Alias Systems, a division of Silicon Graphics Limited.
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// All rights reserved. These coded instructions, statements and computer
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// programs contain unpublished information proprietary to Alias Systems,
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// a division of Silicon Graphics Limited, which is protected by the
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// Canadian and US federal copyright law and may not be disclosed to third
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// parties or copied or duplicated, in whole or in part, without prior
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// written consent of Alias Systems, a division of Silicon Graphics Limited
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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 int * vertexIDs,
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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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// As above, but these implement a more general purpose draw
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// that doesn't have Maya dependencies. This interface should be
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// prefered as it will handle both draw requests from Maya's 3D
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// view and the hardware renderer. Derived classes do not need
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// to implement the interface above as the default implementation
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// will invoke the methods below.
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//
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///
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virtual MStatus glBind ( const MDagPath& shapePath );
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///
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virtual MStatus glUnbind( const MDagPath& shapePath );
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///
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virtual MStatus glGeometry( const MDagPath& shapePath,
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int glPrim,
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unsigned int writeMask,
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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 int * vertexIDs,
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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 specify 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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// Specifies whether or not the hw shader wants a map of the
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// vertex IDs in the vertexArray provided to the geomery method.
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//
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///
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virtual bool provideVertexIDs();
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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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