171 lines
4.3 KiB
C++
Executable File
171 lines
4.3 KiB
C++
Executable File
#ifndef LINUX
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#pragma once
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#endif
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#ifndef _MMaterial
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#define _MMaterial
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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// unpublished information proprietary to Alias|Wavefront Inc. and are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// Unpublished-rights reserved under the Copyright Laws of the United States.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: MMaterial
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//
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// This class is used in the draw functions of user defined shapes
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// (see MPxSurfaceShapeUI) for setting up and querying materials
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// used in shaded mode drawing.
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//
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// *****************************************************************************
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//
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// CLASS DESCRIPTION (MMaterial)
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//
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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/M3dView.h>
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// *****************************************************************************
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// DECLARATIONS
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class MDagPath;
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class MVector;
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class MDrawData;
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class MPxHwShaderNode;
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class MImage;
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// *****************************************************************************
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// CLASS DECLARATION (MMaterial)
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/// Hardware shading material class used in MPxSurfaceShapeUI (OpenMayaUI)
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/**
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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 MMaterial
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{
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public:
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///
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MMaterial();
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///
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MMaterial( const MMaterial& in );
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///
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~MMaterial();
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public:
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// Evaluation methods.
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///
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MStatus evaluateMaterial(M3dView&, const MDagPath& );
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///
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MStatus evaluateShininess();
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///
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MStatus evaluateDiffuse();
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///
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MStatus evaluateEmission();
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///
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MStatus evaluateSpecular();
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///
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MStatus evaluateTexture( MDrawData & data );
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///
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MStatus evaluateTextureTransformation();
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///
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bool materialIsTextured() const;
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// Draw methods.
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// Can call these after calling correct evaluate method above.
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///
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MStatus setMaterial(const MDagPath&, bool hasTransparency);
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///
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MStatus getShininess( float & );
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///
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MStatus getDiffuse( MColor & );
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///
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MStatus getEmission( MColor & );
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///
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MStatus getSpecular( MColor & );
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///
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MStatus getHasTransparency( bool & );
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///
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MStatus getTextureTransformation(float& scaleU,
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float& scaleV,
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float& translateU,
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float& translateV,
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float& rotate);
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// This method sets the texture so that it can be used in
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// the specified view.
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///
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void applyTexture( M3dView&, MDrawData& );
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// Channels which can be queried. Only Lambert, Phong,
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// PhongE, Blinn, and Anisotropic are supported
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typedef enum
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{
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kColor = 0,
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kTransparency,
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kAmbientColor,
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kIncandescence,
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kBumpMap,
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kDiffuse,
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kTransluscence,
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kRoughness, // Available on PhongE only
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kHighlightSize, // Available on PhongE only
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kWhiteness, // Available on PhongE only
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kCosinePower, // Available on Phong only
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kEccentricity, // Available on Blinn only
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kSpecularRollOff, // Available on Blinn only
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kSpecularColor, // Available on Blinn and Phong(E) only
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kReflectivity, // Available on Blinn and Phong(E) only
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kReflectedColor, // Available on Blinn and Phong(E) only
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} MtextureChannel;
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MStatus textureImage( MImage &image, MColor &color,
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MtextureChannel chan, bool &mapped,
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MDagPath &dagPath,
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int xRes = -1, int yRes = -1);
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///
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MPxHwShaderNode * getHwShaderNode( MStatus * ReturnStatus = NULL );
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protected:
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// No protected members
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private:
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const char* className() const;
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MMaterial( void* in );
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void* fMaterial;
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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 /* _MMaterial */
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