tge/lib/mayasdk6/include/maya/MPxHwShaderNode.h
2017-04-17 06:17:10 -06:00

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#ifndef _MPxHwShaderNode
#define _MPxHwShaderNode
//
//-
// ==========================================================================
// Copyright (C) 1995 - 2005 Alias Systems Corp. and/or its licensors. All
// rights reserved.
//
// The coded instructions, statements, computer programs, and/or related
// material (collectively the "Data") in these files contain unpublished
// information proprietary to Alias Systems Corp. ("Alias") and/or its
// licensors, which is protected by Canadian and US federal copyright law and
// by international treaties.
//
// The Data may not be disclosed or distributed to third parties or be copied
// or duplicated, in whole or in part, without the prior written consent of
// Alias.
//
// THE DATA IS PROVIDED "AS IS". ALIAS HEREBY DISCLAIMS ALL WARRANTIES RELATING
// TO THE DATA, INCLUDING, WITHOUT LIMITATION, ANY AND ALL EXPRESS OR IMPLIED
// WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE. IN NO EVENT SHALL ALIAS BE LIABLE FOR ANY DAMAGES
// WHATSOEVER, WHETHER DIRECT, INDIRECT, SPECIAL, OR PUNITIVE, WHETHER IN AN
// ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, OR IN EQUITY,
// ARISING OUT OF ACCESS TO, USE OF, OR RELIANCE UPON THE DATA.
// ==========================================================================
//+
//
// CLASS: MPxHwShaderNode
//
// *****************************************************************************
//
// CLASS DESCRIPTION (MPxHwShaderNode)
//
// MPxHwShaderNode allows the creation of user-defined hwShaders. A hwShader
// is a node which takes any number of input geometries, deforms them and
// places the output into the output geometry attribute.
//
// For more information, please see the built-in documentation
// in MPxHwShaderNode.cpp.
//
// *****************************************************************************
#if defined __cplusplus
// *****************************************************************************
// INCLUDED HEADER FILES
#include <maya/MStatus.h>
#include <maya/MTypes.h>
#include <maya/MObject.h>
#include <maya/MPxNode.h>
#include <maya/MDrawRequest.h>
#include <maya/M3dView.h>
#include <maya/MDagPath.h>
// *****************************************************************************
// DECLARATIONS
// *****************************************************************************
// CLASS DECLARATION (MPxHwShaderNode)
/// Base class for user defined hardware shaders (OpenMayaUI)
/**
Create user defined hardware shaders.
*/
#ifdef _WIN32
#pragma warning(disable: 4522)
#endif // _WIN32
class OPENMAYAUI_EXPORT MPxHwShaderNode : public MPxNode
{
public:
///
enum Writeable {
///
kWriteNone = 0x0000,
///
kWriteVertexArray = 0x0001,
///
kWriteNormalArray = 0x0002,
///
kWriteColorArrays = 0x0004,
///
kWriteTexCoordArrays = 0x0008,
///
kWriteAll = 0x000f
};
///
enum DirtyMask {
///
kDirtyNone = 0x0000,
///
kDirtyVertexArray = 0x0001,
///
kDirtyNormalArray = 0x0002,
///
kDirtyColorArrays = 0x0004,
///
kDirtyTexCoordArrays = 0x0008,
///
kDirtyAll = 0x000f
};
///
MPxHwShaderNode();
///
virtual ~MPxHwShaderNode();
///
virtual MPxNode::Type type() const;
// Methods to overload
// Override this method to set up the OpenGL state
//
///
virtual MStatus bind( const MDrawRequest& request,
M3dView& view );
// Override this method to return OpenGL to a sane state
//
///
virtual MStatus unbind( const MDrawRequest& request,
M3dView& view );
// Override this method to actually draw primitives on the display
//
///
virtual MStatus geometry( const MDrawRequest& request,
M3dView& view,
int prim,
unsigned int writable,
int indexCount,
const unsigned int * indexArray,
int vertexCount,
const int * vertexIDs,
const float * vertexArray,
int normalCount,
const float ** normalArrays,
int colorCount,
const float ** colorArrays,
int texCoordCount,
const float ** texCoordArrays);
// These methods should only be overridden if support
// for the hardware renderer is required.
// By default the interface above will invoke the methods below.
//
///
virtual MStatus glBind ( const MDagPath& shapePath );
///
virtual MStatus glUnbind( const MDagPath& shapePath );
///
virtual MStatus glGeometry( const MDagPath& shapePath,
int glPrim,
unsigned int writeMask,
int indexCount,
const unsigned int* indexArray,
int vertexCount,
const int * vertexIDs,
const float * vertexArray,
int normalCount,
const float ** normalArrays,
int colorCount,
const float ** colorArrays,
int texCoordCount,
const float ** texCoordArrays);
// Method which returns the path for the current object
// being drawn using the shader.
//
///
const MDagPath & currentPath() const;
// Method which returns which particular geometry items
// have changed for the current object being drawn,
// from the last time that geometry was
// requested to draw (either via geometry() or glGeometry()).
//
// It is only guaranteed to contain valid information
// within either of geometry calls.
//
///
unsigned int dirtyMask() const;
// Override this method to specify how many "normals" per vertex
// the hardware shader would like. Maya can provide from 0 to 3
// normals per vertex. The second and third "normal" will be
// tangents. If you do not override this method, Maya will
// provide 1 normal per vertex.
//
///
virtual int normalsPerVertex();
// Override this method to specify how many colors per vertex the
// hardware shader would like Maya to provide. Maya may not provide
// this many if they are not available. If you do not override
// this method, Maya will provide 0 colors per vertex.
//
///
virtual int colorsPerVertex();
// Override this method to specify how many texture coordinates
// per vertex the hardware shader would like Maya to provide.
// Maya may not provide this many if they are not available. If
// you do not override this method, Maya will provide 0 texture
// coordinates per vertex.
//
///
virtual int texCoordsPerVertex();
// Override this method to specify an array of names of uvSets
// that should be provided. When Maya calls the geometry method,
// the uv values from the nth name in the list will be passed in
// the nth texCoordArray.
//
///
virtual int getTexCoordSetNames(MStringArray& names);
// Specifies whether or not the hw shader uses transparency. If
// so, the objects that use this shader must be drawn after all
// the opaque objects.
//
///
virtual bool hasTransparency();
// Specifies whether or not the hw shader wants a map of the
// vertex IDs in the vertexArray provided to the geomery method.
//
///
virtual bool provideVertexIDs();
// Override this method to specify the list of images
// that are associated with the given uv set in this shader.
// This method is used to determine which texture images
// are available in the UV texture editor.
//
///
virtual MStatus getAvailableImages( const MString& uvSetName,
MStringArray& imageNames);
// Override this method to draw an image of this material.
// This method allows a shader to override the rendering of
// the background image used in the UV texture editor.
// Maya will only use this method if getAvailableImages
// returns at least one image name. The imageWidth and
// imageHeight parameters should be populated with the
// native resolution of the input image to allow pixel
// snapping or other resolution dependent operations.
//
///
virtual MStatus renderImage( const MString& imageName,
const float region[2][2],
int& imageWidth,
int& imageHeight);
// Attributes inherited from surfaceShader
/// output color value
static MObject outColor;
/// output color red
static MObject outColorR;
/// output color green
static MObject outColorG;
/// output color blue
static MObject outColorB;
/// output transparency value
static MObject outTransparency;
/// output transparency red
static MObject outTransparencyR;
/// output transparency green
static MObject outTransparencyG;
/// output transparency blue
static MObject outTransparencyB;
/// output matte opacity value
static MObject outMatteOpacity;
/// output matte opacity red
static MObject outMatteOpacityR;
/// output matte opacity green
static MObject outMatteOpacityG;
/// output matte opacity blue
static MObject outMatteOpacityB;
/// output glow color value
static MObject outGlowColor;
/// output glow color red
static MObject outGlowColorR;
/// output glow color green
static MObject outGlowColorG;
/// output glow color blue
static MObject outGlowColorB;
protected:
// Current path.
void setCurrentPath( const void *pathPtr );
MDagPath fCurrentPath;
// Dirty flags for geometry for current path.
void setDirtyMask( unsigned int mask );
unsigned int fDirtyMask;
private:
static void initialSetup();
static const char* className();
};
#ifdef _WIN32
#pragma warning(default: 4522)
#endif // _WIN32
// *****************************************************************************
#endif /* __cplusplus */
#endif /* _MPxNode */