341 lines
10 KiB
C++
Executable File
341 lines
10 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) 1995 - 2005 Alias Systems Corp. and/or its licensors. All
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// rights reserved.
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//
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// The coded instructions, statements, computer programs, and/or related
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// material (collectively the "Data") in these files contain unpublished
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// information proprietary to Alias Systems Corp. ("Alias") and/or its
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// licensors, which is protected by Canadian and US federal copyright law and
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// by international treaties.
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//
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// The Data may not be disclosed or distributed to third parties or be copied
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// or duplicated, in whole or in part, without the prior written consent of
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// Alias.
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//
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// THE DATA IS PROVIDED "AS IS". ALIAS HEREBY DISCLAIMS ALL WARRANTIES RELATING
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// TO THE DATA, INCLUDING, WITHOUT LIMITATION, ANY AND ALL EXPRESS OR IMPLIED
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// WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND/OR FITNESS FOR A
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// PARTICULAR PURPOSE. IN NO EVENT SHALL ALIAS BE LIABLE FOR ANY DAMAGES
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// WHATSOEVER, WHETHER DIRECT, INDIRECT, SPECIAL, OR PUNITIVE, WHETHER IN AN
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// ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, OR IN EQUITY,
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// ARISING OUT OF ACCESS TO, USE OF, OR RELIANCE UPON THE DATA.
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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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#include <maya/MDagPath.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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enum DirtyMask {
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///
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kDirtyNone = 0x0000,
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///
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kDirtyVertexArray = 0x0001,
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///
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kDirtyNormalArray = 0x0002,
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///
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kDirtyColorArrays = 0x0004,
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///
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kDirtyTexCoordArrays = 0x0008,
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///
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kDirtyAll = 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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// These methods should only be overridden if support
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// for the hardware renderer is required.
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// By default the interface above 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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// Method which returns the path for the current object
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// being drawn using the shader.
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//
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///
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const MDagPath & currentPath() const;
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// Method which returns which particular geometry items
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// have changed for the current object being drawn,
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// from the last time that geometry was
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// requested to draw (either via geometry() or glGeometry()).
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//
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// It is only guaranteed to contain valid information
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// within either of geometry calls.
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//
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///
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unsigned int dirtyMask() const;
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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 an array of names of color per
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// vertex sets that should be provided. When Maya calls the
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// geometry method, the color values from the nth name in the list
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// will be passed in the nth colorArray.
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//
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///
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virtual int getColorSetNames(MStringArray& names);
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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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// Override this method to specify the list of images
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// that are associated with the given uv set in this shader.
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// This method is used to determine which texture images
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// are available in the UV texture editor.
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//
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///
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virtual MStatus getAvailableImages( const MString& uvSetName,
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MStringArray& imageNames);
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// Override this method to draw an image of this material.
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// This method allows a shader to override the rendering of
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// the background image used in the UV texture editor.
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// Maya will only use this method if getAvailableImages
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// returns at least one image name. The imageWidth and
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// imageHeight parameters should be populated with the
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// native resolution of the input image to allow pixel
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// snapping or other resolution dependent operations.
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//
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///
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virtual MStatus renderImage( const MString& imageName,
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const float region[2][2],
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int& imageWidth,
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int& imageHeight);
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// Override this method to draw a image for swatch rendering.
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///
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virtual MStatus renderSwatchImage( MImage & image );
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///
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static MPxHwShaderNode* getHwShaderNodePtr( MObject& object );
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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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// Current path.
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void setCurrentPath( const void *pathPtr );
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MDagPath fCurrentPath;
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// Dirty flags for geometry for current path.
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void setDirtyMask( unsigned int mask );
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unsigned int fDirtyMask;
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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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