OpenSubdiv/examples/mayaViewer/OpenSubdivShader.h

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//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
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// any additions or changes to the software.
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// contribution under this license.
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// directly on its contribution.
//
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#ifndef EXAMPLES_MAYAVIEWER_OPENSUBDIVSHADER_H_
#define EXAMPLES_MAYAVIEWER_OPENSUBDIVSHADER_H_
// full include needed for scheme/interp enums
// class OsdMeshData;
#include "osdMeshData.h"
#include <osd/glDrawContext.h>
#include <maya/MPxHwShaderNode.h>
#include <maya/MViewport2Renderer.h>
#include <maya/MImage.h>
class OpenSubdivShader : public MPxHwShaderNode
{
public:
OpenSubdivShader();
virtual ~OpenSubdivShader();
// MPxNode methods
static void *creator();
static MStatus initialize();
// MPxNode virtuals
virtual void postConstructor();
virtual MStatus compute(const MPlug &plug, MDataBlock &data);
virtual bool getInternalValueInContext(const MPlug &plug, MDataHandle &handle, MDGContext &);
virtual bool setInternalValueInContext(const MPlug &plug, const MDataHandle &handle, MDGContext &);
// MPxHwShaderNode virtuals
virtual MStatus renderSwatchImage(MImage & image);
//
// Non-Viewport 2.0 rendering: geometry/glGeometry, bind/glBind and unbind/glUnbind
// are not implemented at this time. osdMayaViewer must be run under Viewport 2.0.
//
void updateAttributes();
void draw(const MHWRender::MDrawContext &context, OsdMeshData *data);
// Accessors
void setHbrMeshDirty(bool dirty) { _hbrMeshDirty = dirty; }
bool getHbrMeshDirty() { return _hbrMeshDirty; }
int getLevel() const { return _level; }
bool isAdaptive() const { return _adaptive; }
OsdMeshData::SchemeType getScheme() const { return _scheme; }
OsdMeshData::KernelType getKernel() const { return _kernel; }
OsdMeshData::InterpolateBoundaryType getInterpolateBoundary() const { return _interpolateBoundary; }
OsdMeshData::InterpolateBoundaryType getInterpolateUVBoundary() const { return _interpolateUVBoundary; }
const MString getUVSet() const { return _uvSet; }
// Identifiers
static MTypeId id;
static MString drawRegistrantId;
// Offsets from GL_TEXTURE0
static const int DIFF_TEXTURE_UNIT=14;
private:
void updateRegistry();
GLuint bindTexture(const MString& filename, int textureUnit);
GLuint bindProgram(const MHWRender::MDrawContext & mDrawContext,
OpenSubdiv::OsdGLDrawContext *osdDrawContext,
const OpenSubdiv::OsdDrawContext::PatchArray & patch);
// OSD attributes
static MObject aLevel;
static MObject aTessFactor;
static MObject aScheme;
static MObject aKernel;
static MObject aInterpolateBoundary;
static MObject aAdaptive;
static MObject aWireframe;
// Material attributes
static MObject aDiffuse;
static MObject aAmbient;
static MObject aSpecular;
static MObject aShininess;
// Texture attributes
static MObject aDiffuseMapFile;
static MObject aUVSet;
static MObject aInterpolateUVBoundary;
// Shader
static MObject aShaderSource;
private:
// OSD parameters
int _level;
int _tessFactor;
bool _adaptive;
bool _wireframe;
OsdMeshData::SchemeType _scheme;
OsdMeshData::KernelType _kernel;
OsdMeshData::InterpolateBoundaryType _interpolateBoundary;
// Material parameters
MColor _diffuse;
MColor _ambient;
MColor _specular;
float _shininess;
// Texture manager
MHWRender::MTextureManager *_theTextureManager;
// Texture parameters
MString _diffuseMapFile;
MString _uvSet;
OsdMeshData::InterpolateBoundaryType _interpolateUVBoundary;
// Shader
std::string _shaderSource;
MString _shaderSourceFilename;
// Plugin flags
bool _hbrMeshDirty;
bool _adaptiveDirty;
bool _diffuseMapDirty;
bool _shaderSourceDirty;
};
#endif // EXAMPLES_MAYAVIEWER_OPENSUBDIVSHADER_H_