2012-12-11 01:15:13 +00:00
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//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#ifndef EXAMPLES_MAYAVIEWER_OPENSUBDIVSHADER_H_
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#define EXAMPLES_MAYAVIEWER_OPENSUBDIVSHADER_H_
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// full include needed for scheme/interp enums
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// class OsdMeshData;
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#include "osdMeshData.h"
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#include <osd/glDrawContext.h>
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#include <maya/MPxHwShaderNode.h>
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#include <maya/MViewport2Renderer.h>
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#include <maya/MImage.h>
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class OpenSubdivShader : public MPxHwShaderNode
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{
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public:
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OpenSubdivShader();
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virtual ~OpenSubdivShader();
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// MPxNode methods
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static void *creator();
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static MStatus initialize();
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// MPxNode virtuals
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virtual void postConstructor();
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virtual MStatus compute(const MPlug &plug, MDataBlock &data);
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virtual bool getInternalValueInContext(const MPlug &plug, MDataHandle &handle, MDGContext &);
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virtual bool setInternalValueInContext(const MPlug &plug, const MDataHandle &handle, MDGContext &);
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// MPxHwShaderNode virtuals
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virtual MStatus renderSwatchImage(MImage & image);
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//
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// Non-Viewport 2.0 rendering: geometry/glGeometry, bind/glBind and unbind/glUnbind
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// are not implemented at this time. osdMayaViewer must be run under Viewport 2.0.
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//
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void updateAttributes();
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void draw(const MHWRender::MDrawContext &context, OsdMeshData *data);
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// Accessors
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void setHbrMeshDirty(bool dirty) { _hbrMeshDirty = dirty; }
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bool getHbrMeshDirty() { return _hbrMeshDirty; }
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int getLevel() const { return _level; }
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bool isAdaptive() const { return _adaptive; }
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OsdMeshData::SchemeType getScheme() const { return _scheme; }
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OsdMeshData::KernelType getKernel() const { return _kernel; }
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OsdMeshData::InterpolateBoundaryType getInterpolateBoundary() const { return _interpolateBoundary; }
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OsdMeshData::InterpolateBoundaryType getInterpolateUVBoundary() const { return _interpolateUVBoundary; }
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const MString getUVSet() const { return _uvSet; }
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// Identifiers
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static MTypeId id;
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static MString drawRegistrantId;
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// Offsets from GL_TEXTURE0
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static const int DIFF_TEXTURE_UNIT=14;
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private:
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void updateRegistry();
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GLuint bindTexture(const MString& filename, int textureUnit);
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GLuint bindProgram(const MHWRender::MDrawContext & mDrawContext,
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OpenSubdiv::OsdGLDrawContext *osdDrawContext,
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2013-06-04 18:02:27 +00:00
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const OpenSubdiv::OsdDrawContext::PatchArray & patch);
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2012-12-11 01:15:13 +00:00
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// OSD attributes
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static MObject aLevel;
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static MObject aTessFactor;
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static MObject aScheme;
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static MObject aKernel;
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static MObject aInterpolateBoundary;
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static MObject aAdaptive;
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static MObject aWireframe;
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// Material attributes
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static MObject aDiffuse;
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static MObject aAmbient;
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static MObject aSpecular;
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static MObject aShininess;
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// Texture attributes
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static MObject aDiffuseMapFile;
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static MObject aUVSet;
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static MObject aInterpolateUVBoundary;
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// Shader
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static MObject aShaderSource;
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private:
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// OSD parameters
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int _level;
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int _tessFactor;
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bool _adaptive;
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bool _wireframe;
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OsdMeshData::SchemeType _scheme;
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OsdMeshData::KernelType _kernel;
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OsdMeshData::InterpolateBoundaryType _interpolateBoundary;
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// Material parameters
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MColor _diffuse;
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MColor _ambient;
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MColor _specular;
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float _shininess;
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// Texture manager
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MHWRender::MTextureManager *_theTextureManager;
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// Texture parameters
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MString _diffuseMapFile;
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MString _uvSet;
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OsdMeshData::InterpolateBoundaryType _interpolateUVBoundary;
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// Shader
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std::string _shaderSource;
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MString _shaderSourceFilename;
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// Plugin flags
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bool _hbrMeshDirty;
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bool _adaptiveDirty;
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bool _diffuseMapDirty;
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bool _shaderSourceDirty;
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};
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#endif // EXAMPLES_MAYAVIEWER_OPENSUBDIVSHADER_H_
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