// // 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. // // 1. Definitions // The terms "reproduce," "reproduction," "derivative works," and // "distribution" have the same meaning here as under U.S. // copyright law. A "contribution" is the original software, or // any additions or changes to the software. // A "contributor" is any person or entity that distributes its // contribution under this license. // "Licensed patents" are a contributor's patent claims that read // directly on its contribution. // // 2. Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, // including the license conditions and limitations in section 3, // each contributor grants you a non-exclusive, worldwide, // royalty-free copyright license to reproduce its contribution, // prepare derivative works of its contribution, and distribute // its contribution or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, // including the license conditions and limitations in section 3, // each contributor grants you a non-exclusive, worldwide, // royalty-free license under its licensed patents to make, have // made, use, sell, offer for sale, import, and/or otherwise // dispose of its contribution in the software or derivative works // of the contribution in the software. // // 3. Conditions and Limitations // (A) No Trademark License- This license does not grant you // rights to use any contributor's name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over // patents that you claim are infringed by the software, your // patent license from such contributor to the software ends // automatically. // (C) If you distribute any portion of the software, you must // retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source // code form, you may do so only under this license by including a // complete copy of this license with your distribution. If you // distribute any portion of the software in compiled or object // code form, you may only do so under a license that complies // with this license. // (E) The software is licensed "as-is." You bear the risk of // using it. The contributors give no express warranties, // guarantees or conditions. You may have additional consumer // rights under your local laws which this license cannot change. // To the extent permitted under your local laws, the contributors // exclude the implied warranties of merchantability, fitness for // a particular purpose and non-infringement. // #ifndef EXAMPLES_MAYAVIEWER_OPENSUBDIVSHADER_H_ #define EXAMPLES_MAYAVIEWER_OPENSUBDIVSHADER_H_ // full include needed for scheme/interp enums // class OsdMeshData; #include "osdMeshData.h" #include #include #include #include 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_