OpenSubdiv/examples/mayaViewer/OpenSubdivShader.h
manuelk 10c687ecd5 Release Candidate 1.0 :
- [Feature Adaptive GPU Rendering of Catmull-Clark Surfaces](http://research.microsoft.com/en-us/um/people/cloop/tog2012.pdf).

- New API architecture : we are planning to lock on to this new framework as the basis for backward compatibility, which we will enforce from Release 1.0 onward. Subsequent releases of OpenSubdiv should not break client code.

- DirectX 11 support

- and much more...
2012-12-10 17:15:13 -08:00

189 lines
6.6 KiB
C++

//
// 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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// copyright law. A "contribution" is the original software, or
// 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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// of the contribution in the software.
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// (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
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// 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
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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::OsdPatchArray & 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_