//- // ========================================================================== // Copyright (C) 2005 ATI Technologies Inc. All rights reserved. // // Copyright (C) 1995 - 2006 Autodesk, Inc. and/or its licensors. All // rights reserved. // // The coded instructions, statements, computer programs, and/or related // material (collectively the "Data") in these files contain unpublished // information proprietary to Autodesk, Inc. ("Autodesk") and/or its // licensors, which is protected by U.S. and Canadian federal copyright // law and by international treaties. // // The Data is provided for use exclusively by You. You have the right // to use, modify, and incorporate this Data into other products for // purposes authorized by the Autodesk software license agreement, // without fee. // // The copyright notices in the Software and this entire statement, // including the above license grant, this restriction and the // following disclaimer, must be included in all copies of the // Software, in whole or in part, and all derivative works of // the Software, unless such copies or derivative works are solely // in the form of machine-executable object code generated by a // source language processor. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND. // AUTODESK DOES NOT MAKE AND HEREBY DISCLAIMS ANY EXPRESS OR IMPLIED // WARRANTIES INCLUDING, BUT NOT LIMITED TO, THE WARRANTIES OF // NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR // PURPOSE, OR ARISING FROM A COURSE OF DEALING, USAGE, OR // TRADE PRACTICE. IN NO EVENT WILL AUTODESK AND/OR ITS LICENSORS // BE LIABLE FOR ANY LOST REVENUES, DATA, OR PROFITS, OR SPECIAL, // DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES, EVEN IF AUTODESK // AND/OR ITS LICENSORS HAS BEEN ADVISED OF THE POSSIBILITY // OR PROBABILITY OF SUCH DAMAGES. // // ========================================================================== //+ #include #include #include #include //nodes that need to be registered #include "GLSLShaderNode.h" #include "fxManagerCmd.h" //#include "fxVector.h" //shader interface for configuration parameters #include "Shader.h" #include #if MAYA_API_VERSION >= 700 #define _HARDWARE_RENDERER_AVAILABLE_ #include #include #include #include #endif // // static variables for holding the callback IDs // MCallbackId openCallback; MCallbackId importCallback; MCallbackId referenceCallback; MStatus initializePlugin( MObject obj ) // // Description: // this method is called when the plug-in is loaded into Maya. It // registers all of the services that this plug-in provides with // Maya. // // Arguments: // obj - a handle to the plug-in object (use MFnPlugin to access it) // { MStatus status; const char *sm3; if ((sm3 = getenv("ASHLI_SM3_SUPPORT"))) { if (strcmp( sm3, "0") != 0) shader::sSupportSM3 = true; } #ifdef _HARDWARE_RENDERER_AVAILABLE_ const MString& swatchName = MHWShaderSwatchGenerator::initialize(); MString swatchClassification; // Allow an environment variable to override usage of swatch // rendering. const char *ashliEnvVar = getenv("ASHLI_SWATCH_RENDERING"); #ifdef WIN32 if (!ashliEnvVar) swatchClassification = ":swatch/" + swatchName; else { if (ashliEnvVar != "0") swatchClassification = ":swatch/" + swatchName; } #else if (ashliEnvVar == "1") { swatchClassification = ":swatch/" + swatchName; } #endif const MString UserClassify( "shader/surface/utility/" + swatchClassification ); #else const MString UserClassify( "shader/surface/utility"); #endif MFnPlugin plugin( obj, "ATI", "6.5", "Any"); //handle info banner // Add plug-in feature registration here // //register the shader node CHECK_MSTATUS( plugin.registerNode("AshliShader", glslShaderNode::sId, glslShaderNode::creator, glslShaderNode::initialize, MPxNode::kHwShaderNode, &UserClassify)); //register a helper command for querying shader information plugin.registerCommand( "effectManager", fxManagerCmd::creator, fxManagerCmd::mySyntax); //handle scene callback registration (on load, on save, etc) openCallback = MSceneMessage::addCallback(MSceneMessage::kAfterOpen, glslShaderNode::rejigShaders); importCallback = MSceneMessage::addCallback(MSceneMessage::kAfterImport, glslShaderNode::rejigShaders); referenceCallback = MSceneMessage::addCallback(MSceneMessage::kAfterReference, glslShaderNode::rejigShaders); return status; } MStatus uninitializePlugin( MObject obj ) // // Description: // this method is called when the plug-in is unloaded from Maya. It // deregisters all of the services that it was providing. // // Arguments: // obj - a handle to the plug-in object (use MFnPlugin to access it) // { MStatus status; MFnPlugin plugin( obj ); //disconnect callbacks // Add plug-in feature deregistration here // MSceneMessage::removeCallback( openCallback); MSceneMessage::removeCallback( importCallback); MSceneMessage::removeCallback( referenceCallback); //deregister the shader node CHECK_MSTATUS(plugin.deregisterNode(glslShaderNode::sId)); //deregister any additional commands return status; }