//- // ========================================================================== // 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statements, computer programs, and/or related // material (collectively the "Data") in these files contain unpublished // information proprietary to Autodesk, Inc. ("Autodesk") and/or its // licensors, which is protected by U.S. and Canadian federal copyright // law and by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. // // ========================================================================== //+ #ifndef GLSL_SHADER_NODE_H #define GLSL_SHADER_NODE_H #include #include #include #include #include #include #include #include #include #include #include "Shader.h" #include "DefaultShader.h" #include "glslFXShader.h" // A wee cache to minimise our gl state changes // class glStateCache { public: inline glStateCache() { reset(); } inline void reset() { bits = 0; textureUnit = -1; } inline void enablePosition() { if( !(bits & (1 << kPosition))) { glEnableClientState(GL_VERTEX_ARRAY); bits |= (1 << kPosition); } } inline void disablePosition() { if( bits & (1 << kPosition)) { glDisableClientState(GL_VERTEX_ARRAY); bits &= ~(1 << kPosition); } } inline void enableNormal() { if( !(bits & (1 << kNormal))) { glEnableClientState(GL_NORMAL_ARRAY); bits |= (1 << kNormal); } } inline void disableNormal() { if( bits & (1 << kNormal)) { glDisableClientState(GL_NORMAL_ARRAY); bits &= ~(1 << kNormal); } } inline void enableColor() { if( !(bits & (1 << kColor0))) { glEnableClientState(GL_COLOR_ARRAY); bits |= (1 << kColor0); } } inline void disableColor() { if( bits & (1 << kColor0)) { glDisableClientState(GL_COLOR_ARRAY); bits &= ~(1 << kColor0); } } inline void activeTexture( int i) { if( i != textureUnit) { textureUnit = i; glClientActiveTexture( GL_TEXTURE0 + i); } } inline void enableAndActivateTexCoord( int i) { activeTexture( i); if( !(bits & (1 << (kTexCoord0 + i)))) { glEnableClientState(GL_TEXTURE_COORD_ARRAY); bits |= (1 << (kTexCoord0 + i)); } } inline void disableTexCoord( int i) { if( bits & (1 << (kTexCoord0 + i))) { activeTexture( i); glDisableClientState(GL_TEXTURE_COORD_ARRAY); bits &= ~(1 << (kTexCoord0 + i)); } } private: enum { kPosition, kNormal, kColor0, kColor1, kTexCoord0 }; int bits; int textureUnit; }; // Certain interfaces only exist in 7.0 and beyond // #if MAYA_API_VERSION >= 700 #define _HARDWARE_RENDERER_AVAILABLE_ #define _MULTIPLE_COLOR_SET_SUPPORT_ class MImage; class MGeometryData; #endif class glslShaderNode : public MPxHwShaderNode { public: glslShaderNode(); virtual ~glslShaderNode(); virtual void postConstructor(); //compute when DAG change occurs (likely nothing for HwShader) virtual MStatus compute( const MPlug& plug, MDataBlock& data ); //factory for node creation static void* creator(); // initialization static MStatus initialize(); // Drawing commands like the HW renderer needs virtual MStatus glBind(const MDagPath& shapePath); virtual MStatus glUnbind(const MDagPath& shapePath); virtual MStatus glGeometry( const MDagPath& shapePath, int prim, unsigned int writable, int indexCount, const unsigned int * indexArray, int vertexCount, const int * vertexIDs, const float * vertexArray, int normalCount, const float ** normalArrays, int colorCount, const float ** colorArrays, int texCoordCount, const float ** texCoordArrays); // Method to override to let Maya know this shader is batchable. virtual bool supportsBatching() const; #ifdef _HARDWARE_RENDERER_AVAILABLE_ // Overridden to draw an image for swatch rendering. /// virtual MStatus renderSwatchImage( MImage & image ); #endif // //attribute connection handling functions // virtual MStatus connectionMade( const MPlug& plug, const MPlug& otherPlug, bool asSrc ); virtual MStatus connectionBroken( const MPlug& plug, const MPlug& otherPlug, bool asSrc ); virtual bool getInternalValueInContext( const MPlug&, MDataHandle&, MDGContext&); virtual bool setInternalValueInContext( const MPlug&, const MDataHandle&, MDGContext&); virtual void copyInternalData ( MPxNode * ); // //attribute request interface // virtual unsigned int dirtyMask() { return kDirtyAll;}; virtual int normalsPerVertex(); virtual int colorsPerVertex(); virtual int texCoordsPerVertex(); // See the dependent function parseUseAttributeList(). concerning // how this data is filled in. #ifdef _MULTIPLE_COLOR_SET_SUPPORT_ virtual int getColorSetNames( MStringArray &names); #endif virtual int getTexCoordSetNames( MStringArray &names); //query functions bool printVertexShader( int pass); bool printPixelShader( int pass); static glslShaderNode* findNodeByName(const MString &name); // //static variables // //shader Type ID to allow it to live in files static MTypeId sId; //attributes for selecting shaders static MObject sShader; static MObject sTechnique; static MObject sTechniqueList; static MObject sShaderPath; //attributes for naked textures static MObject sNakedTexCoords[8]; #ifdef _MULTIPLE_COLOR_SET_SUPPORT_ //attributes for naked colors static MObject sNakedColors[2]; #endif static const char *nakedSetNames[8]; //call back to configure shaders, post load static void rejigShaders( void *data); private: enum CubeFace { cfLeft, cfRight, cfTop, cfBottom, cfFront, cfBack}; // Enum to delineate Maya vertex attribute data enum MayaType { kNonMaya, kNormal, kTangent, kBinormal, kUvSet, kColorSet }; MString m_nakedTexSets[8]; int m_setNums[8]; // These are the actual Maya set numbers int m_maxSetNum; // The highest actual set we are using MayaType m_mayaType[8]; glStateCache m_glState; #ifdef _MULTIPLE_COLOR_SET_SUPPORT_ MString m_nakedColorSets[2]; int m_colorSetNums[2]; // These are the actual Maya set numbers MayaType m_colorMayaType[2]; #endif //find a fileTexture2D node from a plug MObject findFileTextureNode( const MPlug &plug); //find an envCube node from a plug MObject findEnvCubeNode( const MPlug &plug); void loadCubeFace( CubeFace cf, MObject &cube, MFnDependencyNode &dn); void updateBoundAttributes( const MDagPath& shapePath); void configureUniformAttrib( MString &name, int pNum, shader::DataType type, shader::Semantic sm, float* defVal, MFnDependencyNode &dn, MDGModifier &mod); // // data value updates // // Thes routines are called at bind time to propagate attribute // state to the shader. It is done at bind time, because all updates // arrive piecemeal. void BindSamplerData(); void BindUniformData(); MString m_shaderName; MString m_shaderPath; MString m_techniqueName; MString m_techniqueList; int m_technique; //only figure this out when the technique or shader changes shader *m_shader; bool m_shaderDirty; // The number of passes to render in between bind/unbind. 0 means we're using // the default shader int m_passCount; static shader *sDefShader; // // these handle uniform parameters exposed to the user // They can be connected to the scene via plugs struct uniformAttrib { MString name; MObject attrib; MObject attrib2; //for vec4s shader::DataType type; //to track for type matching int pNum; //parameter number bool dirty; }; std::vector m_uniformAttribList; // // These handle textures // They can be connected to the scene with a plug // A plug to a texture node allows it to connect to an image struct samplerAttrib { MString name; MObject attrib; MObject minFilterAttrib; MObject magFilterAttrib; MObject wrapAttrib; MObject anisoAttrib; int pNum; GLuint texName; GLenum minFilter; GLenum magFilter; GLenum wrapMode; float maxAniso; bool dirty; }; std::vector m_samplerAttribList; // // These handle texture coords // They need to be connected to the scene struct attributeAttrib { MString name; MString setName; MObject attrib; int handle; //which generic attribite to use int set; //which set id to use from Maya MayaType mtype; // set type from Maya int pNum; }; std::vector m_attributeAttribList; // Local variables to keep track information of attrib information // that is required from multiple entry points in Maya. // bool m_parsedUserAttribList; int m_numUVsets; MStringArray m_uvSetNames; int m_numColorSets; MStringArray m_colorSetNames; int m_numNormals; void parseUserAttributeList(); // // These handle uniform parameters hidden from the user struct boundUniform { MString name; int pNum; shader::Semantic usage; }; std::vector m_boundUniformList; bool rebuildShader(); //create / delete attributes based on active shader void configureAttribs(); void configureTexCoords( int normalCount, const float ** normalArrays, int texCoordCount, const float ** texCoordArrays, int colorCount, const float **colorArrays ); bool locateFile( const MString &name, MString &path); //this list allows us to access all nodes on callbacks // would it be better to just query from Maya? static std::vector sNodeList; }; #endif //GLSL_SHADER_NODE_H