//- // ========================================================================== // 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statements, computer programs, and/or related // material (collectively the "Data") in these files contain unpublished // information proprietary to Autodesk, Inc. ("Autodesk") and/or its // licensors, which is protected by U.S. and Canadian federal copyright // law and by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. // // ========================================================================== //+ // // // fxManagerCmd.cpp // // This file provides the implementation for the effectManager command. // This command is useful for querying additional information from the // shader. Presently, it only supportes listing of the shader text to // aid in debugging. // //////////////////////////////////////////////////////////////////////////////////////////////////// #include #include #include "fxManagerCmd.h" // // fxManagerCmd::doIt // // This is the function used to invoke the command. The // command is not undoable and it does not change any state, // so it does not use the method to call back throught redoIt. ////////////////////////////////////////////////////////////////////// MStatus fxManagerCmd::doIt( const MArgList &args) { MArgDatabase argData( syntax(), args); MString nodeName; glslShaderNode *node = NULL; //check to see if we have a node if (argData.isFlagSet( "-n")) { argData.getFlagArgument( "-n", 0, nodeName); node = glslShaderNode::findNodeByName(nodeName); if (!node) { MGlobal::displayError( MString("Node '") +nodeName +"' does not exist"); return MStatus::kFailure; } } //check if we are in list shader mode if (argData.isFlagSet( "-ls")) { int pass; //are we listing a vertex shader if (argData.isFlagSet( "-vs")) { argData.getFlagArgument( "-vs", 0, pass); if (!node->printVertexShader(pass)) { MGlobal::displayError( MString("No vertex shader available for pass ") + pass); return MStatus::kFailure; } } //are we listing a vertex shader if (argData.isFlagSet( "-ps")) { argData.getFlagArgument( "-ps", 0, pass); if (!node->printPixelShader(pass)) { MGlobal::displayError( MString("No pixel shader available for pass ") + pass); return MStatus::kFailure; } } } return MStatus::kSuccess; } // // There is never anything to undo. ////////////////////////////////////////////////////////////////////// MStatus fxManagerCmd::undoIt(){ return MStatus::kSuccess; } // // There is never really anything to redo. ////////////////////////////////////////////////////////////////////// MStatus fxManagerCmd::redoIt(){ return MStatus::kSuccess; } // // ////////////////////////////////////////////////////////////////////// bool fxManagerCmd::isUndoable() const{ return false; } // // ////////////////////////////////////////////////////////////////////// bool fxManagerCmd::hasSyntax() const { return true; } // // ////////////////////////////////////////////////////////////////////// MSyntax fxManagerCmd::mySyntax() { MSyntax syntax; syntax.addFlag( "-ls", "-listShader"); syntax.addFlag( "-ps", "-pixelShader", MSyntax::kLong); syntax.addFlag( "-vs", "-vertexShader", MSyntax::kLong); syntax.addFlag( "-n", "-node", MSyntax::kString); return syntax; } // // ////////////////////////////////////////////////////////////////////// bool fxManagerCmd::isHistoryOn() const { //what is this supposed to do? return false; } // // ////////////////////////////////////////////////////////////////////// MString fxManagerCmd::commandString() const { return MString(); } // // ////////////////////////////////////////////////////////////////////// MStatus fxManagerCmd::setHistoryOn( bool state ){ //ignore it for now return MStatus::kSuccess; } // // ////////////////////////////////////////////////////////////////////// MStatus fxManagerCmd::setCommandString( const MString &str) { //ignore it for now return MStatus::kSuccess; }