#ifndef _hwUnlitShader #define _hwUnlitShader //- // ========================================================================== // Copyright (C) 1995 - 2005 Alias Systems Corp. and/or its licensors. All // rights reserved. // // The coded instructions, statements, computer programs, and/or related // material (collectively the "Data") in these files are provided by Alias // Systems Corp. ("Alias") and/or its licensors for the exclusive use of the // Customer (as defined in the Alias Software License Agreement that // accompanies this Alias software). Such Customer has the right to use, // modify, and incorporate the Data into other products and to distribute such // products for use by end-users. // // THE DATA IS PROVIDED "AS IS". ALIAS HEREBY DISCLAIMS ALL WARRANTIES // RELATING TO THE DATA, INCLUDING, WITHOUT LIMITATION, ANY AND ALL EXPRESS OR // IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND/OR FITNESS FOR A // PARTICULAR PURPOSE. IN NO EVENT SHALL ALIAS BE LIABLE FOR ANY DAMAGES // WHATSOEVER, WHETHER DIRECT, INDIRECT, SPECIAL, OR PUNITIVE, WHETHER IN AN // ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, OR IN EQUITY, // ARISING OUT OF ACCESS TO, USE OF, OR RELIANCE UPON THE DATA. // ========================================================================== //+ /////////////////////////////////////////////////////////////////// // // NOTE: PLEASE READ THE README.TXT FILE FOR INSTRUCTIONS ON // COMPILING AND USAGE REQUIREMENTS. // // DESCRIPTION: Simple hardware shader which uses regular OpenGL // texturing and disables lighting. // // This sample demonstrates how to: // - Specify a color attribute on your HW shader plug-in // so that end-users can attach a file texture to it. // - Traverse what's upstream of the color attribute, including // going through shading switches if required. // - Using the MImage API class to load and uncompress a file // texture in any Maya-supported file format. // - Setting up the graphics pipeline to display the // texture correctly. // // /////////////////////////////////////////////////////////////////// #include #include "MTextureCache.h" class hwUnlitShader : public MPxHwShaderNode { public: hwUnlitShader(); virtual ~hwUnlitShader(); void releaseEverything(); virtual MStatus compute( const MPlug&, MDataBlock& ); virtual void postConstructor(); virtual MStatus bind(const MDrawRequest& request, M3dView& view); virtual MStatus unbind(const MDrawRequest& request, M3dView& view); virtual MStatus geometry( const MDrawRequest& request, M3dView& view, 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); virtual int normalsPerVertex(); virtual bool hasTransparency(); virtual int texCoordsPerVertex(); static void * creator(); static MStatus initialize(); static MTypeId id; MTextureCache* m_pTextureCache; void printGlError( const char *call ); MStatus getFloat3(MObject colorAttr, float colorValue[3]); MStatus getString(MObject attr, MString &str); void updateTransparencyFlags(MString objectPath); protected: static MObject colorR; static MObject colorG; static MObject colorB; static MObject color; static MObject transparencyR; static MObject transparencyG; static MObject transparencyB; static MObject transparency; float fConstantTransparency; MDagPath currentObjectPath; // Callbacks that we monitor so we can release OpenGL-dependant resources before // their context gets destroyed. MCallbackId fBeforeNewCB; MCallbackId fBeforeOpenCB; MCallbackId fBeforeRemoveReferenceCB; MCallbackId fMayaExitingCB; void attachSceneCallbacks(); void detachSceneCallbacks(); static void releaseCallback(void* clientData); }; #endif /* _hwUnlitShader */