コード例 #1
0
ファイル: material.cpp プロジェクト: snehalpoojary/mayapbrt
Material* Material::MaterialFactory(MObject &set) {
    MObject shaderNode = findShader(set);
    if (shaderNode == MObject::kNullObj) return NULL;

    MFnDependencyNode depNode(shaderNode);

    if (depNode.typeName() == "blinn") {
        return new Uber(depNode);
    } else if (depNode.typeName() == "lambert") {
        return new Plastic(depNode);
    } else if (depNode.typeName() == "anisotropic") {
        // need to find a better material
    } else if (depNode.typeName() == "phong") {
        return new PhongMat(depNode);
    } else {
        return new Uber(depNode);
    }

    return NULL;
}
コード例 #2
0
bool DX11ViewportRenderer::drawSurface( const MDagPath &dagPath, bool active, bool templated)
{
	bool drewSurface = false;

	if ( !dagPath.hasFn( MFn::kMesh ))
	{
		MMatrix  matrix = dagPath.inclusiveMatrix();
		MFnDagNode dagNode(dagPath);
		MBoundingBox box = dagNode.boundingBox();
		float color[3] = {0.6f, 0.3f, 0.0f};
		if (active)
		{
			color[0] = 1.0f;
			color[1] = 1.0f;
			color[2] = 1.0f;
		}
		else if (templated)
		{
			color[0] = 1.0f;
			color[1] = 0.686f;
			color[2] = 0.686f;
		}
		drawBounds( matrix, box, color);
		return true;
	}

	if ( dagPath.hasFn( MFn::kMesh ))
	{
		MMatrix  matrix = dagPath.inclusiveMatrix();
		MFnDagNode dagNode(dagPath);

		// Look for any hardware shaders which can draw D3D first.
		//
		bool drewWithHwShader = false;
		{
			MFnMesh fnMesh(dagPath);
			MObjectArray sets;
			MObjectArray comps;
			unsigned int instanceNum = dagPath.instanceNumber();
			if (!fnMesh.getConnectedSetsAndMembers(instanceNum, sets, comps, true))
				MGlobal::displayError("ERROR : MFnMesh::getConnectedSetsAndMembers");
			for ( unsigned i=0; i<sets.length(); i++ ) 
			{
				MObject set = sets[i];
				MObject comp = comps[i];

				MStatus status;
				MFnSet fnSet( set, &status );
				if (status == MS::kFailure) {
					MGlobal::displayError("ERROR: MFnSet::MFnSet");
					continue;
				}

				MObject shaderNode = findShader(set);
				if (shaderNode != MObject::kNullObj)
				{
					MPxHardwareShader * hwShader = 
						MPxHardwareShader::getHardwareShaderPtr( shaderNode );

					if (hwShader)
					{
						const MRenderProfile & profile = hwShader->profile();
						if (profile.hasRenderer( MRenderProfile::kMayaD3D))
						{
							// Render a Maya D3D hw shader here....
							//printf("Found a D3D hw shader\n");
							//drewWithHwShader = true;
						}
					}
				}
			}
		}

		// Get the geometry buffers for this bad boy and render them
		D3DGeometry* Geometry = m_resourceManager.getGeometry( dagPath, m_pD3DDevice);
		if( Geometry)
		{
			// Transform from object to world space
			//
			XMMATRIX objectToWorld = XMMATRIX
				(
				(float)matrix.matrix[0][0], (float)matrix.matrix[0][1], (float)matrix.matrix[0][2], (float)matrix.matrix[0][3],
				(float)matrix.matrix[1][0], (float)matrix.matrix[1][1], (float)matrix.matrix[1][2], (float)matrix.matrix[1][3],
				(float)matrix.matrix[2][0], (float)matrix.matrix[2][1], (float)matrix.matrix[2][2], (float)matrix.matrix[2][3],
				(float)matrix.matrix[3][0], (float)matrix.matrix[3][1], (float)matrix.matrix[3][2], (float)matrix.matrix[3][3]
			);

			FixedFunctionConstants cb;

			if (!drewWithHwShader)
			{
				// Get material properties for shader associated with mesh
				//
				// 1. Try to draw with the sample internal programmable shader
				bool drewGeometryWithShader = false;

				// 2. Draw with fixed function shader
				if (!drewGeometryWithShader)
				{
					// Set up a default material, just in case there is none.
					//
					float diffuse[3];
					if (active)
					{
						if (templated)
						{
							m_pD3DDeviceCtx->RSSetState( m_pWireframeRS );
							diffuse[0] = 1.0f; diffuse[1] = 0.686f; diffuse[2] = 0.686f;
						}
						else
						{
							m_pD3DDeviceCtx->RSSetState( m_pNormalRS );
							diffuse[0] = 0.6f; diffuse[1] = 0.6f; diffuse[2] = 0.6f;
						}
					}
					else
					{
						if (templated)
						{
							m_pD3DDeviceCtx->RSSetState( m_pWireframeRS );
							diffuse[0] = 1.0f; diffuse[1] = 0.686f; diffuse[2] = 0.686f;
						}
						else
						{
							m_pD3DDeviceCtx->RSSetState( m_pNormalRS );
							diffuse[0] = 0.5f; diffuse[1] = 0.5f; diffuse[2] = 0.5f;
						}
					}

					// Set constant buffer
					XMVECTOR det;
					cb.wvIT = XMMatrixInverse( &det, objectToWorld * m_currentViewMatrix );
					cb.wvp = XMMatrixTranspose( objectToWorld * m_currentViewMatrix * m_currentProjectionMatrix );
					cb.wv = XMMatrixTranspose( objectToWorld * m_currentViewMatrix );
					cb.lightDir = XMFLOAT4( 0.0f, 0.0f, 1.0f, 0.0f );
					cb.lightColor = XMFLOAT4( 1.0f, 1.0f, 1.0f, 0.0f );
					cb.ambientLight = XMFLOAT4( 0.2f, 0.2f, 0.2f, 0.0f );
					cb.diffuseMaterial = XMFLOAT4( diffuse[0], diffuse[1], diffuse[2], 0.0f );
					cb.specularColor = XMFLOAT4( 0.2f, 0.2f, 0.2f, 0.0f );
					cb.diffuseCoeff = 1.0f;
					cb.shininess = 16.0f;
					cb.transparency = 1.0f;
					m_pD3DDeviceCtx->UpdateSubresource( m_pFixedFunctionConstantBuffer, 0, NULL, &cb, 0, 0 );

					// get shader
					SurfaceEffectItemList::const_iterator it = m_resourceManager.getSurfaceEffectItemList().find( "Maya_fixedFunction" );
					if ( it == m_resourceManager.getSurfaceEffectItemList().end() )
						return false;
					const SurfaceEffectItem* sei = it->second;

					// bind shaders
					m_pD3DDeviceCtx->VSSetShader( sei->fVertexShader, NULL, 0 );
					m_pD3DDeviceCtx->VSSetConstantBuffers( 0, 1, &m_pFixedFunctionConstantBuffer );
					m_pD3DDeviceCtx->IASetInputLayout( sei->fInputLayout );
					m_pD3DDeviceCtx->PSSetShader( sei->fPixelShader, NULL, 0 );
					m_pD3DDeviceCtx->PSSetConstantBuffers( 0, 1, &m_pFixedFunctionConstantBuffer );

					Geometry->Render( m_pD3DDeviceCtx );

					drewSurface = true;
				}
			}

			// Draw wireframe on top
			//

			if ( drewSurface && active )
			{
				bool drawActiveWithBounds = false;
				if (drawActiveWithBounds)
				{
					MBoundingBox box = dagNode.boundingBox();
					float color[3] = {1.0f, 1.0f, 1.0f};
					drawBounds( matrix, box, color );
				}
				else
				{
					cb.lightColor = XMFLOAT4( 0.0f, 0.0f, 0.0f, 0.0f );
					cb.ambientLight = XMFLOAT4( 1.0f, 1.0f, 1.0f, 0.0f );
					cb.diffuseMaterial = XMFLOAT4( 1.0f, 1.0f, 1.0f, 0.0f );
					cb.specularColor = XMFLOAT4( 0.0f, 0.0f, 0.0f, 0.0f );
					m_pD3DDeviceCtx->UpdateSubresource( m_pFixedFunctionConstantBuffer, 0, NULL, &cb, 0, 0 );

					m_pD3DDeviceCtx->RSSetState( m_pWireframeRS );

					Geometry->Render( m_pD3DDeviceCtx );				
				}
			}
		} // If Geometry
	}
	return drewSurface;
}
コード例 #3
0
MStatus findTexturesPerPolygon::doIt( const MArgList& )
//
//  Description:
//      Find the texture files that apply to the color of each polygon of
//      a selected shape if the shape has its polygons organized into sets.
//
{
    // Get the selection and choose the first path on the selection list.
    //
	MStatus status;
	MDagPath path;
	MObject cmp;
	MSelectionList slist;
	MGlobal::getActiveSelectionList(slist);
	slist.getDagPath(0, path, cmp);

	// Have to make the path include the shape below it so that
	// we can determine if the underlying shape node is instanced.
	// By default, dag paths only include transform nodes.
	//
	path.extendToShape();

	// If the shape is instanced then we need to determine which
	// instance this path refers to.
	//
	int instanceNum = 0;
	if (path.isInstanced())
		instanceNum = path.instanceNumber();

    // Get a list of all sets pertaining to the selected shape and the
    // members of those sets.
    //
	MFnMesh fnMesh(path);
	MObjectArray sets;
	MObjectArray comps;
	if (!fnMesh.getConnectedSetsAndMembers(instanceNum, sets, comps, true))
		cerr << "ERROR: MFnMesh::getConnectedSetsAndMembers\n";

	// Loop through all the sets.  If the set is a polygonal set, find the
    // shader attached to the and print out the texture file name for the
    // set along with the polygons in the set.
	//
	for ( unsigned i=0; i<sets.length(); i++ ) {
		MObject set = sets[i];
		MObject comp = comps[i];

		MFnSet fnSet( set, &status );
		if (status == MS::kFailure) {
            cerr << "ERROR: MFnSet::MFnSet\n";
            continue;
        }

        // Make sure the set is a polygonal set.  If not, continue.
		MItMeshPolygon piter(path, comp, &status);
		if ((status == MS::kFailure) || comp.isNull())
            continue;

		// Find the texture that is applied to this set.  First, get the
		// shading node connected to the set.  Then, if there is an input
		// attribute called "color", search upstream from it for a texture
		// file node.
        //
		MObject shaderNode = findShader(set);
		if (shaderNode == MObject::kNullObj)
			continue;

		MPlug colorPlug = MFnDependencyNode(shaderNode).findPlug("color", &status);
		if (status == MS::kFailure)
			continue;

		MItDependencyGraph dgIt(colorPlug, MFn::kFileTexture,
						   MItDependencyGraph::kUpstream, 
						   MItDependencyGraph::kBreadthFirst,
						   MItDependencyGraph::kNodeLevel, 
						   &status);

		if (status == MS::kFailure)
			continue;
		
		dgIt.disablePruningOnFilter();

        // If no texture file node was found, just continue.
        //
		if (dgIt.isDone())
			continue;
		  
        // Print out the texture node name and texture file that it references.
        //
		MObject textureNode = dgIt.thisNode();
        MPlug filenamePlug = MFnDependencyNode(textureNode).findPlug("fileTextureName");
        MString textureName;
        filenamePlug.getValue(textureName);
		cerr << "Set: " << fnSet.name() << endl;
        cerr << "Texture Node Name: " << MFnDependencyNode(textureNode).name() << endl;
		cerr << "Texture File Name: " << textureName.asChar() << endl;
        
        // Print out the set of polygons that are contained in the current set.
        //
		for ( ; !piter.isDone(); piter.next() )
			cerr << "    poly component: " << piter.index() << endl;
	}

	return MS::kSuccess;
}
コード例 #4
0
MStatus	parseShader(MObject &src, SXRShaderData& d)
{
	MStatus status;

	MFnSet fnSet( src, &status );
	if (status == MStatus::kFailure) {
		status.perror("Unable to lookup shader from set of shaders for object");
		return status;
	}

	MObject shaderNode = findShader(src,d);
	if (shaderNode == MObject::kNullObj)
		return (MStatus::kFailure);

	MPlug colorPlug = MFnDependencyNode(shaderNode).findPlug("color", &status);
	if (status == MStatus::kFailure)
		return (status);

	MItDependencyGraph dgIt(colorPlug, MFn::kFileTexture,
		MItDependencyGraph::kUpstream, 
		MItDependencyGraph::kBreadthFirst,
		MItDependencyGraph::kNodeLevel, 
		&status);

	if (status == MStatus::kFailure)
		return (status);

	dgIt.disablePruningOnFilter();

	// If no texture file node was found, just continue.
	//
	if (dgIt.isDone()) {
		//		cout << "no textures found for " << colorPlug.name() << "\n";
		return (MStatus::kSuccess);
	}

	// Print out the texture node name and texture file that it references.
	//
	MObject textureNode = dgIt.thisNode();
	MPlug filenamePlug = MFnDependencyNode(textureNode).findPlug("fileTextureName");
	MString textureName;
	filenamePlug.getValue(textureName);

	MStringArray rgFolders;

	if (strchr (textureName.asChar(), '\\')) 
	{
		textureName.split ('\\', rgFolders);
	} else {
		textureName.split ('/', rgFolders);
	}
	d.tex_name = rgFolders[rgFolders.length() -1];
	//	cout << "Found texture file: '" << filename.asChar() << "'\n";

	short index;
	//double side flag
	MPlug xrDoubleSidePlug= MFnDependencyNode(shaderNode).findPlug("xrayDoubleSide", &status);
	if (status == MS::kSuccess)
	{
		MFnEnumAttribute enm = xrDoubleSidePlug.attribute();
		if ((status == MS::kSuccess)&&(MS::kSuccess==xrDoubleSidePlug.getValue(index))) 
			d.double_side = index;
	}
	//engine
	MPlug xrEnginePlug= MFnDependencyNode(shaderNode).findPlug("xrayEngineShader", &status);
	if (status == MS::kSuccess)
	{
		MFnEnumAttribute enm = xrEnginePlug.attribute();

		if ((status == MS::kSuccess)&&(MS::kSuccess==xrEnginePlug.getValue(index))) 
			d.eng_name = enm.fieldName(index);
	}
	//compiler
	MPlug xrCompilerPlug = MFnDependencyNode(shaderNode).findPlug("xrayCompilerShader", &status);
	if (status == MS::kSuccess)
	{
		MFnEnumAttribute enm = xrCompilerPlug.attribute();
		if ((status == MS::kSuccess)&&(MS::kSuccess==xrCompilerPlug.getValue(index))) 
			d.comp_name = enm.fieldName(index);
	}
	//game material
	MPlug xrGameMaterialPlug = MFnDependencyNode(shaderNode).findPlug("xrayGameMaterial", &status);
	if (status == MS::kSuccess)
	{
		MFnEnumAttribute enm = xrGameMaterialPlug.attribute();
		if ((status == MS::kSuccess)&&(MS::kSuccess==xrGameMaterialPlug.getValue(index)))
			d.gmat_name = enm.fieldName(index);
	}

	return (MStatus::kSuccess);
}