LightMaterialOverride::LightMaterialOverride(const MObject& obj)
: MPxSurfaceShadingNodeOverride(obj)
{
	MHWRender::MRenderer* theRenderer = MHWRender::MRenderer::theRenderer();
	if (theRenderer)
	{
		MHWRender::MFragmentManager* fragmentMgr = theRenderer->getFragmentManager();
		if (fragmentMgr)
		{
			for (uint i = 0; i < MayaTo::getWorldPtr()->shaderSearchPath.length(); i++)
				fragmentMgr->addFragmentPath(MayaTo::getWorldPtr()->shaderSearchPath[i]);

			MString fragment = "CoronaLight";
			bool fragAdded = fragmentMgr->hasFragment(fragment);
			if (!fragAdded)
			{
				fragAdded = (fragment == fragmentMgr->addShadeFragmentFromFile(fragment + ".xml", false));
				if (fragAdded)
				{
					MGlobal::displayInfo(MString("Successfully loaded fragment ") + fragment + ".xml");
				}
				else{
					MGlobal::displayInfo(MString("Could not load fragment ") + fragment + ".xml");
				}
			}
		}
	}
}
示例#2
0
CheckerNodeOverride::CheckerNodeOverride(const MObject& obj)
: MPxShadingNodeOverride(obj)
, fFragmentName("")
{
	// Fragments are defined in separate XML files, add the checker node
	// directory to the search path and load from the files.
	static const MString sFragmentName("checkerNodePluginFragment");
	static const MString sFragmentOutputName("checkerNodePluginFragmentOutput");
	static const MString sFragmentGraphName("checkerNodePluginGraph");
	MHWRender::MRenderer* theRenderer = MHWRender::MRenderer::theRenderer();
	if (theRenderer)
	{
		MHWRender::MFragmentManager* fragmentMgr =
			theRenderer->getFragmentManager();
		if (fragmentMgr)
		{
			// Add search path (once only)
			static bool sAdded = false;
			if (!sAdded)
			{
				MString location;
				if( ! MGlobal::executeCommand(MString("getModulePath -moduleName \"devkit\""), location, false) ) {
					location = MString(getenv("MAYA_LOCATION")) + MString("/devkit");
				} 
				location += "/plug-ins/checkerShader";
				fragmentMgr->addFragmentPath(location);
				sAdded = true;
			}

			// Add fragments if needed
			bool fragAdded = fragmentMgr->hasFragment(sFragmentName);
			bool structAdded = fragmentMgr->hasFragment(sFragmentOutputName);
			bool graphAdded = fragmentMgr->hasFragment(sFragmentGraphName);
			if (!fragAdded)
			{
				fragAdded = (sFragmentName == fragmentMgr->addShadeFragmentFromFile(sFragmentName + ".xml", false));
			}
			if (!structAdded)
			{
				structAdded = (sFragmentOutputName == fragmentMgr->addShadeFragmentFromFile(sFragmentOutputName + ".xml", false));
			}
			if (!graphAdded)
			{
				graphAdded = (sFragmentGraphName == fragmentMgr->addFragmentGraphFromFile(sFragmentGraphName + ".xml"));
			}

			// If we have them all, use the final graph for the override
			if (fragAdded && structAdded && graphAdded)
			{
				fFragmentName = sFragmentGraphName;
			}
		}
	}
}
示例#3
0
depthShaderOverride::depthShaderOverride(const MObject& obj)
: MPxSurfaceShadingNodeOverride(obj)
, fFragmentName("")
{
	// Define fragments needed for VP2 version of shader, this could also be
	// defined in a separate XML file
	//
	// Define the input and output parameter names to match the input and
	// output attribute names so that the values are automatically populated
	// on the shader.
	//
	// Define a separate fragment for computing the camera space position so
	// that the operation can be done in the vertex shader rather than the
	// pixel shader. Then connect the two fragments together in a graph.
	static const MString sFragmentName("depthShaderPluginFragment");
	static const char* sFragmentBody =
		"<fragment uiName=\"depthShaderPluginFragment\" name=\"depthShaderPluginFragment\" type=\"plumbing\" class=\"ShadeFragment\" version=\"1.0\">"
		"	<description><![CDATA[Depth shader fragment]]></description>"
		"	<properties>"
		"		<float name=\"depthValue\" />"
		"		<float3 name=\"color\" />"
		"		<float3 name=\"colorFar\" />"
		"		<float name=\"near\" />"
		"		<float name=\"far\" />"
		"	</properties>"
		"	<values>"
		"		<float name=\"depthValue\" value=\"0.0\" />"
		"		<float3 name=\"color\" value=\"0.0,1.0,0.0\" />"
		"		<float3 name=\"colorFar\" value=\"0.0,0.0,1.0\" />"
		"		<float name=\"near\" value=\"0.0\" />"
		"		<float name=\"far\" value=\"2.0\" />"
		"	</values>"
		"	<outputs>"
		"		<float3 name=\"outColor\" />"
		"	</outputs>"
		"	<implementation>"
		"	<implementation render=\"OGSRenderer\" language=\"Cg\" lang_version=\"2.1\">"
		"		<function_name val=\"depthShaderPluginFragment\" />"
		"		<source><![CDATA["
		"float3 depthShaderPluginFragment(float depthValue, float3 cNear, float3 cFar, float nearClip, float farClip) \n"
		"{ \n"
		"	float ratio = (farClip + depthValue)/(farClip - nearClip); \n"
		"	return cNear*ratio + cFar*(1.0f - ratio); \n"
		"} \n]]>"
		"		</source>"
		"	</implementation>"
		"	<implementation render=\"OGSRenderer\" language=\"HLSL\" lang_version=\"11.0\">"
		"		<function_name val=\"depthShaderPluginFragment\" />"
		"		<source><![CDATA["
		"float3 depthShaderPluginFragment(float depthValue, float3 cNear, float3 cFar, float nearClip, float farClip) \n"
		"{ \n"
		"	float ratio = (farClip + depthValue)/(farClip - nearClip); \n"
		"	return cNear*ratio + cFar*(1.0f - ratio); \n"
		"} \n]]>"
		"		</source>"
		"	</implementation>"
		"	<implementation render=\"OGSRenderer\" language=\"GLSL\" lang_version=\"3.0\">"
		"		<function_name val=\"depthShaderPluginFragment\" />"
		"		<source><![CDATA["
		"vec3 depthShaderPluginFragment(float depthValue, vec3 cNear, vec3 cFar, float nearClip, float farClip) \n"
		"{ \n"
		"	float ratio = (farClip + depthValue)/(farClip - nearClip); \n"
		"	return cNear*ratio + cFar*(1.0f - ratio); \n"
		"} \n]]>"
		"		</source>"
		"	</implementation>"
		"	</implementation>"
		"</fragment>";

	static const MString sVertexFragmentName("depthShaderPluginInterpolantFragment");
	static const char* sVertexFragmentBody =
		"<fragment uiName=\"depthShaderPluginInterpolantFragment\" name=\"depthShaderPluginInterpolantFragment\" type=\"interpolant\" class=\"ShadeFragment\" version=\"1.0\">"
		"	<description><![CDATA[Depth shader vertex fragment]]></description>"
		"	<properties>"
		"		<float3 name=\"Pm\" semantic=\"Pm\" flags=\"varyingInputParam\" />"
		"		<float4x4 name=\"worldViewProj\" semantic=\"worldviewprojection\" />"
		"	</properties>"
		"	<values>"
		"	</values>"
		"	<outputs>"
		"		<float name=\"outDepthValue\" ^1s/>"
		"	</outputs>"
		"	<implementation>"
		"	<implementation render=\"OGSRenderer\" language=\"Cg\" lang_version=\"2.1\">"
		"		<function_name val=\"depthShaderPluginInterpolantFragment\" />"
		"		<source><![CDATA["
		"float depthShaderPluginInterpolantFragment(float depthValue) \n"
		"{ \n"
		"	return depthValue; \n"
		"} \n]]>"
		"		</source>"
		"		<vertex_source><![CDATA["
		"float idepthShaderPluginInterpolantFragment(float3 Pm, float4x4 worldViewProj) \n"
		"{ \n"
		"	float4 pCamera = mul(worldViewProj, float4(Pm, 1.0f)); \n"
		"	return (pCamera.z - pCamera.w*2.0f); \n"
		"} \n]]>"
		"		</vertex_source>"
		"	</implementation>"
		"	<implementation render=\"OGSRenderer\" language=\"HLSL\" lang_version=\"11.0\">"
		"		<function_name val=\"depthShaderPluginInterpolantFragment\" />"
		"		<source><![CDATA["
		"float depthShaderPluginInterpolantFragment(float depthValue) \n"
		"{ \n"
		"	return depthValue; \n"
		"} \n]]>"
		"		</source>"
		"		<vertex_source><![CDATA["
		"float idepthShaderPluginInterpolantFragment(float3 Pm, float4x4 worldViewProj) \n"
		"{ \n"
		"	float4 pCamera = mul(float4(Pm, 1.0f), worldViewProj); \n"
		"	return (pCamera.z - pCamera.w*2.0f); \n"
		"} \n]]>"
		"		</vertex_source>"
		"	</implementation>"
		"	<implementation render=\"OGSRenderer\" language=\"GLSL\" lang_version=\"3.0\">"
		"		<function_name val=\"depthShaderPluginInterpolantFragment\" />"
		"		<source><![CDATA["
		"float depthShaderPluginInterpolantFragment(float depthValue) \n"
		"{ \n"
		"	return depthValue; \n"
		"} \n]]>"
		"		</source>"
		"		<vertex_source><![CDATA["
		"float idepthShaderPluginInterpolantFragment(vec3 Pm, mat4 worldViewProj) \n"
		"{ \n"
		"	vec4 pCamera = worldViewProj * vec4(Pm, 1.0f); \n"
		"	return (pCamera.z - pCamera.w*2.0f); \n"
		"} \n]]>"
		"		</vertex_source>"
		"	</implementation>"
		"	</implementation>"
		"</fragment>";

	static const MString sFragmentGraphName("depthShaderPluginGraph");
	static const char* sFragmentGraphBody =
		"<fragment_graph name=\"depthShaderPluginGraph\" ref=\"depthShaderPluginGraph\" class=\"FragmentGraph\" version=\"1.0\">"
		"	<fragments>"
		"			<fragment_ref name=\"depthShaderPluginFragment\" ref=\"depthShaderPluginFragment\" />"
		"			<fragment_ref name=\"depthShaderPluginInterpolantFragment\" ref=\"depthShaderPluginInterpolantFragment\" />"
		"	</fragments>"
		"	<connections>"
		"		<connect from=\"depthShaderPluginInterpolantFragment.outDepthValue\" to=\"depthShaderPluginFragment.depthValue\" />"
		"	</connections>"
		"	<properties>"
        "		<float3 name=\"Pm\" ref=\"depthShaderPluginInterpolantFragment.Pm\" semantic=\"Pm\" flags=\"varyingInputParam\" />"
        "		<float4x4 name=\"worldViewProj\" ref=\"depthShaderPluginInterpolantFragment.worldViewProj\" semantic=\"worldviewprojection\" />"
		"		<float3 name=\"color\" ref=\"depthShaderPluginFragment.color\" />"
		"		<float3 name=\"colorFar\" ref=\"depthShaderPluginFragment.colorFar\" />"
		"		<float name=\"near\" ref=\"depthShaderPluginFragment.near\" />"
		"		<float name=\"far\" ref=\"depthShaderPluginFragment.far\" />"
		"	</properties>"
		"	<values>"
		"		<float3 name=\"color\" value=\"0.0,1.0,0.0\" />"
		"		<float3 name=\"colorFar\" value=\"0.0,0.0,1.0\" />"
		"		<float name=\"near\" value=\"0.0\" />"
		"		<float name=\"far\" value=\"2.0\" />"
		"	</values>"
		"	<outputs>"
		"		<float3 name=\"outColor\" ref=\"depthShaderPluginFragment.outColor\" />"
		"	</outputs>"
		"</fragment_graph>";

	// Register fragments with the manager if needed
	MHWRender::MRenderer* theRenderer = MHWRender::MRenderer::theRenderer();
	if (theRenderer)
	{
		MHWRender::MFragmentManager* fragmentMgr =
			theRenderer->getFragmentManager();
		if (fragmentMgr)
		{
			// Add fragments if needed
			bool fragAdded = fragmentMgr->hasFragment(sFragmentName);
			bool vertFragAdded = fragmentMgr->hasFragment(sVertexFragmentName);
			bool graphAdded = fragmentMgr->hasFragment(sFragmentGraphName);
			if (!fragAdded)
			{
				fragAdded = (sFragmentName == fragmentMgr->addShadeFragmentFromBuffer(sFragmentBody, false));
			}
			if (!vertFragAdded)
			{
				// In DirectX, need to specify a semantic for the output of the vertex shader
				MString vertBody;
				if (theRenderer->drawAPI() == MHWRender::kDirectX11)
				{
					vertBody.format(MString(sVertexFragmentBody), MString("semantic=\"extraDepth\" "));
				}
				else
				{
					vertBody.format(MString(sVertexFragmentBody), MString(" "));
				}
				vertFragAdded = (sVertexFragmentName == fragmentMgr->addShadeFragmentFromBuffer(vertBody.asChar(), false));
			}
			if (!graphAdded)
			{
				graphAdded = (sFragmentGraphName == fragmentMgr->addFragmentGraphFromBuffer(sFragmentGraphBody));
			}

			// If we have them all, use the final graph for the override
			if (fragAdded && vertFragAdded && graphAdded)
			{
				fFragmentName = sFragmentGraphName;
			}
		}
	}
}
示例#4
0
GammaOverride::GammaOverride(const MObject& obj)
: MPxShadingNodeOverride(obj)
, fFragmentName("")
{
	// Define fragments needed for VP2 version of shader, this could also be
	// defined in a separate XML file
	//
	// Define the input and output parameter names to match the input and
	// output attribute names so that the values are automatically populated
	// on the shader.
	static const MString sFragmentName("gammaShaderPluginFragment");
	static const char* sFragmentBody =
		"<fragment uiName=\"gammaShaderPluginFragment\" name=\"gammaShaderPluginFragment\" type=\"plumbing\" class=\"ShadeFragment\" version=\"1.0\">"
		"	<description><![CDATA[Gamma utility fragment]]></description>"
		"	<properties>"
		"		<float3 name=\"color\" />"
		"		<float3 name=\"gamma\" />"
		"	</properties>"
		"	<values>"
		"		<float3 name=\"color\" value=\"0.5,0.5,0.5\" />"
		"		<float3 name=\"gamma\" value=\"1.0,1.0,1.0\" />"
		"	</values>"
		"	<outputs>"
		"		<float3 name=\"outColor\" />"
		"	</outputs>"
		"	<implementation>"
		"	<implementation render=\"OGSRenderer\" language=\"Cg\" lang_version=\"2.1\">"
		"		<function_name val=\"gammaShaderPluginFragment\" />"
		"		<source><![CDATA["
		"float3 gammaShaderPluginFragment(float3 icol, float3 igam) \n"
		"{ \n"
		"	float3 result; \n"
		"	result.r = pow(icol.r, 1.0f/igam.r); \n"
		"	result.g = pow(icol.g, 1.0f/igam.g); \n"
		"	result.b = pow(icol.b, 1.0f/igam.b); \n"
		"	return result; \n"
		"} \n]]>"
		"		</source>"
		"	</implementation>"
		"	<implementation render=\"OGSRenderer\" language=\"HLSL\" lang_version=\"11.0\">"
		"		<function_name val=\"gammaShaderPluginFragment\" />"
		"		<source><![CDATA["
		"float3 gammaShaderPluginFragment(float3 icol, float3 igam) \n"
		"{ \n"
		"	float3 result; \n"
		"	result.r = pow(icol.r, 1.0f/igam.r); \n"
		"	result.g = pow(icol.g, 1.0f/igam.g); \n"
		"	result.b = pow(icol.b, 1.0f/igam.b); \n"
		"	return result; \n"
		"} \n]]>"
		"		</source>"
		"	</implementation>"
		"	<implementation render=\"OGSRenderer\" language=\"GLSL\" lang_version=\"3.0\">"
		"		<function_name val=\"gammaShaderPluginFragment\" />"
		"		<source><![CDATA["
		"vec3 gammaShaderPluginFragment(vec3 icol, vec3 igam) \n"
		"{ \n"
		"	vec3 result; \n"
		"	result.r = pow(icol.r, 1.0f/igam.r); \n"
		"	result.g = pow(icol.g, 1.0f/igam.g); \n"
		"	result.b = pow(icol.b, 1.0f/igam.b); \n"
		"	return result; \n"
		"} \n]]>"
		"		</source>"
		"	</implementation>"
		"	</implementation>"
		"</fragment>";

	// Register fragments with the manager if needed
	MHWRender::MRenderer* theRenderer = MHWRender::MRenderer::theRenderer();
	if (theRenderer)
	{
		MHWRender::MFragmentManager* fragmentMgr =
			theRenderer->getFragmentManager();
		if (fragmentMgr)
		{
			// Add fragments if needed
			bool fragAdded = fragmentMgr->hasFragment(sFragmentName);
			if (!fragAdded)
			{
				fragAdded = (sFragmentName == fragmentMgr->addShadeFragmentFromBuffer(sFragmentBody, false));
			}

			// Use the fragment on successful add
			if (fragAdded)
			{
				fFragmentName = sFragmentName;
			}
		}
	}
}