open_toontown_panda3d/pandatool/src/maya/mayaShaders.cxx

220 lines
7.4 KiB
C++

// Filename: mayaShaders.cxx
// Created by: drose (11Feb00)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#include "mayaShaders.h"
#include "mayaShader.h"
#include "maya_funcs.h"
#include "config_maya.h"
#include "pre_maya_include.h"
#include <maya/MStatus.h>
#include <maya/MObject.h>
#include <maya/MFnDependencyNode.h>
#include <maya/MFnMesh.h>
#include <maya/MObjectArray.h>
#include <maya/MPlug.h>
#include <maya/MPlugArray.h>
#include <maya/MFn.h>
#include "post_maya_include.h"
////////////////////////////////////////////////////////////////////
// Function: MayaShaders::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
MayaShaders::
MayaShaders() {
}
////////////////////////////////////////////////////////////////////
// Function: MayaShaders::Destructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
MayaShaders::
~MayaShaders() {
clear();
}
////////////////////////////////////////////////////////////////////
// Function: MayaShaders::find_shader_for_node
// Access: Public
// Description: Extracts the shader assigned to the indicated node.
////////////////////////////////////////////////////////////////////
MayaShader *MayaShaders::
find_shader_for_node(MObject node, bool legacy_shader) {
MStatus status;
MFnDependencyNode node_fn(node);
// Look on the instObjGroups attribute for shading engines.
MObject iog_attr = node_fn.attribute("instObjGroups", &status);
if (!status) {
// The node is not renderable. What are you thinking?
maya_cat.error()
<< node_fn.name().asChar() << " : not a renderable object.\n";
return (MayaShader *)NULL;
}
// instObjGroups is a multi attribute, whatever that means. For
// now, we'll just get the first connection, since that's what the
// example code did. Is there any reason to search deeper?
MPlug iog_plug(node, iog_attr);
MPlugArray iog_pa;
iog_plug.elementByLogicalIndex(0).connectedTo(iog_pa, false, true, &status);
if (!status) {
// No shading group defined for this object.
maya_cat.error()
<< node_fn.name().asChar() << " : no shading group defined.\n";
return (MayaShader *)NULL;
}
// Now we have a number of ShadingEngines defined, one for each of
// these connections we just turned up. Usually there will only be
// one. In fact, we'll just take the first one we find.
size_t i;
for (i = 0; i < iog_pa.length(); i++) {
MObject engine = iog_pa[i].node();
if (engine.hasFn(MFn::kShadingEngine)) {
return find_shader_for_shading_engine(engine, legacy_shader);
}
}
// Well, we didn't find a ShadingEngine after all. Huh.
maya_cat.debug()
<< node_fn.name().asChar() << " : no shading engine found.\n";
return (MayaShader *)NULL;
}
////////////////////////////////////////////////////////////////////
// Function: MayaShaders::bind_uvsets
// Access: Public
// Description: Causes all shaders in the set to use the given
// mesh as a file-to-uvset map.
////////////////////////////////////////////////////////////////////
void MayaShaders::
bind_uvsets(MObject mesh) {
_uvset_names.clear();
_file_to_uvset.clear();
if (mesh.hasFn(MFn::kMesh)) {
MFnMesh mesh_fn(mesh);
MStatus status;
MStringArray maya_uvset_names;
status = mesh_fn.getUVSetNames(maya_uvset_names);
for (size_t i=0; i<maya_uvset_names.length(); ++i) {
MObjectArray moa;
string uvset_name = maya_uvset_names[i].asChar();
_uvset_names.push_back(uvset_name);
mesh_fn.getAssociatedUVSetTextures(maya_uvset_names[i], moa);
for (size_t j=0; j<moa.length(); ++j){
MFnDependencyNode dt(moa[j]);
string tex_name = dt.name().asChar();
_file_to_uvset[tex_name] = uvset_name;
}
}
}
Shaders::iterator sha;
for (sha=_shaders.begin(); sha!=_shaders.end(); sha++) {
(*sha).second->bind_uvsets(_file_to_uvset);
}
}
////////////////////////////////////////////////////////////////////
// Function: MayaShaders::find_shader_for_shading_engine
// Access: Public
// Description: Returns the MayaShader object associated with the
// indicated "shading engine". This will create a new
// MayaShader object if this is the first time we have
// encountered the indicated engine.
////////////////////////////////////////////////////////////////////
MayaShader *MayaShaders::
find_shader_for_shading_engine(MObject engine, bool legacy_shader) {
MFnDependencyNode engine_fn(engine);
// See if we have already decoded this engine.
string engine_name = engine_fn.name().asChar();
Shaders::const_iterator si = _shaders.find(engine_name);
if (si != _shaders.end()) {
return (*si).second;
}
// All right, this is a newly encountered shading engine. Create a
// new MayaShader object to represent it.
MayaShader *shader = new MayaShader(engine, legacy_shader);
shader->bind_uvsets(_file_to_uvset);
// Record this for the future.
_shaders.insert(Shaders::value_type(engine_name, shader));
_shaders_in_order.push_back(shader);
return shader;
}
////////////////////////////////////////////////////////////////////
// Function: MayaShaders::find_uv_link
// Access: Public
// Description: Returns the current mapping from file to uvset
// for the given file texture name.
////////////////////////////////////////////////////////////////////
string MayaShaders::
find_uv_link(const string &match) {
MayaFileToUVSetMap::iterator it = _file_to_uvset.find(match);
if (it == _file_to_uvset.end()) {
return "not found";
} else {
return (*it).second;
}
}
////////////////////////////////////////////////////////////////////
// Function: MayaShaders::get_num_shaders
// Access: Public
// Description: Returns the number of unique MayaShaders that have
// been discovered so far.
////////////////////////////////////////////////////////////////////
int MayaShaders::
get_num_shaders() const {
return _shaders_in_order.size();
}
////////////////////////////////////////////////////////////////////
// Function: MayaShaders::get_shader
// Access: Public
// Description: Returns the nth MayaShader that has been discovered
// so far.
////////////////////////////////////////////////////////////////////
MayaShader *MayaShaders::
get_shader(int n) const {
nassertr(n >= 0 && n < (int)_shaders_in_order.size(), NULL);
return _shaders_in_order[n];
}
////////////////////////////////////////////////////////////////////
// Function: MayaShaders::clear
// Access: Public
// Description: Frees all of the previously-defined MayaShader
// objects associated with this set.
////////////////////////////////////////////////////////////////////
void MayaShaders::
clear() {
ShadersInOrder::iterator si;
for (si = _shaders_in_order.begin(); si != _shaders_in_order.end(); ++si) {
delete (*si);
}
_shaders.clear();
_shaders_in_order.clear();
_file_to_uvset.clear();
}