gpuCache/gpuCacheUtil.cpp

gpuCache/gpuCacheUtil.cpp
//-
//**************************************************************************/
// Copyright 2015 Autodesk, Inc. All rights reserved.
//
// Use of this software is subject to the terms of the Autodesk
// license agreement provided at the time of installation or download,
// or which otherwise accompanies this software in either electronic
// or hard copy form.
//**************************************************************************/
//+
#include "gpuCacheUtil.h"
namespace GPUCache {
/*==============================================================================
* CLASS InstanceMaterialLookup
*============================================================================*/
InstanceMaterialLookup::InstanceMaterialLookup(const MDagPath& dagPath)
: fInstObjGroupsPlug(findInstObjGroupsPlug(dagPath))
{}
InstanceMaterialLookup::~InstanceMaterialLookup()
{}
bool InstanceMaterialLookup::hasWholeObjectMaterial()
{
// Default Viewport behavior:
// If instObjGroups[x] is connected, it's whole object material assignment.
return fInstObjGroupsPlug.isSource();
}
MObject InstanceMaterialLookup::findWholeObjectShadingGroup()
{
// Not a whole object material assignment.
if (!hasWholeObjectMaterial()) {
}
// Find the destination shading group
return findShadingGroupByPlug(fInstObjGroupsPlug);
}
MObject InstanceMaterialLookup::findWholeObjectSurfaceMaterial()
{
// Not a whole object material assignment.
if (!hasWholeObjectMaterial()) {
}
// Find the shading group node.
MObject shadingGroup = findWholeObjectShadingGroup();
if (shadingGroup.isNull()) return MObject::kNullObj;
// Find the source surface material.
return findSurfaceMaterialByShadingGroup(shadingGroup);
}
bool InstanceMaterialLookup::hasComponentMaterials()
{
// Find instObjGroups[instanceNumber].objectGroup[X] plugs
std::vector<MPlug> ogPlugs;
findObjectGroupsPlug(fInstObjGroupsPlug, ogPlugs);
// If any of the objectGroup[X] plug is connected, this is a
// per-component material assignment.
BOOST_FOREACH (const MPlug& ogPlug, ogPlugs) {
if (ogPlug.isSource()) {
return true;
}
}
return false;
}
bool InstanceMaterialLookup::findShadingGroups(std::vector<MObject>& shadingGroups)
{
// Not a per-component material assignment.
if (!hasComponentMaterials()) {
return false;
}
// Find the objectGroup[X] plugs.
std::vector<MPlug> ogPlugs;
findObjectGroupsPlug(fInstObjGroupsPlug, ogPlugs);
// Find the destination shading groups for each objectGroup[X]
BOOST_FOREACH (const MPlug& ogPlug, ogPlugs) {
shadingGroups.push_back(findShadingGroupByPlug(ogPlug));
}
return true;
}
bool InstanceMaterialLookup::findSurfaceMaterials(std::vector<MObject>& surfaceMaterials)
{
// Not a per-component material assignment.
if (!hasComponentMaterials()) {
return false;
}
// Find the connected shading groups.
std::vector<MObject> shadingGroups;
if (!findShadingGroups(shadingGroups)) {
return false;
}
// Find the source surface materials for each shading group.
BOOST_FOREACH (const MObject& shadingGroup, shadingGroups) {
surfaceMaterials.push_back(findSurfaceMaterialByShadingGroup(shadingGroup));
}
return true;
}
/*
// We will eventually support per-face material assignment.
// This will require a change to the usage of MGeometryExtract to generate
// index groups first.
// Comment out the code for now.
std::vector<MObject> InstanceMaterialLookup::findComponents()
{
// Find objectGroup plugs
std::vector<MPlug> ogPlugs;
findObjectGroupsPlug(fInstObjGroupsPlug);
std::vector<MObject> mergedComponents;
BOOST_FOREACH (MPlug& ogPlug, ogPlugs) {
// Find objectGrpCompList plug
MPlug gclPlug = ogPlug.child(0);
MFnComponentListData compList(gclPlug.asMObject());
if (compList.length() == 0) {
mergedComponents.push_back(MObject::kNullObj);
continue;
}
if (compList[0].hasFn(MFn::kMeshPolygonComponent)) {
// Merge mesh face component
MFnSingleIndexedComponent mergedComp;
mergedComp.create(MFn::kMeshPolygonComponent);
for (unsigned int i = 0; i < compList.length(); i++) {
MFnSingleIndexedComponent comp(compList[i]);
for (int j = 0; j < comp.elementCount(); j++) {
mergedComp.addElement(j);
}
}
mergedComponents.push_back(mergedComp.object());
}
else {
assert(0); // per-patch not supported now
mergedComponents.push_back(MObject::kNullObj);
}
}
return mergedComponents;
}
*/
MPlug InstanceMaterialLookup::findInstObjGroupsPlug(const MDagPath& dagPath)
{
// The path must be derived from a shape.
assert(dagPath.node().hasFn(MFn::kShape));
MStatus status;
MFnDagNode dagNode(dagPath, &status);
assert(status == MS::kSuccess);
// Find the instObjGroups array plug (instanced attribute).
MPlug plug = dagNode.findPlug("instObjGroups", false);
assert(!plug.isNull());
// Select the instance number.
return plug;
}
MObject InstanceMaterialLookup::findShadingGroupByPlug(const MPlug& srcPlug)
{
if (srcPlug.isNull()) return MObject::kNullObj;
// shape.srcPlug -> shadingGroup.dagSetMember
if (srcPlug.isSource()) {
// List the destination plugs.
MPlugArray plugArray;
srcPlug.connectedTo(plugArray, false, true);
assert(plugArray.length() == 1);
// The destination node is the shading group.
if (plugArray.length() > 0) {
MObject shadingGroup = plugArray[0].node();
assert(shadingGroup.hasFn(MFn::kShadingEngine));
if (shadingGroup.hasFn(MFn::kShadingEngine)) {
return shadingGroup;
}
}
}
}
MObject InstanceMaterialLookup::findSurfaceMaterialByShadingGroup(const MObject& shadingGroup)
{
if (shadingGroup.isNull()) return MObject::kNullObj;
assert(shadingGroup.hasFn(MFn::kShadingEngine));
// Find the surfaceShader plug.
MFnDependencyNode dgNode(shadingGroup);
MPlug ssPlug = dgNode.findPlug("surfaceShader", false);
assert(!ssPlug.isNull());
// material.outColor -> shadingGroup.surfaceShader
if (ssPlug.isDestination()) {
MPlugArray plugArray;
ssPlug.connectedTo(plugArray, true, false);
assert(plugArray.length() == 1);
// The source node is the surface material.
if (plugArray.length() > 0) {
MObject shader = plugArray[0].node();
assert(!shader.isNull());
return shader;
}
}
}
void InstanceMaterialLookup::findObjectGroupsPlug(const MPlug& iogPlug, std::vector<MPlug>& ogPlugs)
{
assert(!iogPlug.isNull());
// 0th child is objectGroups
MPlug ogPlug = iogPlug.child(0);
unsigned int ogPlugCount = ogPlug.numElements();
ogPlugs.reserve(ogPlugCount);
for (unsigned int i = 0; i < ogPlugCount; i++) {
// plug = instObjGroups[which].objectGroups[i]
ogPlugs.push_back(ogPlug[i]);
}
}
/*==============================================================================
* CLASS ShadedModeColor
*============================================================================*/
bool ShadedModeColor::evaluateBool(
const MaterialProperty::Ptr& prop,
double timeInSeconds
)
{
assert(prop && prop->type() == MaterialProperty::kBool);
if (!prop || prop->type() != MaterialProperty::kBool) {
return false;
}
const MaterialNode::Ptr srcNode = prop->srcNode();
const MaterialProperty::Ptr srcProp = prop->srcProp();
if (srcNode && srcProp) {
// If there is a connection, we use the default value.
return prop->getDefaultAsBool();
}
else {
// Otherwise, we use the value in the property.
return prop->asBool(timeInSeconds);
}
}
float ShadedModeColor::evaluateFloat(
const MaterialProperty::Ptr& prop,
double timeInSeconds
)
{
assert(prop && prop->type() == MaterialProperty::kFloat);
if (!prop || prop->type() != MaterialProperty::kFloat) {
return 0.0f;
}
const MaterialNode::Ptr srcNode = prop->srcNode();
const MaterialProperty::Ptr srcProp = prop->srcProp();
if (srcNode && srcProp) {
// If there is a connection, we use the default value.
return prop->getDefaultAsFloat();
}
else {
// Otherwise, we use the value in the property.
return prop->asFloat(timeInSeconds);
}
}
MColor ShadedModeColor::evaluateDefaultColor(
const MaterialProperty::Ptr& prop,
double timeInSeconds
)
{
assert(prop && prop->type() == MaterialProperty::kRGB);
if (!prop || prop->type() != MaterialProperty::kRGB) {
}
// Check source connections.
const MaterialNode::Ptr srcNode = prop->srcNode();
const MaterialProperty::Ptr srcProp = prop->srcProp();
if (srcNode && srcProp) {
// There is a source connection. Let's check if it's a texture2d node.
const boost::shared_ptr<const Texture2d> srcTex =
boost::dynamic_pointer_cast<const Texture2d>(srcNode);
if (srcTex && srcTex->OutColor == srcProp) {
// This property has a source texture2d node and the output
// of the texture2d node is outColor.
// We use the Default Color as the outColor.
return srcTex->DefaultColor->asColor(timeInSeconds);
}
else {
// The source is not texture2d.outColor.
// We use the default value instead.
return prop->getDefaultAsColor();
}
}
// No source connection. We use the value in the property directly.
return prop->asColor(timeInSeconds);
}
MColor ShadedModeColor::evaluateColor(
const MaterialProperty::Ptr& prop,
double timeInSeconds
)
{
assert(prop && prop->type() == MaterialProperty::kRGB);
if (!prop || prop->type() != MaterialProperty::kRGB) {
}
// Check source connections.
const MaterialNode::Ptr srcNode = prop->srcNode();
const MaterialProperty::Ptr srcProp = prop->srcProp();
if (srcNode && srcProp) {
// If there is a connection, we use the default value.
return prop->getDefaultAsColor();
}
else {
// Otherwise, we use the value in the property.
return prop->asColor(timeInSeconds);
}
}
} // namespace GPUCache