hlslShader/hlslShader.h

hlslShader/hlslShader.h
#ifndef _hlslShader_h_
#define _hlslShader_h_
//-
// ==========================================================================
// Copyright 1995,2006,2008 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 <maya/MPxCommand.h>
#include <maya/MPxHardwareShader.h>
#include <maya/MTypeId.h>
#include <maya/MStringArray.h>
#include <maya/MVaryingParameter.h>
#include <maya/MUniformParameter.h>
#include <maya/MUniformParameterList.h>
#include <maya/MRenderProfile.h>
#include <maya/MHwrCallback.h>
#include <maya/MModelMessage.h>
#include <d3d9.h>
#include <d3dx9.h>
/*
//
// A varying parameter
//
class hlslVaryingParameter
{
public:
MVaryingParameter fMayaParameter;
};
//
// A pass
//
class hlslPass
{
public:
inline hlslPass( 0) : fNumParameters( 0), fParameters( NULL) {}
inline ~hlslPass() { if( fParameters) delete fParameters; }
inline int numParameters() const { return fNumParameters; }
inline void numParameters( int numParms) { if( fParameters) delete fParameters; fNumParameters = numParms; fParameters = numParms ? new hlslVaryingParameter[ numParms] : NULL; }
inline hlslVaryingParameter& parameter( int p) const { return fParameters[ p]; }
protected:
hlslVaryingParameter* fParameters;
int fNumParameters;
};
*/
class hlslShader;
// Callback structure to handle device changes
//
class hlslDeviceManager : public MHwrCallback
{
public:
typedef enum
{
kInvalid,
kReset,
kValid
} hlslDeviceState;
inline hlslDeviceManager( hlslShader& shader) : fShader( shader), fState( kValid) { addCallback( this); }
~hlslDeviceManager() { removeCallback( this); }
virtual void deviceNew();
virtual void deviceLost();
virtual void deviceReset();
virtual void deviceDeleted();
inline hlslDeviceState deviceState() { return fState; }
void resetShader();
private:
// Hide this bad boy to let the compiler know it shouldn't be able to generate an assignment operator
void operator=( const hlslDeviceManager&) {};
protected:
hlslDeviceState fState;
hlslShader& fShader;
};
// Our shader node itself!
//
class hlslShader : public MPxHardwareShader
{
public:
friend class hlslDeviceManager;
// PxNode housekeeping: create, copy setup
hlslShader();
virtual void postConstructor();
virtual ~hlslShader();
static void* creator();
static MStatus initialize();
static void initializeNodeAttrs();
// Internal attribute housekeeping
virtual void copyInternalData( MPxNode* pSrc );
virtual bool getInternalValueInContext( const MPlug&,
virtual bool setInternalValueInContext( const MPlug&,
const MDataHandle&,
// Override geometry rendering
virtual MStatus render( MGeometryList& iterator);
// Indicate pass transparency options
virtual unsigned int transparencyOptions();
// Query the renderers supported by this shader
//
virtual const MRenderProfile& profile();
// Override this method to draw a image for swatch rendering.
virtual MStatus renderSwatchImage( MImage & image );
// Override these method to support texture display in the UV texture editor.
//
const MString &uvSetName,
MStringArray &imageNames );
const MString &imageName,
floatRegion region,
int &imageWidth,
int &imageHeight );
MHWRender::MUIDrawManager& uiDrawManager,
const MString& imageName, floatRegion region,
int &imageWidth,
int &imageHeight );
// UVLink utility
//
MStatus uvLinks( const MString& varyingParamName, MStringArray& uniformTextureNames );
public:
// Release all our device handles
void release();
// The typeid is a unique 32bit indentifier that describes this node.
// It is used to save and retrieve nodes of this type from the binary
// file format. If it is not unique, it will cause file IO problems.
//
static MTypeId sId;
// Our rendering profile
//
static MRenderProfile sProfile;
// There needs to be a MObject handle declared for each attribute that
// the node will have. These handles are needed for getting and setting
// the values later.
//
// Input shader attribute
//
static MObject sShader;
static MObject sTechnique;
static MObject sTechniques;
static MObject sDescription;
static MObject sDiagnostics;
protected:
// Change the shader or technique we're using
MStatus setShader( const MString& shader);
MStatus setTechnique( const MString& technique);
bool passHasTranparency( D3DXHANDLE passHandle );
// Resource management
hlslDeviceManager fDeviceManager;
void releaseVertexDeclaration();
// Values of internal attributes
MString fShader;
MString fTechnique;
MStringArray fTechniques;
// The current daignostics/description strings
MString fDescription;
MString fDiagnostics;
// D3D resources
LPD3DXEFFECT fD3DEffect;
D3DXHANDLE fD3DTechnique;
D3DXEFFECT_DESC fD3DEffectDesc;
D3DXTECHNIQUE_DESC fD3DTechniqueDesc;
// The current set of parameters
MVaryingParameter fVertexStructure;
IDirect3DVertexDeclaration9** fD3DVertexDeclaration;
MUniformParameterList fUniformParameters;
bool fTechniqueHasBlending;
// Utilities for converting D3D -> Maya
void setupUniform( D3DXHANDLE d3dParameter, const MString& prefix);
bool GetAnnotation( D3DXHANDLE parameter, const char* name, LPCSTR& value);
bool GetBOOLAnnotation( D3DXHANDLE parameter, const char* name, BOOL& value);
bool GetAnnotation( D3DXHANDLE parameter, const char* name, float& value);
bool GetAnnotation( D3DXHANDLE parameter, const char* name, int& value);
MUniformParameter::DataSemantic ConvertSemantic( D3DXHANDLE parameter, D3DXPARAMETER_DESC& description);
MUniformParameter::DataType ConvertType( D3DXHANDLE parameter, D3DXPARAMETER_DESC& description);
MUniformParameter::DataSemantic ConvertSpace( D3DXHANDLE parameter, D3DXPARAMETER_DESC& description, MUniformParameter::DataSemantic defaultSpace);
void updateUIVisibilityFromAnnotation( D3DXHANDLE d3dParameter, MUniformParameter& uniform);
void updateRangeFromAnnotation( D3DXHANDLE d3dParameter, MUniformParameter& uniform);
// Ummm ... don't ask
inline hlslShader& me() { return *this; }
// Housekeeping
int fErrorCount;
void reportInternalError( const char* function, size_t errcode );
// Handle node duplication
static void postDuplicateCB(void* data);
MCallbackId fPostDuplicateCallbackId;
};
class hlslShaderCmd : MPxCommand
{
public:
hlslShaderCmd();
virtual ~hlslShaderCmd();
MStatus doIt( const MArgList& );
bool isUndoable() { return false; }
static MSyntax newSyntax();
static void* creator();
};
#endif /* _hlslShader_h_ */