cgFx/cgfxShaderCmd.cpp

cgFx/cgfxShaderCmd.cpp
//
// Copyright (C) 2002-2004 NVIDIA
//
// File: cgfxShaderCmd.cpp
//
// MEL Command: cgfxShader
//
// Author: Jim Atkinson
//
// Changes:
// 10/2003 Kurt Harriman - www.octopusgraphics.com +1-415-893-1023
// - Multiple UV sets; user-specified texcoord assignment;
// error handling.
// - "-pp/pluginPath" flag of cgfxShader command returns the
// full path of the "cgfxShader" subdirectory beneath the
// directory from which the plug-in binary was loaded.
// - "-mtc/maxTexCoords" flag of cgfxShader command returns an
// upper bound on the number of texcoord inputs per vertex
// (GL_MAX_TEXTURE_UNITS) that can be passed from Maya thru
// OpenGL to vertex shaders on the current workstation.
// - "-tcs/texCoordSource" flag of cgfxShader command returns
// cgfxShader node's "tcs/texCoordSource" attribute value.
// - "-euv/emptyUV" and "-eus/emptyUVShapes" flags added as
// part of a temporary workaround for a bug discovered in
// Maya 5.0. May be removed after Maya is fixed, so don't
// rely on them in user code.
// 12/2003 Kurt Harriman - www.octopusgraphics.com +1-415-893-1023
// - To load or reload an effect, use the cgfxShader command
// "-fx/fxFile <filename>" flag. Setting the cgfxShader
// node's "s/shader" attribute no longer loads the effect.
// - Shader parameter descriptions can be queried via the
// "-des/description" flag of cgfxShader command, together
// with "-lp/listParameters" or "-p/parameter <name>"
// - "-ci/caseInsensitive" option for "-p/parameter <name>"
// - The techniques defined by the current effect can be
// queried via the "-lt/listTechniques" flag.
// - To choose a technique, set the "t/technique"
// attribute of the cgfxShader node. The effect is not
// reloaded. There is no longer a message box requiring
// the user to choose a technique when loading an effect.
// - Fixed some undo/redo bugs that caused crashes and
// incorrect rendering. Fixed some memory leaks.
//
//-
// ==========================================================================
// 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 "cgfxShaderCommon.h"
#include "cgfxShaderCmd.h"
#include "cgfxShaderNode.h"
#include "cgfxProfile.h"
#include "cgfxFindImage.h"
#include <maya/MArgDatabase.h>
#include <maya/MCommandResult.h>
#include <maya/MDagPath.h>
#include <maya/MFeedbackLine.h>
#include <maya/MFnDagNode.h>
#include <maya/MGlobal.h>
// These options are global to the plug-in and don't require a
// node to be selected or specified...
#define kMaxTexCoordsFlag "-mtc"
#define kMaxTexCoordsFlagLong "-maxTexCoords"
#define kPluginPathFlag "-pp"
#define kPluginPathFlagLong "-pluginPath"
// These options pertain to the specified or selected cgfxShader node...
#define kFxFlag "-fx"
#define kFxFlagLong "-fxFile"
#define kFxPathFlag "-fxp"
#define kFxPathFlagLong "-fxPath"
#define kFxTechniqueFlag "-t"
#define kFxTechniqueFlagLong "-technique"
#define kFxProfileFlag "-pr"
#define kFxProfileFlagLong "-profile"
#define kNameFlag "-n"
#define kNameFlagLong "-name"
#define kListTechniquesFlag "-lt"
#define kListTechniquesFlagLong "-listTechniques"
#define kListProfilesFlag "-lpr"
#define kListProfilesFlagLong "-listProfiles"
#define kListParametersFlag "-lp"
#define kListParametersFlagLong "-listParameters"
#define kParameterFlag "-p"
#define kParameterFlagLong "-parameter"
#define kTexCoordSourceFlag "-tcs"
#define kTexCoordSourceFlagLong "-texCoordSource"
#if MAYA_API_VERSION >= 700
#define kColorSourceFlag "-cs"
#define kColorSourceFlagLong "-colorSource"
#endif
#define kEmptyUVFlag "-euv"
#define kEmptyUVFlagLong "-emptyUV"
#define kEmptyUVShapesFlag "-eus"
#define kEmptyUVShapesFlagLong "-emptyUVShapes"
// Flags that modify the behavior of -lp ...
#define kCaseInsensitiveFlag "-ci"
#define kCaseInsensitiveFlagLong "-caseInsensitive"
// Flags that modify the behavior of -lp and -p ...
#define kDescriptionFlag "-des"
#define kDescriptionFlagLong "-description"
//
// Static data members
//
MString cgfxShaderCmd::sPluginPath; // directory path for scripts etc.
cgfxShaderCmd::doIt( const MArgList& args )
{
MStatus stat;
try
{
stat = doCmd( args );
}
catch ( cgfxShaderCommon::InternalError* e )
{
reportInternalError( __FILE__, (size_t)e );
stat = MS::kFailure;
}
catch ( ... )
{
reportInternalError( __FILE__, __LINE__ );
stat = MS::kFailure;
}
return stat;
} // MStatus cgfxShaderCmd::doIt
cgfxShaderCmd::redoIt()
{
#ifdef KH_DEBUG
MString ss = " .. Redo ";
ss += fArgString;
ss += "\n";
::OutputDebugString( ss.asChar() );
#endif
MStatus stat;
try
{
// Get the node object from the selection list.
MObject oNode;
stat = fNodeSelection.getDependNode( 0, oNode );
M_CHECK( stat );
MFnDependencyNode fnNode( oNode, &stat );
M_CHECK( stat && fnNode.typeId() == cgfxShaderNode::sId );
cgfxShaderNode* pNode = (cgfxShaderNode*)fnNode.userNode();
M_CHECK( pNode );
// Re-create or re-edit the node.
stat = redoCmd( oNode, fnNode, pNode );
}
catch ( cgfxShaderCommon::InternalError* e )
{
reportInternalError( __FILE__, (size_t)e );
stat = MS::kFailure;
}
catch ( ... )
{
reportInternalError( __FILE__, __LINE__ );
stat = MS::kFailure;
}
#ifdef KH_DEBUG
ss = " .. redone\n";
::OutputDebugString( ss.asChar() );
#endif
return stat;
} // MStatus cgfxShaderCmd::redoIt
cgfxShaderCmd::undoIt()
{
#ifdef KH_DEBUG
MString ss = " .. Undo ";
ss += fArgString;
ss += "\n";
::OutputDebugString( ss.asChar() );
#endif
MStatus stat;
try
{
stat = undoCmd();
}
catch ( cgfxShaderCommon::InternalError* e )
{
reportInternalError( __FILE__, (size_t)e );
stat = MS::kFailure;
}
catch ( ... )
{
reportInternalError( __FILE__, __LINE__ );
stat = MS::kFailure;
}
#ifdef KH_DEBUG
ss = " .. undone\n";
::OutputDebugString( ss.asChar() );
#endif
return stat;
} // MStatus cgfxShaderCmd::undoIt
cgfxShaderCmd::doCmd(const MArgList& args)
//
// Description:
// implements the MEL cgfxShader command.
//
// Arguments:
// -fx/fxFile The CgFX file to load.
// -e/edit Edit an existing cgfxShader rather than creating
// a new one.
// -q/query Get specified info
//
// Return Value:
// MS::kSuccess - command succeeded
// MS::kFailure - command failed (returning this value will cause the
// MEL script that is being run to terminate unless the
// error is caught using a "catch" statement.
//
{
// Get the current state of the flag
// and store it in a temporary variable
// static int tmpFlag = -1;
#if defined(_WIN32) && defined(CGFX_DEBUG_MEMORY)
if (tmpFlag == -1)
{
tmpFlag = _CrtSetDbgFlag( _CRTDBG_REPORT_FLAG );
// Turn On (OR) - call _CrtCheckMemory at every
// allocation request
tmpFlag |= _CRTDBG_CHECK_ALWAYS_DF;
// Turn on (OR) - check for memory leaks at end
// of program.
tmpFlag |= _CRTDBG_LEAK_CHECK_DF;
_CrtSetDbgFlag( tmpFlag );
}
#endif /* _WIN32 && CGFX_DEBUG_MEMORY */
MStatus status;
MSelectionList selList;
MObject oNode;
MString sResult;
MStringArray saResult;
MString sFeedback;
MString sTemp;
MString sWho = "cgfxShader : ";
status = parseArgs(args, selList);
if (!status)
{
return status;
}
// -pp / -pluginPath
// Returns the directory path where this plug-in's auxiliary
// files, such as MEL scripts, are expected to be found.
// The path name is in Maya format ('/' delimited) with no
// trailing slash. Result type is string. (Query only)
if ( fPluginPath )
{
setResult( sPluginPath );
return MS::kSuccess;
}
// -lp / -listProfiles
//
// Return the names of the profiles supported on the current
// platform.
//
// Each item in the result array has the form
// "VertexProfileName<,GeometryProfileName,FragmentProfileName"
//
// Result type is string[]. (Query only; set internally)
if ( fListProfiles )
{
setResult( cgfxProfile::getProfileList() );
return status;
}
// -mtc / -maxTexCoords
// Returns the maximum number of texcoord inputs that can be
// passed to vertex shaders under the currently installed
// OpenGL implementation. Returns 0 if the information is
// not available. Result type is integer. (Query only)
//
// Don't use GL_MAX_TEXTURE_UNITS as this does not provide a proper
// count when the # of image or texcoord inputs differs
// from the conventional (older) notion of texture unit.
//
// Instead take the minimum of GL_MAX_TEXTURE_COORDS_ARB and
// GL_MAX_TEXUTRE_IMAGE_UNITS_ARB according to the
// ARB_FRAGMENT_PROGRAM specification.
if ( fMaxTexCoords )
{
GLint mtc = 0;
M3dView vw = M3dView::active3dView( &status );
if ( status &&
vw.beginGL() )
{
glGetIntegerv( GL_MAX_TEXTURE_COORDS_ARB, &mtc );
GLint mic = 0;
glGetIntegerv( GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &mic );
if (mic < mtc)
mtc = mic;
if ( mtc < 1 )
mtc = 1;
else if ( mtc > CGFXSHADERNODE_GL_TEXTURE_MAX )
mtc = CGFXSHADERNODE_GL_TEXTURE_MAX;
vw.endGL();
}
setResult( (int)mtc );
return MS::kSuccess;
}
// If edit or query, find the specified cgfxShaderNode.
cgfxShaderNode* pNode = NULL;
if ( fIsEdit || fIsQuery )
{
// We are editing an existing node which must have been
// provided in the args (or the current selection list).
// Get the correct node name into fNodeName;
//
if (selList.length() != 1)
{
status = MS::kNotFound;
return status;
}
// Get the name of the node into fNodeName so that it can
// be saved for undo/redo
//
MStringArray tmpList;
selList.getSelectionStrings(tmpList);
fNodeName = tmpList[0];
if ( fNodeName.length() )
{
sWho += " \"";
sWho += fNodeName;
sWho += "\"";
}
status = selList.getDependNode(0, oNode);
if (!status)
{
return status;
}
status = fnNode.setObject( oNode );
if (!status)
{
sFeedback = sWho;
sFeedback += " is not a cgfxShader node.";
MGlobal::displayError( sFeedback );
return status;
}
if (fnNode.typeId() != cgfxShaderNode::sId)
{
status = MS::kInvalidParameter;
sFeedback = sWho;
sFeedback += " is not a cgfxShader node.";
MGlobal::displayError( sFeedback );
return status;
}
pNode = (cgfxShaderNode*)fnNode.userNode();
if (!pNode)
{
status = MS::kInvalidParameter;
sFeedback = sWho;
sFeedback += " is not cgfxShader node.";
MGlobal::displayError( sFeedback );
return status;
}
}
if ( fIsQuery ) {
// -fx / -fxFile
// Returns the shader file name.
if ( fFxFile )
{
MString path = pNode->shaderFxFile();
setResult( path );
return MS::kSuccess;
}
// -fxp / -fxPath
// Returns the path of the fx file. The path name is in Maya
// format ('/' delimited). Result type is string.
// (Query only)
if ( fFxPath )
{
MString path = cgfxFindFile(pNode->shaderFxFile());
setResult( path );
return MS::kSuccess;
}
// -t / -technique
// Returns the currently active technique
if ( fTechnique )
{
MString path = pNode->getTechnique();
setResult( path );
return MS::kSuccess;
}
// -p / -profile
// Returns the current profile
if ( fProfile )
{
MString path = pNode->getProfile();
setResult( path );
return MS::kSuccess;
}
// -lt / -listTechniques
// Return the technique names defined by the current effect.
//
// Each item in the result array has the form
// "techniqueName<TAB>numPasses"
// where
// numPasses is the number of passes defined by the
// technique, or 0 if the technique is not valid.
// (Future versions of the cgfxShader plug-in may append
// additional tab-separated fields.)
//
// Result type is string[]. (Query only; set internally)
if ( fListTechniques )
{
setResult( pNode->getTechniqueList() );
return status;
}
// -lp / -listParameters
// Return the attribute names corresponding to the
// shader's tweakable uniform parameters.
// Result type is string[]. (Query only; set internally)
// -des / -description
// If specified, each item in the result array has the form
// "attrName<TAB>type<TAB>semantic<TAB>description<TAB>extraAttrSuffix"
// (Future versions of the cgfxShader plug-in may provide
// additional tab-separated fields after the semantic.)
// A missing field is indicated by a single space (" ")
// so the string can be parsed more easily using the MEL
// "tokenize" function, which treats a group of consecutive
// delimiters the same as a single delimiter.
if ( fListParameters )
{
cgfxRCPtr<cgfxAttrDefList> list = cgfxAttrDef::attrsFromNode( oNode );
for ( cgfxAttrDefList::iterator it = list; it; ++it )
{
cgfxAttrDef* aDef = *it;
if ( fDescription )
{
sResult = aDef->fName.length() ? aDef->fName : " ";
sResult += "\t";
sTemp = aDef->typeName();
sResult += sTemp.length() ? sTemp : " ";
sResult += "\t";
sResult += aDef->fSemantic.length() ? aDef->fSemantic : " ";
sResult += "\t";
sResult += aDef->fDescription.length() ? aDef->fDescription : " ";
sResult += "\t";
const char* suffix = aDef->getExtraAttrSuffix();
sResult += suffix ? suffix : " ";
}
else
sResult = aDef->fName;
saResult.append( sResult );
}
setResult( saResult );
return status;
}
// -p / -parameter <name>
// Return a string describing the data type and usage of
// the attribute whose name is specified.
// Result type is string (with no -description flag), or
// string array (if you specify -description).
// (Query only; set internally)
// -ci / -caseInsensitive
// If specified, returns information for the first
// attribute that matches the specified name assuming
// no distinction between upper and lower case letters.
// -des / -description
// If specified, the result is a string array containing:
// [0] = attribute name
// [1] = type
// [2] = semantic
// [3] = description from "desc" or "uiname" annotation
// [4] = extra attribute suffix for Vector4 ("W") / Color4 ("Alpha")
// (Future versions of the cgfxShader plug-in may provide
// additional tab-separated fields after the semantic.)
// If omitted, only the type is returned (a string).
if ( fParameterName.length() > 0 )
{
cgfxRCPtr<cgfxAttrDefList> list = cgfxAttrDef::attrsFromNode( oNode );
cgfxAttrDefList::iterator it;
if ( fCaseInsensitive )
it = list->findInsensitive( fParameterName );
else
it = list->find( fParameterName );
if ( fDescription )
{
if ( it )
{
cgfxAttrDef* aDef = *it;
saResult.append( aDef->fName );
saResult.append( aDef->typeName() );
saResult.append( aDef->fSemantic );
saResult.append( aDef->fDescription );
const char* suffix = aDef->getExtraAttrSuffix();
saResult.append( suffix ? suffix : "" );
}
setResult( saResult );
}
else
{
if ( it )
sResult = (*it)->typeName();
setResult( sResult );
}
return status;
}
// -euv / -emptyUV
// Returns the names of blacklisted UV sets. These UV sets
// are disabled from being passed to the shader because there
// is at least one mesh where the UV set name is defined but
// has no faces mapped. Due to a bug in Maya (in 5.0 and
// possibly some other releases), Maya crashes if an empty
// UV set is accessed by a hardware shader. Blacklisting is
// intended to protect the user against accidentally hitting
// the bug and crashing Maya. After the Maya fix has been
// verified, this option can continue to be accepted for awhile
// for compatibility, returning an empty result array.
// Result type is string[]. (Query only; set internally)
if ( fEmptyUV )
{
setResult( pNode->getEmptyUVSets() );
return MS::kSuccess;
}
// -eus / -emptyUVShapes
// Returns the names of shape nodes that have empty UV sets
// which are causing the UV set names to be blacklisted.
// After the Maya bug fix has been verified, this option
// can remain for awhile for compatibility, returning an
// empty result array.
// Result type is string[]. (Query only; set internally)
if ( fEmptyUVShapes )
{
const MObjectArray& oaShapes = pNode->getEmptyUVSetShapes();
MFnDagNode fnDagNode;
MDagPath dpShape;
for ( unsigned iShape = 0; iShape < oaShapes.length(); ++iShape )
{
fnDagNode.setObject( oaShapes[ iShape ] );
fnDagNode.getPath( dpShape );
saResult.append( dpShape.partialPathName() );
}
setResult( saResult );
return MS::kSuccess;
}
// -tcs / -texCoordSource
// Returns the value of the texCoordSource attribute, because
// the MEL "getAttr" command doesn't work with string arrays.
// Result type is string[]. (Query only; set via "setAttr")
if ( fTexCoordSource )
{
setResult( pNode->getTexCoordSource() );
return MS::kSuccess;
}
#if MAYA_API_VERSION >= 700
// -cs / -colorSource
// Returns the value of the colorSource attribute, because
// the MEL "getAttr" command doesn't work with string arrays.
// Result type is string[]. (Query only; set via "setAttr")
if ( fColorSource )
{
setResult( pNode->getColorSource() );
return MS::kSuccess;
}
#endif
// Error if -q with no other query flags.
return MS::kInvalidParameter;
}
// If user didn't specify shader fx file, default to current
// value of our cgfxShader node's "shader" attribute.
if (!fFxFile && pNode)
fNewFxFile = pNode->shaderFxFile();
// If user didn't specify technique name, default to current
// value of our cgfxShader node's "technique" attribute.
//
// If a new fx file has been specified without a technique, we
// leave the technique name empty so that the first technique of
// the effect will be selected.
if (!fTechnique && pNode)
fNewTechnique = pNode->getTechnique();
// If user didn't specify profile name, default to current
// value of our cgfxShader node's "profile" attribute.
if (!fProfile && pNode)
fNewProfile = pNode->getProfile();
//
// Load the effect from the .fx file.
//
if (fFxFile)
{
// Attempt to read the new fEffect from the file
//
MString file = cgfxFindFile(fNewFxFile);
MString projectFile = cgfxFindFile(fNewFxFile, true);
// Compile and create the effect.
fNewEffect = cgfxEffect::loadEffect(file, cgfxProfile::getProfile(fNewProfile));
if (fNewEffect->isValid())
{
// There is no current view in batch mode, just return
// success then
const MGlobal::MMayaState mayaState = MGlobal::mayaState(&status);
if ( !status ) return status;
if ( mayaState == MGlobal::kBatch ) return MS::kSuccess;
fNewFxFile = projectFile;
// The M3dView class doesn't return the correct status if
// there isn't an active 3D view, so we rely on the
// success of beginGL() which will make the context
// current.
//
if (!view.beginGL())
{
MString es = "There is no active view to bind " + sWho + " to.";
return MS::kSuccess;
}
view.endGL();
}
// Tell user if successful.
if (fNewEffect->isValid())
{
sFeedback = sWho;
sFeedback += " loaded effect \"";
sFeedback += file;
sFeedback += "\"";
MGlobal::displayInfo( sFeedback );
}
else
{
sFeedback = sWho;
sFeedback += " unable to load effect \"";
sFeedback += file.length() ? file : fNewFxFile;
sFeedback += "\"";
MGlobal::displayError( sFeedback );
return MS::kFailure;
}
}
// Create an MDGModifier to hold an agenda of operations to be
// performed to update the DG. We build the agenda here;
// then invoke it to do/redo/undo the updates.
fDagMod = new MDGModifier;
// Create new cgfxShader node if requested.
if ( !fIsEdit )
{
// Create node.
oNode = fDagMod->createNode(cgfxShaderNode::sId, &status);
M_CHECK( status );
if ( fNodeName.length() > 0 )
{
status = fDagMod->renameNode(oNode, fNodeName);
M_CHECK( status );
}
status = fnNode.setObject( oNode );
M_CHECK( status && fnNode.typeId() == cgfxShaderNode::sId );
pNode = (cgfxShaderNode*)fnNode.userNode();
M_CHECK( pNode );
// On successful completion, redoCmd() will select the new node.
// Save old selection for undo.
status = MGlobal::getActiveSelectionList( fOldSelection );
M_CHECK( status );
}
if (fFxFile) {
// Save the current state of the node for undo purposes
fOldFxFile = pNode->shaderFxFile();
fOldEffect = pNode->effect(); // save old CGeffect
cgfxShaderNode::NodeList nodes;
// getNodesToUpdate will return the list of nodes that will need to be updated :
// if the new fx file is the same as the old fx file, the action is considered a reload,
// we'll gather all the nodes that are using the old effect and reload them all.
// else the effect file is different and only the current node will be updated.
getNodesToUpdate(fOldEffect, pNode, nodes);
cgfxShaderNode::NodeList::const_iterator it = nodes.begin();
cgfxShaderNode::NodeList::const_iterator itEnd = nodes.end();
for(; it != itEnd; ++it)
{
cgfxShaderNode* node = *it;
MStringArray &oldAttributeList = fOldAttributeList[node];
cgfxRCPtr<cgfxAttrDefList> &oldAttrDefList = fOldAttrDefList[node];
MStringArray &newAttributeList = fNewAttributeList[node];
cgfxRCPtr<cgfxAttrDefList> &newAttrDefList = fNewAttrDefList[node];
node->getAttributeList( oldAttributeList );
oldAttrDefList = node->attrDefList(); // save old cgfxAttrDefList ptr
// Now figure out what to do with the node.
//
// updateNode does a fair amount of work. First, it gets the
// cgfxAttrDefList from the effect. Then it gets the equivalent
// list from the node itself. It determines which attributes need
// to be added and which need to be deleted and fills in all the
// changes in the MDagModifier fDagMod. Then it builds a new value
// for the attributeList attribute. Finally, it builds a new
// value for the attrDefList internal value. All these values are
// returned here where we can set them into the node.
//
cgfxAttrDef::updateNode( fNewEffect, // IN
node, // IN
fDagMod, // UPD
newAttrDefList, // OUT
newAttributeList ); // OUT
}
}
// Save a reference to the node in a selection list for undo/redo.
status = fNodeSelection.add( oNode );
M_CHECK( status );
// Save the current state of the node for undo purposes
fOldTechnique = pNode->getTechnique();
fOldProfile = pNode->getProfile();
// I think we have all the information to redoIt().
//
// Typically, the doIt() method only collects the infomation required
// to do/undo the action and then stores it in class members. The
// redo method is then called to do the actuall work. This prevents
// code duplication.
//
return redoCmd( oNode, fnNode, pNode );
} // cgfxShaderCmd::doCmd
// Description:
// implements redo for the MEL cgfxShader command.
//
// This method is called when the user has undone a command of this type
// and then redoes it. No arguments are passed in as all of the necessary
// information is cached by the doIt method.
//
// Return Value:
// MS::kSuccess - command succeeded
// MS::kFailure - redoIt failed. this is a serious problem that will
// likely cause the undo queue to be purged
cgfxShaderCmd::redoCmd( MObject& oNode,
cgfxShaderNode* pNode )
{
MStatus status;
if (!fOldAttrDefList.empty()) {
// Release the textures from the innactive attribute list to
// save memory.
NodeAttrDefList::iterator it = fOldAttrDefList.begin();
NodeAttrDefList::iterator itEnd = fOldAttrDefList.end();
for(; it != itEnd; ++it)
{
cgfxRCPtr<cgfxAttrDefList> &attrDefList = it->second;
if(!attrDefList.isNull())
attrDefList->releaseTextures();
}
}
if (fFxFile) {
// cgfxAttrDef list may contain MObject references to dynamic attrs
// that are about to disappear. Clean up those references before
// they become invalid, so they don't cause an exception later.
pNode->setAttrDefList( cgfxRCPtr<cgfxAttrDefList>() );
cgfxRCPtr<cgfxAttrDefList> currNodeAttrDefList;
// Actually update the node.
status = fDagMod->doIt();
M_CHECK( status );
cgfxShaderNode::NodeList nodes;
// getNodesToUpdate will return the list of nodes that will need to be updated :
// if the new fx file is the same as the old fx file, the action is considered a reload,
// we'll gather all the nodes that are using the old effect and reload them all.
// else the effect file is different and only the current node will be updated.
getNodesToUpdate(fOldEffect, pNode, nodes);
cgfxShaderNode::NodeList::const_iterator it = nodes.begin();
cgfxShaderNode::NodeList::const_iterator itEnd = nodes.end();
for(; it != itEnd; ++it)
{
cgfxShaderNode* node = *it;
MStringArray &attributeList = fNewAttributeList[node];
cgfxRCPtr<cgfxAttrDefList> &attrDefList = fNewAttrDefList[node];
if(node == pNode)
currNodeAttrDefList = attrDefList;
node->setAttributeList(attributeList);
node->setAttrDefList(attrDefList);
// Notice: Must setShaderFxFileChanged before setEffect
node->setShaderFxFileChanged(true);
node->setEffect(fNewEffect);
}
cgfxAttrDef::initializeAttributes( oNode, currNodeAttrDefList, false, fDagMod);
fnNode.findPlug( cgfxShaderNode::sShader ).setValue( fNewFxFile );
}
else {
// Actually update the node.
status = fDagMod->doIt();
M_CHECK( status );
}
if (fTechnique) {
fnNode.findPlug( cgfxShaderNode::sTechnique ).setValue( fNewTechnique );
}
if (fProfile) {
fnNode.findPlug( cgfxShaderNode::sProfile ).setValue( fNewProfile );
}
if ( !fIsEdit )
{
// Save the actual node name (in case user did not specify a
// name, or in case Maya altered the name to make it unique.)
fNodeName = fnNode.name();
// Finally, if we created a new node, select it. I don't do
// status checking here because I don't want the command to fail
// merely because the selection might fail. In other words, I'm
// not checking because I don't care.
//
MSelectionList selList;
selList.add(oNode);
}
return MS::kSuccess;
} // cgfxShaderCmd::redoCmd
cgfxShaderCmd::undoCmd()
//
// Description:
// implements undo for the MEL cgfxShader command.
//
// This method is called to undo a previous command of this type. The
// system should be returned to the exact state that it was it previous
// to this command being executed. That includes the selection state.
//
// Return Value:
// MS::kSuccess - command succeeded
// MS::kFailure - undo failed. this is a serious problem that will
// likely cause the undo queue to be purged
//
{
MStatus status;
// Find the node
//
MObject oNode;
status = fNodeSelection.getDependNode(0, oNode);
M_CHECK( status );
MFnDependencyNode fnNode( oNode, &status );
M_CHECK( status && fnNode.typeId() == cgfxShaderNode::sId );
cgfxShaderNode* pNode = (cgfxShaderNode*)fnNode.userNode();
M_CHECK( pNode );
if (!fNewAttrDefList.empty()) {
// Release the textures from the innactive attribute list to
// save memory.
NodeAttrDefList::iterator it = fNewAttrDefList.begin();
NodeAttrDefList::iterator itEnd = fNewAttrDefList.end();
for(; it != itEnd; ++it)
{
cgfxRCPtr<cgfxAttrDefList> &attrDefList = it->second;
if(!attrDefList.isNull())
attrDefList->releaseTextures();
}
}
if (fFxFile) {
// cgfxAttrDef list may contain MObject references to dynamic attrs
// that are about to disappear. Clean up those references before
// they become invalid, so they don't cause an exception later.
pNode->setAttrDefList( cgfxRCPtr<cgfxAttrDefList>() );
}
// Now put the node back the way it used to be.
//
status = fDagMod->undoIt();
M_CHECK( status );
if ( fIsEdit )
{
if (fFxFile) {
cgfxRCPtr<cgfxAttrDefList> currNodeAttrDefList;
cgfxShaderNode::NodeList nodes;
// getNodesToUpdate will return the list of nodes that will need to be updated :
// if the new fx file is the same as the old fx file, the action is considered a reload,
// we'll gather all the nodes that are using the nex effect (it's an undo) and reload them all.
// else the effect file is different and only the current node will be updated.
getNodesToUpdate(fNewEffect, pNode, nodes);
cgfxShaderNode::NodeList::const_iterator it = nodes.begin();
cgfxShaderNode::NodeList::const_iterator itEnd = nodes.end();
for(; it != itEnd; ++it)
{
cgfxShaderNode* node = *it;
MStringArray &attributeList = fOldAttributeList[node];
cgfxRCPtr<cgfxAttrDefList> &attrDefList = fOldAttrDefList[node];
if(node == pNode)
currNodeAttrDefList = attrDefList;
node->setAttributeList(attributeList);
node->setAttrDefList(attrDefList);
// Notice: Must setShaderFxFileChanged before setEffect
node->setShaderFxFileChanged(true);
node->setEffect(fOldEffect);
}
cgfxAttrDef::initializeAttributes( oNode, currNodeAttrDefList, true, fDagMod);
fnNode.findPlug( cgfxShaderNode::sShader ).setValue( fOldFxFile );
}
if (fTechnique) {
fnNode.findPlug( cgfxShaderNode::sTechnique ).setValue( fOldTechnique );
}
if (fProfile) {
fnNode.findPlug( cgfxShaderNode::sProfile ).setValue( fOldProfile );
}
}
else
{
}
return MS::kSuccess;
} // cgfxShaderCmd::undoCmd
/* static */
MSyntax cgfxShaderCmd::newSyntax()
{
MSyntax syntax;
syntax.enableEdit();
syntax.enableQuery();
syntax.addFlag( kPluginPathFlag, kPluginPathFlagLong );
syntax.addFlag( kMaxTexCoordsFlag, kMaxTexCoordsFlagLong );
syntax.addFlag(kFxFlag, kFxFlagLong, MSyntax::kString);
syntax.addFlag(kFxPathFlag, kFxPathFlagLong, MSyntax::kString);
syntax.addFlag(kFxTechniqueFlag, kFxTechniqueFlagLong, MSyntax::kString);
syntax.addFlag( kListTechniquesFlag, kListTechniquesFlagLong );
syntax.addFlag(kFxProfileFlag, kFxProfileFlagLong, MSyntax::kString);
syntax.addFlag( kListProfilesFlag, kListProfilesFlagLong );
syntax.addFlag(kNameFlag, kNameFlagLong, MSyntax::kString);
syntax.addFlag(kListParametersFlag, kListParametersFlagLong);
syntax.addFlag(kParameterFlag, kParameterFlagLong, MSyntax::kString);
syntax.addFlag( kEmptyUVFlag, kEmptyUVFlagLong );
syntax.addFlag( kEmptyUVShapesFlag, kEmptyUVShapesFlagLong );
syntax.addFlag( kTexCoordSourceFlag, kTexCoordSourceFlagLong );
#if MAYA_API_VERSION >= 700
syntax.addFlag( kColorSourceFlag, kColorSourceFlagLong );
#endif
syntax.addFlag( kCaseInsensitiveFlag, kCaseInsensitiveFlagLong );
syntax.addFlag( kDescriptionFlag, kDescriptionFlagLong );
// Removed useSelectionAsDefault because in Maya 5.0 it causes an
// unwanted error message to the Script Editor window from the
// MArgDatabase constructor when no object is specified and the
// current selection is empty. - kh 11/2003
// syntax.useSelectionAsDefault(true);
return syntax;
}
void* cgfxShaderCmd::creator()
//
// Description:
// this method exists to give Maya a way to create new objects
// of this type.
//
// Return Value:
// a new object of this type
//
{
return new cgfxShaderCmd();
}
cgfxShaderCmd::cgfxShaderCmd()
//
// Description:
// cgfxShaderCmd constructor
//
: fIsEdit( false )
, fIsQuery( false )
, fMaxTexCoords( false )
, fFxFile( false )
, fFxPath( false )
, fTechnique( false )
, fProfile( false )
, fPluginPath( false )
, fEmptyUV( false )
, fEmptyUVShapes( false )
, fListParameters(false)
, fListTechniques( false )
, fListProfiles( false )
, fTexCoordSource( false )
#if MAYA_API_VERSION >= 700
, fColorSource( false )
#endif
, fCaseInsensitive( false )
, fDescription( false )
, fOldEffect(0)
, fNewEffect(0)
, fDagMod(0)
{ /* Nothing left */ }
cgfxShaderCmd::~cgfxShaderCmd()
//
// Description:
// cgfxShaderCmd destructor
//
{
try
{
#ifdef KH_DEBUG
if ( !fIsQuery )
{
MString ss = " .. ~cmd ";
ss += fArgString;
ss += "\n";
::OutputDebugString( ss.asChar() );
}
#endif
fOldAttrDefList.clear();
fNewAttrDefList.clear();
delete fDagMod;
}
catch ( cgfxShaderCommon::InternalError* e )
{
reportInternalError( __FILE__, (size_t)e );
}
catch ( ... )
{
reportInternalError( __FILE__, __LINE__ );
}
}
bool cgfxShaderCmd::isUndoable() const
//
// Description:
// this method tells Maya this command is undoable. It is added to the
// undo queue if it is.
//
// Return Value:
// true if this command is undoable.
//
{
return !fIsQuery;
}
/* private */
MStatus cgfxShaderCmd::parseArgs(const MArgList& args, MSelectionList& selList)
{
MStatus status;
MString sMsg;
selList.clear();
fArgString.clear();
for ( unsigned iArg = 0; iArg < args.length(); ++iArg )
{
if ( iArg > 0 )
fArgString += " ";
fArgString += args.asString( iArg );
}
#ifdef KH_DEBUG
MString ss = " .. Cmd ";
ss += fArgString;
ss += "\n";
::OutputDebugString( ss.asChar() );
#endif
MArgDatabase argData( syntax(), args, &status );
if ( !status )
return status;
bool bCgfxShaderNodeRequired = true;
fIsEdit = argData.isEdit();
fIsQuery = argData.isQuery();
if ( argData.isFlagSet( kMaxTexCoordsFlag ) )
{
bCgfxShaderNodeRequired = false;
fMaxTexCoords = true;
fIsQuery = true;
}
if ( argData.isFlagSet( kPluginPathFlag ) )
{
bCgfxShaderNodeRequired = false;
fPluginPath = true;
fIsQuery = true;
}
if ( argData.isFlagSet( kEmptyUVFlag ) )
{
fEmptyUV = true;
fIsQuery = true;
}
if ( argData.isFlagSet( kEmptyUVShapesFlag ) )
{
fEmptyUVShapes = true;
fIsQuery = true;
}
if ( argData.isFlagSet( kTexCoordSourceFlag ) )
{
fTexCoordSource = true;
fIsQuery = true;
}
#if MAYA_API_VERSION >= 700
if ( argData.isFlagSet( kColorSourceFlag ) )
{
fColorSource = true;
fIsQuery = true;
}
#endif
if (argData.isFlagSet(kFxFlag))
{
fFxFile = true;
if (!fIsQuery) {
argData.getFlagArgument(kFxFlag, 0, fNewFxFile);
}
}
if (argData.isFlagSet(kFxPathFlag))
{
fFxPath = true;
fIsQuery = true;
}
if (argData.isFlagSet(kFxTechniqueFlag))
{
fTechnique = true;
if (!fIsQuery) {
argData.getFlagArgument( kFxTechniqueFlag, 0, fNewTechnique );
}
}
if (argData.isFlagSet(kFxProfileFlag))
{
fProfile = true;
if (!fIsQuery) {
argData.getFlagArgument( kFxProfileFlag, 0, fNewProfile );
}
}
if (argData.isFlagSet(kNameFlag))
{
argData.getFlagArgument(kNameFlag, 0, fNodeName);
}
if (argData.isFlagSet(kListParametersFlag))
{
fListParameters = true;
fIsQuery = true;
}
if ( argData.isFlagSet( kListTechniquesFlag ) )
{
fListTechniques = true;
fIsQuery = true;
}
if ( argData.isFlagSet( kListProfilesFlag ) )
{
bCgfxShaderNodeRequired = false;
fListProfiles = true;
fIsQuery = true;
}
if (argData.isFlagSet(kParameterFlag))
{
argData.getFlagArgument(kParameterFlag, 0, fParameterName);
fIsQuery = true;
}
if ( argData.isFlagSet( kCaseInsensitiveFlag ) )
{
fCaseInsensitive = true;
fIsQuery = true;
}
if ( argData.isFlagSet( kDescriptionFlag ) )
{
fDescription = true;
fIsQuery = true;
}
// Check for mutually exclusive flags.
if ( fIsQuery &&
fIsEdit )
{
MString es = "cgfxShader: invalid use of -e/-edit flag";
return MS::kInvalidParameter;
}
// Get the objects on which to operate.
if ( bCgfxShaderNodeRequired )
{
argData.getObjects(selList);
if ( selList.length() == 0 )
if ( selList.length() != 1 )
{
sMsg = "Exactly one node must be specified or selected for command: cgfxShader ";
sMsg += fArgString;
status = MS::kInvalidParameter;
}
}
return status;
}
void cgfxShaderCmd::getNodesToUpdate(const cgfxRCPtr<const cgfxEffect>& effect, cgfxShaderNode* currNode, cgfxShaderNode::NodeList& nodes) const
{
// Consider as a reload if the new and old fx file names are the same
bool isReload = (fNewFxFile == fOldFxFile);
if(isReload)
{
// Get all the shaders that use the old effect
cgfxShaderNode::getNodesUsingEffect(effect, nodes);
}
else
{
// Simply update the current node
nodes.insert(currNode);
}
}
// Error reporting
void
cgfxShaderCmd::reportInternalError( const char* sFile, size_t errcode )
{
MString es = "cgfxShader internal error ";
es += (int)errcode;
if (fArgString.length() > 0)
{
es += " with args: ";
es += fArgString;
}
#ifdef _WINDOWS
::OutputDebugString( es.asChar() );
::OutputDebugString( "\n" );
#endif
} // cgfxShaderCmd::reportInternalError