hwUnlitShader/ShadingConnection.h

hwUnlitShader/ShadingConnection.h
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#ifndef MAYA_ShadingConnection
#define MAYA_ShadingConnection
// ShadingConnection.h
// DESCRIPTION: This class stores useful information about
// a shader's attribute, including what's connected upstream of it.
// It also automatically passes through shader switches.
//
// The ShadingConnection is a helper class that stores useful information
// about a shader's attribute, including what's connected upstream of it.
//
// It can:
// Traverse upstream until it finds if the connection is ultimately
// on a constant color, or a shading object. This process goes through
// shading switches if it encounters some. The object/color found is called
// the "target".
//
// At the end of this process, the following information is stored:
// 1. Target type: whether or not the connection ends up on a shading
// object (for example: file texture), or a constant
// color (ex: bright red).
// 2. Target identity: either the color, or the target object itself. Note
// that the caller is responsible to first check the type
// before calling color() or object().
// 3. Directness: Whether or not the connection was direct (ie: there was
// no shading switch in between the source and the target)
// or indirect (ie: there were shading switches in between.)
//
// In order to traverse the shading network, we need the name of the shape.
//
// AUTHOR: Christian Laforte
//
#include <maya/MColor.h>
class ShadingConnection
{
public:
enum TYPE
{
CONSTANT_COLOR,
TEXTURE
};
ShadingConnection(MObject shaderObj, MString shapeName, MString attribute = "");
TYPE traverseAttribute(MString attributeName);
TYPE analyzePlug(MPlug plug);
TYPE traverseTripleShadingSwitch(MObject connectedObject);
TYPE type();
MColor constantColor();
MObject texture();
MObject shaderObj();
MString shaderName();
MString attributeName();
MString shapeName();
TYPE setConstantColor(MColor col);
TYPE setTexture(MObject texture);
bool isDirectConnection();
private:
// Input
MObject m_shaderObj;
MString m_attributeName;
MString m_shapeName;
// Output
TYPE m_type;
MColor m_constantColor;
MObject m_texture;
bool m_directConnection;
};
#endif // MAYA_ShadingConnection