C++ API Reference
customTextureShader/customTextureShaderOverride.cpp
//-
// Copyright 2012 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 "customTextureShaderOverride.h"
#include "customTextureShader.h"
#include <maya/MString.h>
#include <maya/MDrawContext.h>
#include <maya/MGlobal.h>
customTextureShaderOverride::customTextureShaderOverride(const MObject& obj)
: MHWRender::MPxShaderOverride(obj)
{
m_beautyShaderInstance = NULL;
m_multiDrawBeautyShaderInstance = NULL;
m_shaderBound = false;
m_inBeautyPass = false;
// init custom texture data:
m_customTextureData = NULL;
if (!renderer)
return;
const MHWRender::MShaderManager* shaderMgr = renderer->getShaderManager();
if (!shaderMgr)
return;
// Tell Maya to get our shader
//
// The plugin assumes that the devkit location follows "Setting up your build
// environment" at Maya Developer Help; otherwise, shaders/textures cannot be
// located. In this case create a mod (module description file) as below in a
// suitable modules folder (getenv "MAYA_MODULE_PATH") and restart Maya.
//
// + devkit 1.0 <local devkit path>
//
MString shaderLocation;
if( !MGlobal::executeCommand(MString("getModulePath -moduleName \"devkit\""), shaderLocation, false) ) {
shaderLocation = MString(getenv("MAYA_LOCATION")) + MString("/devkit");
}
shaderLocation += MString("/plug-ins/customTextureShader/CustomTextureBlock");
m_beautyShaderInstance = shaderMgr->getEffectsFileShader(shaderLocation, "Main");
// Load the MultiDraw alternate version of the shader
shaderLocation += MString("MultiDraw");
m_multiDrawBeautyShaderInstance = shaderMgr->getEffectsFileShader(shaderLocation, "Main");
}
MHWRender::MPxShaderOverride* customTextureShaderOverride::Creator(const MObject& obj)
{
return new customTextureShaderOverride(obj);
}
customTextureShaderOverride::~customTextureShaderOverride()
{
if (m_beautyShaderInstance || m_multiDrawBeautyShaderInstance)
{
if (renderer)
{
const MHWRender::MShaderManager* shaderMgr = renderer->getShaderManager();
if (shaderMgr)
{
if (m_beautyShaderInstance)
{
shaderMgr->releaseShader(m_beautyShaderInstance);
m_beautyShaderInstance = NULL;
}
if (m_multiDrawBeautyShaderInstance)
{
shaderMgr->releaseShader(m_multiDrawBeautyShaderInstance);
m_multiDrawBeautyShaderInstance = NULL;
}
}
}
}
// clean custom texture data:
delete m_customTextureData;
m_customTextureData = NULL;
}
MString customTextureShaderOverride::initialize(const MInitContext& initContext, MInitFeedback& initFeedback)
{
// Set the geometry requirements for drawing.
MString empty;
empty,
3);
empty,
2);
addGeometryRequirement(positionDesc);
addGeometryRequirement(uvDesc);
if (m_beautyShaderInstance)
{
addShaderSignature(*m_beautyShaderInstance);
}
if (m_multiDrawBeautyShaderInstance)
{
addShaderSignature(*m_multiDrawBeautyShaderInstance);
}
return MString("customTextureShaderOverride");
}
MHWRender::MShaderInstance* customTextureShaderOverride::shaderInstance(MHWRender::MDrawContext& context) const
{
if (m_inBeautyPass)
{
if (context.isMultiDraw())
{
return m_multiDrawBeautyShaderInstance;
}
else
{
return m_beautyShaderInstance;
}
}
return NULL;
}
void customTextureShaderOverride::updateDG(MObject object)
{
}
void customTextureShaderOverride::updateDevice()
{
// Set parameters:
updateShaderInstance();
// build that custom data texture here and bind to shader:
buildAndUpdateCustomDataTextureViaMaya();
}
void customTextureShaderOverride::endUpdate()
{
}
bool customTextureShaderOverride::handlesDraw(MHWRender::MDrawContext& context)
{
const MHWRender::MPassContext& passCtx = context.getPassContext();
const MStringArray& passSem = passCtx.passSemantics();
m_inBeautyPass = false;
// For color passes, only handle if there isn't already
// a global override. This is the same as the default
// logic for this method in MPxShaderOverride
bool handlePass = false;
for (unsigned int i=0; i<passSem.length(); i++)
{
{
bool hasOverrideShader = passCtx.hasShaderOverride();
if (!hasOverrideShader)
handlePass = true;
m_inBeautyPass = true;
}
// If these semantics are specified then they override
// the color pass semantic handling.
{
handlePass = false;
}
}
return handlePass;
}
void customTextureShaderOverride::activateKey(MHWRender::MDrawContext& context, const MString& /*key*/)
{
m_inMultiDrawMode = false;
if (m_inBeautyPass)
{
m_inMultiDrawMode = context.isMultiDraw();
if (m_inMultiDrawMode && m_multiDrawBeautyShaderInstance)
{
m_multiDrawBeautyShaderInstance->bind(context); // bind the MultiDraw version of the shader
}
else if (!m_inMultiDrawMode && m_beautyShaderInstance)
{
m_beautyShaderInstance->bind(context); // make sure our shader is the active shader
}
m_shaderBound = true;
}
}
bool customTextureShaderOverride::draw(MHWRender::MDrawContext& context, const MHWRender::MRenderItemList& renderItemList) const
{
if (!m_shaderBound)
return false;
// Draw for color pass
if (m_inBeautyPass)
{
MHWRender::MShaderInstance * shaderInstance = NULL;
if (m_inMultiDrawMode)
{
shaderInstance = m_multiDrawBeautyShaderInstance;
}
else
{
shaderInstance = m_beautyShaderInstance;
}
if (shaderInstance)
{
unsigned int passCount = shaderInstance->getPassCount(context);
if (passCount)
{
for (unsigned int i=0; i<passCount; i++)
{
shaderInstance->activatePass(context, i);
}
}
}
return true;
}
return false;
}
void customTextureShaderOverride::terminateKey(MHWRender::MDrawContext& context, const MString& /*key*/)
{
if (m_shaderBound && m_inBeautyPass)
{
if (m_inMultiDrawMode && m_multiDrawBeautyShaderInstance)
{
m_multiDrawBeautyShaderInstance->unbind(context);
}
else if (!m_inMultiDrawMode && m_beautyShaderInstance)
{
m_beautyShaderInstance->unbind(context);
}
}
m_inMultiDrawMode = false;
m_shaderBound = false;
}
MHWRender::DrawAPI customTextureShaderOverride::supportedDrawAPIs() const
{
}
bool customTextureShaderOverride::isTransparent()
{
return false;
}
bool customTextureShaderOverride::overridesDrawState()
{
return false;
}
bool customTextureShaderOverride::supportsMultiDraw() const
{
return m_multiDrawBeautyShaderInstance != NULL;
}
void customTextureShaderOverride::updateShaderInstance()
{
if (!renderer)
return;
// this could be optimized by checking if parameters actually changed
// see hwPhongShader for a more complete example in this regards
if (m_beautyShaderInstance)
{
m_beautyShaderInstance->setParameter("colVal", 1.0f);
}
if (m_multiDrawBeautyShaderInstance)
{
m_multiDrawBeautyShaderInstance->setParameter("colVal", 1.0f);
}
}
void customTextureShaderOverride::buildAndUpdateCustomDataTextureViaMaya()
{
if (!renderer)
return;
generateCustomTexture();
MString newTextureName = MString("MyCustomTexture");
MHWRender::MTexture* myTex = mt->acquireTexture(newTextureName, m_desc, m_customTextureData, false);
if (myTex)
{
texResource.texture = myTex;
if (m_beautyShaderInstance)
{
m_beautyShaderInstance->setParameter("MyTexture", texResource);
}
if (m_multiDrawBeautyShaderInstance)
{
m_multiDrawBeautyShaderInstance->setParameter("MyTexture", texResource);
}
}
}
void customTextureShaderOverride::generateCustomTexture()
{
int textureSize = 256;
int numSlice = 1; // Number of array slices. e.g. 6 would be required for a cube-map
// First time, we create a contiguous block of data for the texture.
if (!m_customTextureData)
{
m_customTextureData = new unsigned char[4*textureSize*textureSize*numSlice];
// init values
// do whatever you would do with your custom texture data. E.g. generate procedural texture.
int index = 0;
for (int face=0 ; face<numSlice ; face++)
{
for (int j=0 ; j<textureSize ; j++)
{
for (int i=0 ; i<textureSize ; i++)
{
m_customTextureData[index++] = (unsigned char)(i);
m_customTextureData[index++] = (unsigned char)(j);
m_customTextureData[index++] = (unsigned char)(255*face/numSlice);
m_customTextureData[index++] = 255;
}
}
}
// we still have to setup a texture description for Maya, even when using custom data:
m_desc.setToDefault2DTexture();
m_desc.fWidth = textureSize;
m_desc.fHeight = textureSize;
m_desc.fDepth = 1;
m_desc.fBytesPerRow = 4*textureSize;
m_desc.fBytesPerSlice = 4*textureSize*textureSize;
m_desc.fMipmaps = 1;
m_desc.fArraySlices = numSlice;
m_desc.fFormat = MHWRender::kR8G8B8A8_UNORM;
m_desc.fTextureType = MHWRender::kImage2D;
}
}