Browse Source

move mayaShader to maya

David Rose 23 years ago
parent
commit
bab8ccf703

+ 2 - 1
pandatool/src/maya/mayaShader.cxx

@@ -19,6 +19,7 @@
 #include "mayaShader.h"
 #include "mayaShader.h"
 #include "maya_funcs.h"
 #include "maya_funcs.h"
 #include "config_maya.h"
 #include "config_maya.h"
+#include "pset.h"
 
 
 #include "pre_maya_include.h"
 #include "pre_maya_include.h"
 #include <maya/MFnDependencyNode.h>
 #include <maya/MFnDependencyNode.h>
@@ -85,7 +86,7 @@ MayaShader(MObject engine) {
 //               transforms indicated by the shader.
 //               transforms indicated by the shader.
 ////////////////////////////////////////////////////////////////////
 ////////////////////////////////////////////////////////////////////
 LMatrix3d MayaShader::
 LMatrix3d MayaShader::
-compute_texture_matrix() {
+compute_texture_matrix() const {
   LVector2d scale(_repeat_uv[0] / _coverage[0],
   LVector2d scale(_repeat_uv[0] / _coverage[0],
                   _repeat_uv[1] / _coverage[1]);
                   _repeat_uv[1] / _coverage[1]);
   LVector2d trans(_offset[0] - _translate_frame[0] / _coverage[0],
   LVector2d trans(_offset[0] - _translate_frame[0] / _coverage[0],

+ 1 - 1
pandatool/src/maya/mayaShader.h

@@ -38,7 +38,7 @@ class MayaShader {
 public:
 public:
   MayaShader(MObject engine);
   MayaShader(MObject engine);
 
 
-  LMatrix3d compute_texture_matrix();
+  LMatrix3d compute_texture_matrix() const;
 
 
   void output(ostream &out) const;
   void output(ostream &out) const;
 
 

+ 4 - 6
pandatool/src/mayaegg/mayaToEggConverter.cxx

@@ -69,7 +69,6 @@
 ////////////////////////////////////////////////////////////////////
 ////////////////////////////////////////////////////////////////////
 MayaToEggConverter::
 MayaToEggConverter::
 MayaToEggConverter(const string &program_name) :
 MayaToEggConverter(const string &program_name) :
-  _shaders(this),
   _program_name(program_name)
   _program_name(program_name)
 {
 {
   _polygon_output = false;
   _polygon_output = false;
@@ -84,7 +83,6 @@ MayaToEggConverter(const string &program_name) :
 ////////////////////////////////////////////////////////////////////
 ////////////////////////////////////////////////////////////////////
 MayaToEggConverter::
 MayaToEggConverter::
 MayaToEggConverter(const MayaToEggConverter &copy) :
 MayaToEggConverter(const MayaToEggConverter &copy) :
-  _shaders(this),
   _maya(copy._maya)
   _maya(copy._maya)
 {
 {
 }
 }
@@ -799,7 +797,7 @@ make_nurbs_curve(const MDagPath &, const MFnNurbsCurve &curve,
 
 
   MayaShader *shader = _shaders.find_shader_for_node(curve.object());
   MayaShader *shader = _shaders.find_shader_for_node(curve.object());
   if (shader != (MayaShader *)NULL) {
   if (shader != (MayaShader *)NULL) {
-    shader->set_attributes(*egg_curve, *this);
+    set_shader_attributes(*egg_curve, *shader);
   }
   }
 }
 }
 
 
@@ -915,11 +913,11 @@ make_polyset(const MDagPath &dag_path, const MFnMesh &mesh,
       MayaShader *shader =
       MayaShader *shader =
         _shaders.find_shader_for_shading_engine(engine);
         _shaders.find_shader_for_shading_engine(engine);
       if (shader != (MayaShader *)NULL) {
       if (shader != (MayaShader *)NULL) {
-        shader->set_attributes(*egg_poly, *this);
+        set_shader_attributes(*egg_poly, *shader);
       }
       }
 
 
     } else if (default_shader != (MayaShader *)NULL) {
     } else if (default_shader != (MayaShader *)NULL) {
-      default_shader->set_attributes(*egg_poly, *this);
+      set_shader_attributes(*egg_poly, *default_shader);
     }
     }
 
 
     pi.next();
     pi.next();
@@ -995,7 +993,7 @@ set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader) {
   // if present, replaces the color.
   // if present, replaces the color.
 
 
   if (shader._has_texture) {
   if (shader._has_texture) {
-    Filename pathname = convert_texture_path(_texture);
+    Filename pathname = convert_texture_path(shader._texture);
     EggTexture tex(shader._name, pathname);
     EggTexture tex(shader._name, pathname);
     tex.set_wrap_u(shader._wrap_u ? EggTexture::WM_repeat : EggTexture::WM_clamp);
     tex.set_wrap_u(shader._wrap_u ? EggTexture::WM_repeat : EggTexture::WM_clamp);
     tex.set_wrap_v(shader._wrap_v ? EggTexture::WM_repeat : EggTexture::WM_clamp);
     tex.set_wrap_v(shader._wrap_v ? EggTexture::WM_repeat : EggTexture::WM_clamp);