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- // Filename: mayaShaderColorDef.cxx
- // Created by: drose (12Apr03)
- //
- ////////////////////////////////////////////////////////////////////
- //
- // PANDA 3D SOFTWARE
- // Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
- //
- // All use of this software is subject to the terms of the Panda 3d
- // Software license. You should have received a copy of this license
- // along with this source code; you will also find a current copy of
- // the license at http://etc.cmu.edu/panda3d/docs/license/ .
- //
- // To contact the maintainers of this program write to
- // [email protected] .
- //
- ////////////////////////////////////////////////////////////////////
- #include "mayaShaderColorDef.h"
- #include "mayaShader.h"
- #include "maya_funcs.h"
- #include "config_maya.h"
- #include "string_utils.h"
- #include "pset.h"
- #include "pre_maya_include.h"
- #include <maya/MFnDependencyNode.h>
- #include <maya/MPlug.h>
- #include <maya/MPlugArray.h>
- #include <maya/MObject.h>
- #include <maya/MStatus.h>
- #include "post_maya_include.h"
- ////////////////////////////////////////////////////////////////////
- // Function: MayaShaderColorDef::Constructor
- // Access: Public
- // Description:
- ////////////////////////////////////////////////////////////////////
- MayaShaderColorDef::
- MayaShaderColorDef() {
- _color_gain.set(1.0f, 1.0f, 1.0f, 1.0f);
- _has_flat_color = false;
- _flat_color.set(0.0, 0.0, 0.0, 0.0);
- _has_texture = false;
- _texture_name = "";
- _uvset_name = "default";
- _projection_type = PT_off;
- _map_uvs = NULL;
- _coverage.set(1.0, 1.0);
- _translate_frame.set(0.0, 0.0);
- _rotate_frame = 0.0;
- _mirror = false;
- _stagger = false;
- _wrap_u = true;
- _wrap_v = true;
- _alpha_is_luminance = false;
- _repeat_uv.set(1.0, 1.0);
- _offset.set(0.0, 0.0);
- _rotate_uv = 0.0;
- _color_object = (MObject *)NULL;
- }
- ////////////////////////////////////////////////////////////////////
- // Function: MayaShaderColorDef::Constructor
- // Access: Public
- // Description:
- ////////////////////////////////////////////////////////////////////
- MayaShaderColorDef::
- MayaShaderColorDef(MayaShaderColorDef ©) {
- _has_texture = copy._has_texture;
- _texture_filename = copy._texture_filename;
- _texture_name = copy._texture_name;
- _uvset_name = copy._uvset_name;
- _color_gain = copy._color_gain;
- _has_flat_color = copy._has_flat_color;
- _flat_color = copy._flat_color;
- _projection_type = copy._projection_type;
- _projection_matrix = copy._projection_matrix;
- _u_angle = copy._u_angle;
- _v_angle = copy._v_angle;
- _coverage = copy._coverage;
- _translate_frame = copy._translate_frame;
- _rotate_frame = copy._rotate_frame;
- _mirror = copy._mirror;
- _stagger = copy._stagger;
- _wrap_u = copy._wrap_u;
- _wrap_v = copy._wrap_v;
- _alpha_is_luminance = copy._alpha_is_luminance;
- _repeat_uv = copy._repeat_uv;
- _offset = copy._offset;
- _rotate_uv = copy._rotate_uv;
- _map_uvs = copy._map_uvs;
- _color_object = copy._color_object;
- }
- ////////////////////////////////////////////////////////////////////
- // Function: MayaShaderColorDef::Destructor
- // Access: Public
- // Description:
- ////////////////////////////////////////////////////////////////////
- MayaShaderColorDef::
- ~MayaShaderColorDef() {
- if (_color_object != (MObject *)NULL) {
- delete _color_object;
- }
- }
- ////////////////////////////////////////////////////////////////////
- // Function: MayaShaderColorDef::compute_texture_matrix
- // Access: Public
- // Description: Returns a texture matrix corresponding to the texture
- // transforms indicated by the shader.
- ////////////////////////////////////////////////////////////////////
- LMatrix3d MayaShaderColorDef::
- compute_texture_matrix() const {
- LVector2d scale(_repeat_uv[0] / _coverage[0],
- _repeat_uv[1] / _coverage[1]);
- LVector2d trans(_offset[0] - _translate_frame[0] / _coverage[0],
- _offset[1] - _translate_frame[1] / _coverage[1]);
- return
- (LMatrix3d::translate_mat(LVector2d(-0.5, -0.5)) *
- LMatrix3d::rotate_mat(_rotate_frame) *
- LMatrix3d::translate_mat(LVector2d(0.5, 0.5))) *
- LMatrix3d::scale_mat(scale) *
- LMatrix3d::translate_mat(trans);
- }
- ////////////////////////////////////////////////////////////////////
- // Function: MayaShaderColorDef::has_projection
- // Access: Public
- // Description: Returns true if the shader has a projection in effect.
- ////////////////////////////////////////////////////////////////////
- bool MayaShaderColorDef::
- has_projection() const {
- return (_projection_type != PT_off);
- }
- ////////////////////////////////////////////////////////////////////
- // Function: MayaShaderColorDef::project_uv
- // Access: Public
- // Description: If the shader has a projection (has_projection()
- // returns true), this computes the appropriate UV
- // corresponding to the indicated 3-d point. Seams that
- // might be introduced on polygons that cross quadrants
- // are closed up by ensuring the point is in the same
- // quadrant as the indicated reference point.
- ////////////////////////////////////////////////////////////////////
- TexCoordd MayaShaderColorDef::
- project_uv(const LPoint3d &pos, const LPoint3d ¢roid) const {
- nassertr(_map_uvs != NULL, TexCoordd::zero());
- return (this->*_map_uvs)(pos * _projection_matrix, centroid * _projection_matrix);
- }
- ////////////////////////////////////////////////////////////////////
- // Function: MayaShaderColorDef::write
- // Access: Public
- // Description:
- ////////////////////////////////////////////////////////////////////
- void MayaShaderColorDef::
- write(ostream &out) const {
- if (_has_texture) {
- out << " texture filename is " << _texture_filename << "\n"
- << " texture name is " << _texture_name << "\n"
- << " uv_set name is " << _uvset_name << "\n"
- << " coverage is " << _coverage << "\n"
- << " translate_frame is " << _translate_frame << "\n"
- << " rotate_frame is " << _rotate_frame << "\n"
- << " mirror is " << _mirror << "\n"
- << " stagger is " << _stagger << "\n"
- << " wrap_u is " << _wrap_u << "\n"
- << " wrap_v is " << _wrap_v << "\n"
- << " repeat_uv is " << _repeat_uv << "\n"
- << " offset is " << _offset << "\n"
- << " rotate_uv is " << _rotate_uv << "\n"
- << " color_gain is " << _color_gain << "\n";
- } else if (_has_flat_color) {
- out << " flat color is " << _flat_color << "\n";
- }
- }
- ////////////////////////////////////////////////////////////////////
- // Function: MayaShaderColorDef::reset_maya_texture
- // Access: Public
- // Description: Changes the texture filename stored in the Maya file
- // for this particular shader.
- ////////////////////////////////////////////////////////////////////
- bool MayaShaderColorDef::
- reset_maya_texture(const Filename &texture) {
- if (_color_object != (MObject *)NULL) {
- _has_texture = set_string_attribute(*_color_object, "fileTextureName",
- texture.to_os_generic());
- _texture_filename = texture;
- if (!_has_texture) {
- maya_cat.error()
- << "Unable to reset texture filename.\n";
- }
- return _has_texture;
- }
- maya_cat.error()
- << "Attempt to reset texture on Maya object that has no color set.\n";
- return false;
- }
- ////////////////////////////////////////////////////////////////////
- // Function: MayaShaderColorDef::read_surface_color
- // Access: Private
- // Description: Determines the surface color specified by the shader.
- // This includes texturing and other advanced shader
- // properties.
- ////////////////////////////////////////////////////////////////////
- void MayaShaderColorDef::
- read_surface_color(MayaShader *shader, MObject color, bool trans) {
- RGBColorf color_gain;
- if (get_vec3f_attribute(color, "colorGain", color_gain)) {
- _color_gain[0] *= color_gain[0];
- _color_gain[1] *= color_gain[1];
- _color_gain[2] *= color_gain[2];
- }
- float alpha_gain;
- if (get_maya_attribute(color, "alphaGain", alpha_gain)) {
- _color_gain[3] *= alpha_gain;
- }
- if (color.hasFn(MFn::kFileTexture)) {
- _color_object = new MObject(color);
- string filename;
- _has_texture = get_string_attribute(color, "fileTextureName", filename);
- _has_texture = _has_texture && !filename.empty();
- if (_has_texture) {
- _texture_filename = Filename::from_os_specific(filename);
- if (_texture_filename.is_directory()) {
- maya_cat.warning()
- << "Shader " << shader->get_name()
- << " references texture filename " << filename
- << " which is a directory; clearing.\n";
- _has_texture = false;
- set_string_attribute(color, "fileTextureName", "");
- }
- }
- get_vec2f_attribute(color, "coverage", _coverage);
- get_vec2f_attribute(color, "translateFrame", _translate_frame);
- get_angle_attribute(color, "rotateFrame", _rotate_frame);
- get_bool_attribute(color, "alphaIsLuminance", _alpha_is_luminance);
-
- get_bool_attribute(color, "mirror", _mirror);
- get_bool_attribute(color, "stagger", _stagger);
- get_bool_attribute(color, "wrapU", _wrap_u);
- get_bool_attribute(color, "wrapV", _wrap_v);
- get_vec2f_attribute(color, "repeatUV", _repeat_uv);
- get_vec2f_attribute(color, "offset", _offset);
- get_angle_attribute(color, "rotateUV", _rotate_uv);
- if (!trans) {
- maya_cat.debug() << "pushed a file texture" << endl;
- shader->_color.push_back(this);
- }
- } else if (color.hasFn(MFn::kProjection)) {
- maya_cat.debug() << "reading a projection texture" << endl;
- // This is a projected texture. We will have to step one level
- // deeper to find the actual texture.
- MFnDependencyNode projection_fn(color);
- MPlug image_plug = projection_fn.findPlug("image");
- if (!image_plug.isNull()) {
- MPlugArray image_pa;
- image_plug.connectedTo(image_pa, true, false);
-
- for (size_t i = 0; i < image_pa.length(); i++) {
- read_surface_color(shader, image_pa[0].node());
- }
- }
- if (!get_mat4d_attribute(color, "placementMatrix", _projection_matrix)) {
- _projection_matrix = LMatrix4d::ident_mat();
- }
- // The uAngle and vAngle might be used for certain kinds of
- // projections.
- if (!get_angle_attribute(color, "uAngle", _u_angle)) {
- _u_angle = 360.0;
- }
- if (!get_angle_attribute(color, "vAngle", _v_angle)) {
- _v_angle = 180.0;
- }
- string type;
- if (get_enum_attribute(color, "projType", type)) {
- set_projection_type(type);
- }
- } else if (color.hasFn(MFn::kLayeredTexture)) {
- maya_cat.debug() << "Found layered texture" << endl;
- //list_maya_attributes(color);
- //shader->_multi_texture = true;
- //get_enum_attribute(color,"blendMode",shader->_blend_mode);
- //maya_cat.debug() << "blend mode :" << shader->_blend_mode << endl;
- get_bool_attribute(color, "alphaIsLuminance", shader->_alpha_is_luminance);
- // get_bool_attribute(color, "isVisible", test_b);
- MFnDependencyNode layered_fn(color);
- MPlugArray color_pa;
- layered_fn.getConnections(color_pa);
- maya_cat.debug() << "number of connections: " << color_pa.length() << endl;
- bool first = true;
- for (size_t i=0; i<color_pa.length(); ++i) {
- MPlug pl = color_pa[i];
- MPlugArray pla;
- pl.connectedTo(pla, true, false);
- for (size_t j=0; j<pla.length(); ++j) {
- //maya_cat.debug() << pl.name() << " is(pl) " << pl.node().apiTypeStr() << endl;
- //maya_cat.debug() << pla[j].name() << " is(pla) " << pla[j].node().apiTypeStr() << endl;
- string pla_name = pla[j].name().asChar();
- // sometimes, by default, maya gives a outAlpha on subsequent plugs, ignore that
- if (pla_name.find("outAlpha") != string::npos) {
- maya_cat.debug() << pl.name().asChar() << " ignoring: " << pla_name << endl;
- // In this case the artist is wanting to retain alpha at the result
- // So make sure that this alpha is not thrown out by the egg file
- _alpha_is_luminance = true;
- continue;
- }
- if (!first) {
- maya_cat.debug() << pl.name().asChar() << " next:connectedTo: " << pla_name << endl;
- MayaShaderColorDef *color_p = new MayaShaderColorDef;
- color_p->read_surface_color(shader, pla[j].node());
- color_p->_texture_name.assign(pla[j].name().asChar());
- size_t loc = color_p->_texture_name.find('.',0);
- if (loc != string::npos) {
- color_p->_texture_name.resize(loc);
- }
- maya_cat.debug() << "uv_name : " << color_p->_texture_name << endl;
- }
- else {
- maya_cat.debug() << pl.name().asChar() << " first:connectedTo: " << pla_name << endl;
- read_surface_color(shader, pla[j].node());
- _texture_name.assign(pla[j].name().asChar());
- size_t loc = _texture_name.find('.',0);
- if (loc != string::npos) {
- _texture_name.resize(loc);
- }
- maya_cat.debug() << "uv_name : " << _texture_name << endl;
- first = false;
- }
- // lets see what this is connected to!?
- MPlug pl_temp = pla[j];
- MPlugArray pla_temp;
- pl_temp.connectedTo(pla_temp, true, false);
- maya_cat.debug() << pl_temp.name().asChar() << " connectedTo:" << pla_temp.length() << " plugs\n";
- }
- /*
- string blah;
- get_enum_attribute(pl.node(),"blendMode",blah);
- maya_cat.info() << "rsc layer: blend mode :" << blah << endl;
- float alpha;
- get_maya_attribute(pl.node(),"alpha",alpha);
- maya_cat.info() << "rsc layer: alpha :" << alpha << endl;
- */
- }
- } else {
- // This shader wasn't understood.
- if (maya_cat.is_debug()) {
- maya_cat.info()
- << "**Don't know how to interpret color attribute type "
- << color.apiTypeStr() << "\n";
- } else {
- // If we don't have a heavy verbose count, only report each type
- // of unsupported shader once.
- static pset<MFn::Type> bad_types;
- if (bad_types.insert(color.apiType()).second) {
- maya_cat.info()
- << "**Don't know how to interpret color attribute type "
- << color.apiTypeStr() << "\n";
- }
- }
- }
- }
- ////////////////////////////////////////////////////////////////////
- // Function: MayaShaderColorDef::set_projection_type
- // Access: Private
- // Description: Sets up the shader to apply UV's according to the
- // indicated projection type.
- ////////////////////////////////////////////////////////////////////
- void MayaShaderColorDef::
- set_projection_type(const string &type) {
- if (cmp_nocase(type, "planar") == 0) {
- _projection_type = PT_planar;
- _map_uvs = &MayaShaderColorDef::map_planar;
- // The Planar projection normally projects to a range (-1, 1) in
- // both axes. Scale this into our UV range of (0, 1).
- _projection_matrix = _projection_matrix * LMatrix4d(0.5, 0.0, 0.0, 0.0,
- 0.0, 0.5, 0.0, 0.0,
- 0.0, 0.0, 1.0, 0.0,
- 0.5, 0.5, 0.0, 1.0);
- } else if (cmp_nocase(type, "cylindrical") == 0) {
- _projection_type = PT_cylindrical;
- _map_uvs = &MayaShaderColorDef::map_cylindrical;
- // The cylindrical projection is orthographic in the Y axis; scale
- // the range (-1, 1) in this axis into our UV range (0, 1).
- _projection_matrix = _projection_matrix * LMatrix4d(1.0, 0.0, 0.0, 0.0,
- 0.0, 0.5, 0.0, 0.0,
- 0.0, 0.0, 1.0, 0.0,
- 0.0, 0.5, 0.0, 1.0);
- } else if (cmp_nocase(type, "spherical") == 0) {
- _projection_type = PT_spherical;
- _map_uvs = &MayaShaderColorDef::map_spherical;
- } else {
- // Other projection types are currently unimplemented by the
- // converter.
- maya_cat.error()
- << "Don't know how to handle type " << type << " projections.\n";
- _projection_type = PT_off;
- _map_uvs = NULL;
- }
- }
- ////////////////////////////////////////////////////////////////////
- // Function: MayaShaderColorDef::map_planar
- // Access: Private
- // Description: Computes a UV based on the given point in space,
- // using a planar projection.
- ////////////////////////////////////////////////////////////////////
- LPoint2d MayaShaderColorDef::
- map_planar(const LPoint3d &pos, const LPoint3d &) const {
- // A planar projection is about as easy as can be. We ignore the Z
- // axis, and project the point into the XY plane. Done.
- return LPoint2d(pos[0], pos[1]);
- }
- ////////////////////////////////////////////////////////////////////
- // Function: MayaShaderColorDef::map_spherical
- // Access: Private
- // Description: Computes a UV based on the given point in space,
- // using a spherical projection.
- ////////////////////////////////////////////////////////////////////
- LPoint2d MayaShaderColorDef::
- map_spherical(const LPoint3d &pos, const LPoint3d ¢roid) const {
- // To compute the x position on the frame, we only need to consider
- // the angle of the vector about the Y axis. Project the vector
- // into the XZ plane to do this.
- LVector2d xz(pos[0], pos[2]);
- double xz_length = xz.length();
- if (xz_length < 0.01) {
- // If we have a point on or near either pole, we've got problems.
- // This point maps to the entire bottom edge of the image, so
- // which U value should we choose? It does make a difference,
- // especially if we have a number of polygons around the south
- // pole that all share the common vertex.
- // We choose the U value based on the polygon's centroid.
- xz.set(centroid[0], centroid[2]);
- }
- // Now, if the polygon crosses the seam, we also have problems.
- // Make sure that the u value is in the same half of the texture as
- // the centroid's u value.
- double u = rad_2_deg(atan2(xz[0], xz[1])) / (2.0 * _u_angle);
- double c = rad_2_deg(atan2(centroid[0], centroid[2])) / (2.0 * _u_angle);
- if (u - c > 0.5) {
- u -= floor(u - c + 0.5);
- } else if (u - c < -0.5) {
- u += floor(c - u + 0.5);
- }
- // Now rotate the vector into the YZ plane, and the V value is based
- // on the latitude: the angle about the X axis.
- LVector2d yz(pos[1], xz_length);
- double v = rad_2_deg(atan2(yz[0], yz[1])) / (2.0 * _v_angle);
- LPoint2d uv(u - 0.5, v - 0.5);
- nassertr(fabs(u - c) <= 0.5, uv);
- return uv;
- }
- ////////////////////////////////////////////////////////////////////
- // Function: MayaShaderColorDef::map_cylindrical
- // Access: Private
- // Description: Computes a UV based on the given point in space,
- // using a cylindrical projection.
- ////////////////////////////////////////////////////////////////////
- LPoint2d MayaShaderColorDef::
- map_cylindrical(const LPoint3d &pos, const LPoint3d ¢roid) const {
- // This is almost identical to the spherical projection, except for
- // the computation of V.
- LVector2d xz(pos[0], pos[2]);
- double xz_length = xz.length();
- if (xz_length < 0.01) {
- // A cylindrical mapping has the same singularity problem at the
- // pole as a spherical mapping does: points at the pole do not map
- // to a single point on the texture. (It's technically a slightly
- // different problem: in a cylindrical mapping, points at the pole
- // do not map to any point on the texture, while in a spherical
- // mapping, points at the pole map to the top or bottom edge of
- // the texture. But this is a technicality that doesn't really
- // apply to us.) We still solve it the same way: if our point is
- // at or near the pole, compute the angle based on the centroid of
- // the polygon (which we assume is further from the pole).
- xz.set(centroid[0], centroid[2]);
- }
- // And cylinders do still have a seam at the back.
- double u = rad_2_deg(atan2(xz[0], xz[1])) / _u_angle;
- double c = rad_2_deg(atan2(centroid[0], centroid[2])) / _u_angle;
- if (u - c > 0.5) {
- u -= floor(u - c + 0.5);
- } else if (u - c < -0.5) {
- u += floor(c - u + 0.5);
- }
- // For a cylindrical mapping, the V value comes directly from Y.
- // Easy.
- LPoint2d uv(u - 0.5, pos[1]);
- nassertr(fabs(u - c) <= 0.5, uv);
- return uv;
- }
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