hlslPluginMain.cpp

//-
// ==========================================================================
// Copyright 1995,2006,2008 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 "hlslShader.h"

#include <maya/MFnPlugin.h>
#include <maya/MIOStream.h>
#include <maya/MGlobal.h>

#include <maya/MHWShaderSwatchGenerator.h>
#include <maya/MHardwareRenderer.h>


MStatus initializePlugin( MObject obj )
//
//  Description:
//      this method is called when the plug-in is loaded into Maya.  It 
//      registers all of the services that this plug-in provides with 
//      Maya.
//
//  Arguments:
//      obj - a handle to the plug-in object (use MFnPlugin to access it)
//
{ 
    MFnPlugin plugin( obj, "Autodesk", "1.0", MApiVersion );
    MString UserClassify = MString( "shader/surface/utility" );
    

    // Don't initialize swatches in batch mode
    if (MGlobal::mayaState() != MGlobal::kBatch)
    {
        static MString swatchName("hlslRenderSwatchGen");
        MSwatchRenderRegister::registerSwatchRender(swatchName, MHWShaderSwatchGenerator::createObj );
        UserClassify = MString( "shader/surface/utility/:swatch/"+swatchName );
    }


    CHECK_MSTATUS( plugin.registerNode("hlslShader",
        hlslShader::sId,
        hlslShader::creator,
        hlslShader::initialize,
        MPxNode::kHardwareShader,
        &UserClassify));

    return MStatus::kSuccess;
}

MStatus uninitializePlugin( MObject obj)
//
//  Description:
//      this method is called when the plug-in is unloaded from Maya. It 
//      deregisters all of the services that it was providing.
//
//  Arguments:
//      obj - a handle to the plug-in object (use MFnPlugin to access it)
//
{
    MStatus   status;
    MFnPlugin plugin( obj );

    // Deregister our node types.
    //
    CHECK_MSTATUS( plugin.deregisterNode( hlslShader::sId ));

    return MStatus::kSuccess;
}