Shader

Object Hierarchy | 関連する C++クラス:Shader

継承

SIObject

ProjectItem

Shader

導入

v1.5

詳細

Shader オブジェクトは、オブジェクトの Render Tree 内のノードです。Render Tree の初期シェーダはSceneItem.AddMaterialを使用して作成することができ、追加シェーダはParameter.ConnectFromPresetおよびParameter.Connectを使用して作成および接続することができます。

Shader はDataSourceの一種です。

メソッド

AddCustomOp AddICEAttribute AddProperty AddScriptedOp
AddScriptedOpFromFile AddSharedTextureLayer AnimatedParameters2 BelongsToオペレータ
CodePath CodeText CreateTextureLayer EvaluateAt
GetAllShaders GetICEAttributeFromName GetPortDisplayName GetShaderContainer
GetShaderInputType GetShaderParameterTargets GetShaderParameterType HasRenderer
IsA IsAnimated2 IsClassOfオペレータ IsEqualToオペレータ
IsKindOf IsLockedオペレータ IsSelectedオペレータ LockOwners
PutPortDisplayName RemoveICEAttribute RemoveTextureLayer RendererOptionValue
SetAsSelectedオペレータ SetCapabilityFlagオペレータ SetLock SymbolName
TaggedParameters UnSetLock    
       

プロパティ

AllImageClips Application BranchFlagオペレータ Capabilitiesオペレータ
Categories EvaluationID Familiesオペレータ FullNameオペレータ
Help HierarchicalEvaluationID ICEAttributes ImageClips
LockLevelオペレータ LockMastersオペレータ LockTypeオペレータ Model
Nameオペレータ NestedObjects ObjectID Origin
OriginPath OutputType Owners PPGLayoutオペレータ
Parametersオペレータ Parent Parent3DObject ProgID
Properties Root Selectedオペレータ ShaderDefオペレータ
ShaderType Shaders TextureLayers Typeオペレータ

1. VBScript の例

'

'	This example shows how to access the shader on an object

'

NewScene , false

dim root, grid

set root = ActiveProject.ActiveScene.Root

set grid = root.AddGeometry("Grid", "MeshSurface")

'Create a Lambert shader

grid.AddMaterial "Lambert" 

'Access the new Shader

LogMessage "Shader name:" & grid.Material.Shaders(0).Name

2. VBScript の例

'

'	This example shows how to recursively search a render tree

'

'	It shows how to access Shaders via the Source property of a Parameter

'	It also shows how to use XSICollection object to accumulate a list of objects

'

'	Note: to find ImageClips the Material.ImageClips property can be used rather

'	a recursive scan like this.  And the FindObjects command can be used to find

'	all shaders of a particular type.

'

set oObj = BuildDemoScene			' Create a little sample render tree

FindShaders(oObj)					' Search the scene to find and log shaders

' ---------------------------------------------------

' Expected results:

' INFO : Skipping Sources.Materials.DefaultLib.Material.Phong

' INFO : SUMMARY: Searched 2 shader(s)

' INFO : SHADERS SEARCHED:

' INFO : Sources.Materials.DefaultLib.Material.Phong

' INFO : Sources.Materials.DefaultLib.Material.Lambert

' ---------------------------------------------------

' This is the actual code doing the searching

sub FindShaders( in_oObj )

	dim oShaderList, oImageClipList

	set oShaderList = CreateObject("XSI.Collection")

	oShaderList.Unique = true

	' We expect the input object to be a "SceneItem" object

	set oMat = in_oObj.Material

	' Although not actually a shader, we start searching

	' for shaders from the parameters of the material

	SearchShader oMat, oShaderList

	Application.LogMessage "SUMMARY: Searched " & oShaderList.Count & " shader(s)"

	if ( oShaderList.Count > 0 ) then

		Application.LogMessage "SHADERS SEARCHED:"

		for each oShader in oShaderList

			Application.LogMessage oShader.Fullname

		next				

	end if

end sub

' Recursively search any connected shaders

' Each shader is visited only once

sub SearchShader( in_oShader, io_oVisitedShaderList)

	for each oParam in in_oShader.Parameters

		if typename( oParam.Source ) = "Shader" then

			if ( NOT IsShaderInList(oParam.Source, io_oVisitedShaderList) ) then

				io_oVisitedShaderList.Add(oParam.Source)

				' Recursively search this shader

				SearchShader oParam.Source, io_oVisitedShaderList 

			end if 

		end if

	next

end sub

' Determines if a shader is already in an XSICollection

function IsShaderInList( oShader, io_oVisitedShaderList )

	for each oVisitedShader in io_oVisitedShaderList	

		if (oVisitedShader.FullName = oShader.FullName) then

			Application.LogMessage "Skipping " & oShader.FullName

			IsShaderInList = true

			exit function

		end if

	next

	IsShaderInList = false 

end function

' ---------------------------------------------------

' Create a little sample render tree

' It has no interesting visual appearance but is a render tree with

' various shaders and two images so that we can demonstrate the 

' FindImageClips routine

'

' Return value is the X3DObject

function BuildDemoScene

	ImageFile1 = XSIUtils.BuildPath(_

		Application.InstallationPath(siFactoryPath), _

		"Data", "XSI_SAMPLES", "Pictures", "jaiqua_face.jpg" )			

	ImageFile2 = XSIUtils.BuildPath(_ 

		Application.InstallationPath(siFactoryPath), _

		"Data", "XSI_SAMPLES", "Pictures", "ehair_08.jpg" )			

	NewScene , false

	set oObj = ActiveSceneRoot.AddGeometry("Sphere", "MeshSurface")

	oObj.AddMaterial "Phong" 

	dim oPhongShader, oAmbientParam, oDiffuseParam, oShinyParam

	set oPhongShader = oObj.Material.Shaders(0)

	set oAmbientParam = oPhongShader.Parameters("ambient")

	set oDiffuseParam = oPhongShader.Parameters("diffuse")	

	set oShinyParam = oPhongShader.Parameters("shiny")	

	dim oImageClip1, oImageClip2

	SICreateImageClip ImageFile1, ,oImageClip1	

	SICreateImageClip ImageFile2, ,oImageClip2

	dim oImageNode1,oImageNode2

	set oImageNode1 = oAmbientParam.connectfrompreset("Image", siTextureShaderFamily)

	oDiffuseParam.Connect(oImageNode1)	

	oImageNode1.Parameters("tex").Connect(oImageClip1)

	set oImageNode2 = oShinyParam.connectfrompreset("Image", siTextureShaderFamily)

	oImageNode2.Parameters("tex").Connect(oImageClip2)

	' Commands can also be used to build a render tree

	CreateShaderFromPreset "Shaders\Material\Lambert.Preset", "Sources.Materials.DefaultLib.Material"

	SIConnectShaderToCnxPoint "Sources.Materials.DefaultLib.Material.Lambert", oObj.Material & ".Photon"

	' Return the sphere

	set BuildDemoScene = oObj

end function

3. JScript の例

/*

	This example lists all installed shaders with their ProgId and OutputType, 

	plus all texturable parameters and their shader input type.

*/

var re = / /g;

var strShaderNames = Dictionary.info("",siShaderFamily).replace(re,"");

var aShaders = strShaderNames.split(",");

XSIUtils.QuickSort( aShaders );

var colitem = XSIFactory.CreateObject("XSI.CollectionItem");

var cShaders = 0;

for ( var i = 0; i < aShaders.length; i++ )

{

	var shader = null;

	var progid = "Softimage." + aShaders[i];

	if ( progid == "Softimage.TraversalCallback" ) continue;

	try {

		shader = XSIFactory.CreateObject( progid );

	} catch (e) {

		logmessage( "Error: can't create shader : " + progid );

		continue;

	}

	cShaders++;

	logmessage( progid + " " + ShaderParameterTypeAsText(shader.OutputType) );

	var params = shader.parameters;

	for ( var j = 0; j < params.count; j++ )

	{

		var param = shader.parameters(j);

		if ( param.capabilities & siTexturable )					

			logmessage( "\t" + param.name + " " + ShaderParameterTypeAsText(shader.GetShaderInputType(param.scriptname)));

	}

}

logmessage( "Shaders found = " + cShaders );

function ShaderParameterTypeAsText(type)

{

	switch (type)

	{

		case siUnknownParameterType : return "siUnknownParameterType";			

		case siBooleanParameterType : return "siBooleanParameterType";			

		case siColorParameterType : return "siColorParameterType";			

		case siDataParameterType : return "siDataParameterType";			

		case siIntegerParameterType : return "siIntegerParameterType";			

		case siLensParameterType : return "siLensParameterType";			

		case siLightParameterType : return "siLightParameterType";			

		case siMaterialParameterType : return "siMaterialParameterType";			

		case siMatrixParameterType : return "siMatrixParameterType";			

		case siModelParameterType : return "siModelParameterType";			

		case siRealTimeParameterType : return "siRealTimeParameterType";			

		case siReferenceParameterType : return "siReferenceParameterType";			

		case siScalarParameterType : return "siScalarParameterType";			

		case siShaderParameterType : return "siShaderParameterType";			

		case siStringParameterType : return "siStringParameterType";			

		case siStructParameterType : return "siStructParameterType";			

		case siTextureParameterType : return "siTextureParameterType";			

		case siTextureSpaceParameterType : return "siTextureSpaceParameterType";			

		case siVectorParameterType : return "siVectorParameterType";			

		default: return type;

	}

}

//

関連項目

Material.Shaders Light.Shaders Camera.Shaders ImageClip Parameter.Source Texture TextureLayer