#include <MRenderUtil.h>
MRenderUtil is a class which provides static API methods to access Maya's rendering functionalities.
Public Types | |
enum | MRenderState { kNotRendering, kBatchRender, kInteractiveRender, kIprRender, kHardwareRender } |
Defines the current rendering state of Maya. More... | |
enum | MRenderPass { kAll, kColorOnly, kShadowOnly, kAmbientOnly, kDiffuseOnly, kSpecularOnly } |
Defines the current pass of Maya. More... | |
Static Public Member Functions | |
static MRenderState | mayaRenderState () |
static MStatus | raytrace (const MFloatVector &rayOrigin, const MFloatVector &rayDirection, const void *objectId, const void *raySampler, const short rayDepth, MFloatVector &resultColor, MFloatVector &resultTransparency, const bool isReflectedRays=true) |
static MStatus | raytrace (const MFloatVectorArray &rayOrigins, const MFloatVectorArray &rayDirections, const void *objectId, const void *raySampler, const short rayDepth, MFloatVectorArray &resultColors, MFloatVectorArray &resultTransparencies, const bool isReflectedRays=true) |
static MStatus | raytraceFirstGeometryIntersections (const MFloatVectorArray &rayOrigins, const MFloatVectorArray &rayDirections, const void *objectId, const void *raySampler, MFloatVectorArray &resultIntersections, MIntArray &resultIntersected) |
static MStatus | sampleShadingNetwork (MString shadingNodeName, int numSamples, bool useShadowMaps, bool reuseMaps, MFloatMatrix &cameraMatrix, MFloatPointArray *points, MFloatArray *uCoords, MFloatArray *vCoords, MFloatVectorArray *normals, MFloatPointArray *refPoints, MFloatVectorArray *tangentUs, MFloatVectorArray *tangentVs, MFloatArray *filterSizes, MFloatVectorArray &resultColors, MFloatVectorArray &resultTransparencies) |
static bool | generatingIprFile () |
static MString | relativeFileName (const MString &absFileName, MStatus *ReturnStatus=NULL) |
static bool | exactFileTextureName (const MObject &fileNode, MString &texturePath, MStatus *ReturnStatus=NULL) |
static bool | exactFileTextureName (const MString &baseName, bool useFrameExt, const MString ¤tFrameExt, MString &exactName, MStatus *ReturnStatus=NULL) |
static bool | convertPsdFile (const MObject &fileNode, MString &texturePath, const bool &state=false, MStatus *ReturnStatus=NULL) |
Internal use only. | |
static bool | exactImagePlaneFileName (const MObject &imagePlaneNode, MString &texturePath, MStatus *ReturnStatus=NULL) |
static MString | exactFileTextureName (const MObject &fileNode, MStatus *ReturnStatus=NULL) |
static MString | exactFileTextureName (const MString &baseName, bool useFrameExt, const MString ¤tFrameExt, MStatus *ReturnStatus=NULL) |
static MString | convertPsdFile (const MObject &fileNode, const bool &state=false, MStatus *ReturnStatus=NULL) |
Internal use only. | |
static MString | exactImagePlaneFileName (const MObject &imagePlaneNode, MStatus *ReturnStatus=NULL) |
static bool | inCurrentRenderLayer (const MDagPath &objectPath, MStatus *ReturnStatus=NULL) |
static MRenderPass | renderPass (void) |
static MString | mainBeautyPassCustomTokenString () |
static MString | mainBeautyPassName () |
static float | diffuseReflectance (const void *lightBlindData, const MFloatVector &lightDirection, const MFloatVector &pointCamera, const MFloatVector &normal, bool lightBackFace, MStatus *ReturnStatus=NULL) |
static MFloatVector | maximumSpecularReflection (const void *lightBlindData, const MFloatVector &lightDirection, const MFloatVector &pointCamera, const MFloatVector &normal, const MFloatVector &rayDirection, MStatus *ReturnStatus=NULL) |
static float | lightAttenuation (const void *lightBlindData, const MFloatVector &pointCamera, const MFloatVector &normal, bool lightBackFace, MStatus *ReturnStatus=NULL) |
static float | hemisphereCoverage (const void *lightBlindData, const MFloatVector &lightDirection, const MFloatVector &pointCamera, const MFloatVector &rayDirection, bool lightBackFace, MStatus *ReturnStatus=NULL) |
static void | sendRenderProgressInfo (const MString &pixFile, int percentageDone) |
static void | getCommonRenderSettings (MCommonRenderSettingsData &rgData) |
static MStatus | renderObjectItem (const void *objectId, MSelectionList &item) |
Defines the current pass of Maya.
MRenderUtil::MRenderState MRenderUtil::mayaRenderState | ( | ) | [static] |
Returns an enumerated type specifying the current state of the Maya renderer.
MStatus MRenderUtil::raytrace | ( | const MFloatVector & | rayOrigin, | |
const MFloatVector & | rayDirection, | |||
const void * | notUsed, | |||
const void * | raySampler, | |||
const short | rayDepth, | |||
MFloatVector & | resultColor, | |||
MFloatVector & | resultTransparency, | |||
const bool | isReflectedRays = true | |||
) | [static] |
This utility method provides functionality to raytrace from within a shader plug-in.
This method shoots a single ray given a ray origin and a ray direction, and returns the color and transparency of the result.
In order for a shader plug-in to raytrace, the following steps are necessary:
raySampler is needed from the renderer. This can be obtained by creating an input attribute named 'raySampler' (rtr).
rayDepth is needed from the renderer. This can be obtained by creating an input attribute named 'rayDepth' (rd).
The "Enable Raytracing" flag needs to be turned on in renderGlobal-> renderQuality->raytracing.
isReflectedRays tells if these rays are for reflection or refraction. This allows the raytracer to check the corresponding ray depth limit under renderGlobal->renderQuality for terminating the rays.
All objects to be seen by the raytracer need to have their "Visible In Reflections" or "Visible In Refraction" flags turned on.
This method only works in the software renderer.
[in] | rayOrigin | Origin of the ray to shoot from in camera space |
[in] | rayDirection | Direction of the ray to shoot at in camera space |
[in] | notUsed | unused argument left for compatibility |
[in] | raySampler | Pointer to the raytracer from the renderer |
[in] | rayDepth | Current ray depth from the renderer |
[in] | resultColor | Storage for the result color |
[in] | resultTransparency | Storage for the result transparency |
[in] | isReflectedRays | true for reflected rays (default), false for refracted rays |
MStatus MRenderUtil::raytrace | ( | const MFloatVectorArray & | rayOrigins, | |
const MFloatVectorArray & | rayDirections, | |||
const void * | notUsed, | |||
const void * | raySampler, | |||
const short | rayDepth, | |||
MFloatVectorArray & | resultColors, | |||
MFloatVectorArray & | resultTransparencies, | |||
const bool | isReflectedRays = true | |||
) | [static] |
This utility method provides functionality to raytrace from within a shader plug-in.
This method shoots a number of rays given ray origins and ray directions, and returns the colors and transparencies of the results.
The size of rayOrigins, rayDirections, colors, and transparencies arrays must be the same.
In order for a shader plug-in to raytrace, the following steps are necessary:
raySampler is needed from the renderer. This can be obtained by creating an input attribute named 'raySampler' (rtr).
rayDepth is needed from the renderer. This can be obtained by creating an input attribute named 'rayDepth' (rd).
The "Enable Raytracing" flag needs to be turned on in renderGlobal-> renderQuality->raytracing.
isReflectedRays tells if these rays are for reflection or refraction. This allows the raytracer to check the corresponding ray depth limit under renderGlobal->renderQuality for terminating the rays.
All objects to be seen by the raytracer need to have their "Visible In Reflections" or "Visible In Refraction" flags turned on.
This method only works in the software renderer.
[in] | rayOrigins | Origins of the ray to shoot from in camera space |
[in] | rayDirections | Directions of the ray to shoot at in camera space |
[in] | notUsed | unused argument left for compatability |
[in] | raySampler | Pointer to the raytracer from the renderer |
[in] | rayDepth | Current ray depth from the renderer |
[in] | resultColors | Storage for the result colors |
[in] | resultTransparencies | Storage for the result transparencies |
[in] | isReflectedRays | true for reflected rays (default), false for refracted rays |
MStatus MRenderUtil::raytraceFirstGeometryIntersections | ( | const MFloatVectorArray & | rayOrigins, | |
const MFloatVectorArray & | rayDirections, | |||
const void * | notUsed, | |||
const void * | raySampler, | |||
MFloatVectorArray & | resultIntersections, | |||
MIntArray & | resultIntersected | |||
) | [static] |
This utility method provides functionality to find the location of the first geometry intersected by a ray from within a shader plug-in.
This method shoots a number of rays given ray origins and ray directions, and returns whether the rays intersected anything, and if so, the locations of the first geometry intersected in camera space. The plug-in should check the resultIntersected values to see if a ray has intersected any geometry (0 = no geometry intersected, 1 = geometry intersected).
The size of rayOrigins, rayDirections, resultIntersections, and resultIntersected arrays must be the same.
In order for a shader plug-in to raytrace, the following steps are necessary:
raySampler is needed from the renderer. This can be obtained by creating an input attribute named 'raySampler' (rtr).
The "Enable Raytracing" flag needs to be turned on in renderGlobal-> renderQuality->raytracing.
All objects to be seen by the raytracer need to have their "Visible In Reflections" flags turned on.
This method only works in the software renderer.
[in] | rayOrigins | Origins of the ray to shoot from in camera space |
[in] | rayDirections | Directions of the ray to shoot at in camera space |
[in] | notUsed | unused argument left for compatability |
[in] | raySampler | Pointer to the raytracer from the renderer |
[in] | resultIntersections | Storage for the result intersection locations in camera space |
[in] | resultIntersected | Storage for the result intersected flags (0 = no geometry intersected, 1 = geometry intersected) |
MStatus MRenderUtil::sampleShadingNetwork | ( | MString | shadingNodeName, | |
int | numSamples, | |||
bool | useShadowMaps, | |||
bool | reuseMaps, | |||
MFloatMatrix & | cameraMatrix, | |||
MFloatPointArray * | points, | |||
MFloatArray * | uCoords, | |||
MFloatArray * | vCoords, | |||
MFloatVectorArray * | normals, | |||
MFloatPointArray * | refPoints, | |||
MFloatVectorArray * | tangentUs, | |||
MFloatVectorArray * | tangentVs, | |||
MFloatArray * | filterSizes, | |||
MFloatVectorArray & | resultColors, | |||
MFloatVectorArray & | resultTransparencies | |||
) | [static] |
This utility method allows you to sample a shading node/shading engine. You can specify the location and property of the sample point, and the method will return the result color and transparency. If you are sampling a shading engine, and there are lights in the scene, you can optionally request shadows to be computed as well.
If you specify a shading node to be evaluated, you'll need to provide the attribute to be evaluated. For example, valid shading nodes are checker1.outAlpha, file1.outColor, etc.
If you specify a shading engine to be evaluated, only the name will be needed. For example, valid shading engines are initialShadingGroup, phong1SG, etc.
Since setting up sampling is an expensive operation, try to pass in as many sample points at one time as possible and let the sampler process them in batch. Try to avoid calling the sampler with just one sample.
For extremely complicated shading networks, it is possible that passing in too many samples in one batch will cause a stack overflow. If this condition occurs, simply reduce the number of samples per batch.
Certain type of shading network requires certain type of input, and not all inputs are needed. For example, a 2D texture such as file or checker does not need point/normal/tangent information. Pass in NULL for parameters which are not needed.
In general, 2D textures require UV coordinates, 3D textures require points and refPoints, lighting calculations require points and normals.
To calculate camera space related shaders, such as hilights in a phong shader, an eye to world matrix needs to be supplied. This matrix is used to convert supplied world coordinates into camera coordinate. The matrix can be obtained by getting the inclusive matrix of the camera's DAG node.
This method can be used in both interactive and batch.
[in] | shadingNodeName | Name of the shading node/shading engine |
[in] | numSamples | Number of samples to be calculated |
[in] | useShadowMaps | Whether to calculate shadows |
[in] | reuseMaps | If calculating shadows, whether to reuse shadowmaps |
[in] | cameraMatrix | The eyeToWorld matrix to be used for conversion |
[in] | points | Locations to be sampled in world space |
[in] | uCoords | U coordinates of the samples |
[in] | vCoords | V coordinates of the samples |
[in] | normals | Normals at the sample points in world space |
[in] | refPoints | RefPoints to be used for 3D texture in world space |
[in] | tangentUs | U tangents at the sample points in world space |
[in] | tangentVs | V tangents at the sample points in world space |
[in] | filterSizes | Filter sizes to be used for 2D/3D textures |
[in] | resultColors | Storage for result colors |
[in] | resultTransparencies | storage for result transparencies |
bool MRenderUtil::generatingIprFile | ( | ) | [static] |
Returns true if an IPR file is being created. This can be used to optimize the IPR file. Lights do not need to request particle information (IPR does not support particle rendering) when creating a IPR file.
MString MRenderUtil::relativeFileName | ( | const MString & | absFileName, | |
MStatus * | ReturnStatus = NULL | |||
) | [static] |
Extract relative file name from the given (absolute) file name. If the given file name does not begin with a project root, return value is same as the input file name.
[in] | absFileName | input file name |
[out] | ReturnStatus | status code |
bool MRenderUtil::exactFileTextureName | ( | const MObject & | fileNode, | |
MString & | texturePath, | |||
MStatus * | ReturnStatus = NULL | |||
) | [static] |
Attempts to resolve the file texture name specified on a file texture node into an absolute path to an image file on disk. The function applies exactly the same logic that is used by the file texture node internally for resolving the image file path.
[in] | fileNode | a file texture node |
[out] | texturePath | returns an absolute pathname to the texture file referenced by the node. |
[out] | ReturnStatus | status code |
bool MRenderUtil::exactFileTextureName | ( | const MString & | baseName, | |
bool | useFrameExt, | |||
const MString & | currentFrameExt, | |||
MString & | exactName, | |||
MStatus * | ReturnStatus = NULL | |||
) | [static] |
Attempts to resolve the file name specified into an absolute path to a file on disk. The function applies exactly the same logic that is used by the file texture node internally for resolving the image file path.
[in] | baseName | a file name to be resolved |
[in] | useFrameExt | use frame extension for image file name |
[in] | currentFrameExt | specify a frame extension if useFrameExt is used. |
[out] | exactName | resolved file name with absolute path |
[out] | ReturnStatus | status code |
bool MRenderUtil::convertPsdFile | ( | const MObject & | fileNode, | |
MString & | texturePath, | |||
const bool & | state = false , |
|||
MStatus * | ReturnStatus = NULL | |||
) | [static] |
Internal use only.
This method converts a Psd file texture to an IFF file that can be used by Maya. It writes out the current layer set image the file node. The intermediate image will be either 8 or 16 b.p.c, based on the input psd file.
[in] | fileNode | a file texture node |
[out] | texturePath | returns an absolute pathname to the texture file referenced by the node. |
[out] | ReturnStatus | status code |
bool MRenderUtil::exactImagePlaneFileName | ( | const MObject & | imagePlaneNode, | |
MString & | texturePath, | |||
MStatus * | ReturnStatus = NULL | |||
) | [static] |
Attempts to resolve the file texture name specified on an image plane node into an absolute path to an image file on disk. The function applies exactly the same logic that is used by the image plane node internally for resolving the image file path.
[in] | imagePlaneNode | an image plane node |
[out] | texturePath | returns an absolute pathname to the texture file referenced by the node. |
[out] | ReturnStatus | status code |
MString MRenderUtil::exactFileTextureName | ( | const MObject & | fileNode, | |
MStatus * | ReturnStatus = NULL | |||
) | [static] |
Attempts to resolve the file texture name specified on a file texture node into an absolute path to an image file on disk. The function applies exactly the same logic that is used by the file texture node internally for resolving the image file path.
[in] | fileNode | a file texture node |
[out] | ReturnStatus | status code |
MString MRenderUtil::exactFileTextureName | ( | const MString & | baseName, | |
bool | useFrameExt, | |||
const MString & | currentFrameExt, | |||
MStatus * | ReturnStatus = NULL | |||
) | [static] |
Attempts to resolve the file name specified into an absolute path to a file on disk. The function applies exactly the same logic that is used by the file texture node internally for resolving the image file path.
[in] | baseName | a file name to be resolved |
[in] | useFrameExt | use frame extension for image file name |
[in] | currentFrameExt | specify a frame extension if useFrameExt is used. |
[out] | ReturnStatus | status code |
MString MRenderUtil::convertPsdFile | ( | const MObject & | fileNode, | |
const bool & | state = false , |
|||
MStatus * | ReturnStatus = NULL | |||
) | [static] |
Internal use only.
This method converts a Psd file texture to an IFF file that can be used by Maya. It writes out the current layer set image the file node. The intermediate image will be either 8 or 16 b.p.c, based on the input psd file.
[in] | fileNode | a file texture node |
[out] | ReturnStatus | status code |
MString MRenderUtil::exactImagePlaneFileName | ( | const MObject & | imagePlaneNode, | |
MStatus * | ReturnStatus = NULL | |||
) | [static] |
Attempts to resolve the file texture name specified on an image plane node into an absolute path to an image file on disk. The function applies exactly the same logic that is used by the image plane node internally for resolving the image file path.
[in] | imagePlaneNode | an image plane node |
[out] | ReturnStatus | status code |
bool MRenderUtil::inCurrentRenderLayer | ( | const MDagPath & | objectPath, | |
MStatus * | ReturnStatus = NULL | |||
) | [static] |
Returns true if the specified path is in the current render layer.
If the object at the end of the DAG path has not been assigned to any layer, then each node in hierarchy from bottom up will be tested whether its contained in the current render layer.
[in] | objectPath | Path of object to test |
[out] | ReturnStatus | Status code |
MRenderUtil::MRenderPass MRenderUtil::renderPass | ( | void | ) | [static] |
Returns an enumerated type specifying the current pass the Maya renderer is executing.
MString MRenderUtil::mainBeautyPassCustomTokenString | ( | ) | [static] |
Returns the custom token string of the main beauty pass for use by renderers in file naming.
MString MRenderUtil::mainBeautyPassName | ( | ) | [static] |
Returns the name of the main beauty pass for use by renderers for token substitution.
float MRenderUtil::diffuseReflectance | ( | const void * | lightBlindData, | |
const MFloatVector & | lightDirection, | |||
const MFloatVector & | pointCamera, | |||
const MFloatVector & | normal, | |||
bool | lightBackFace, | |||
MStatus * | ReturnStatus = NULL | |||
) | [static] |
This utility function computes and returns the diffuse or lambertian reflectance for a given light source and surface.
[in] | lightBlindData | The reference to the aLightBlindData attribute of the current light being evaluated |
[in] | lightDirection | The direction of the light being evaluated |
[in] | pointCamera | The position of the camera |
[in] | normal | The surface normal |
[in] | lightBackFace | Is the back face being lit, true or false. |
[out] | ReturnStatus | Status code |
MFloatVector MRenderUtil::maximumSpecularReflection | ( | const void * | lightBlindData, | |
const MFloatVector & | lightDirection, | |||
const MFloatVector & | pointCamera, | |||
const MFloatVector & | normal, | |||
const MFloatVector & | rayDirection, | |||
MStatus * | ReturnStatus = NULL | |||
) | [static] |
This utility function computes and returns the vector corresponding to the point on the light source that provides the maximum specular reflection.
[in] | lightBlindData | The reference to the aLightBlindData attribute of the current light being evaluated |
[in] | lightDirection | The direction of the light being evaluated |
[in] | pointCamera | The position of the camera |
[in] | normal | The surface normal |
[in] | rayDirection | The direction of the current intersection ray in camera space |
[out] | ReturnStatus | Status code |
float MRenderUtil::lightAttenuation | ( | const void * | lightBlindData, | |
const MFloatVector & | pointCamera, | |||
const MFloatVector & | normal, | |||
bool | lightBackFace, | |||
MStatus * | ReturnStatus = NULL | |||
) | [static] |
This utility function computes and returns light attentuation factor of a light. Note that the result of 1 will be returned if the light being evaluated does not support light attentuation.
[in] | lightBlindData | The reference to the aLightBlindData attribute of the current light being evaluated |
[in] | pointCamera | The position of the camera |
[in] | normal | The surface normal |
[in] | lightBackFace | Is the back face being lit, true or false. |
[out] | ReturnStatus | Status code |
float MRenderUtil::hemisphereCoverage | ( | const void * | lightBlindData, | |
const MFloatVector & | lightDirection, | |||
const MFloatVector & | pointCamera, | |||
const MFloatVector & | rayDirection, | |||
bool | lightBackFace, | |||
MStatus * | ReturnStatus = NULL | |||
) | [static] |
This utility function computes and returns the fraction of the light that is transmitted by an object. It is mostly used for translucence and scattering effects.
[in] | lightBlindData | The reference to the aLightBlindData attribute of the current light being evaluated |
[in] | lightDirection | The direction of the light being evaluated |
[in] | pointCamera | The position of the camera |
[in] | rayDirection | The direction of the current intersection ray in camera space |
[in] | lightBackFace | Is the back face being lit, true or false. |
[out] | ReturnStatus | Status code |
void MRenderUtil::sendRenderProgressInfo | ( | const MString & | pixFile, | |
int | percentageDone | |||
) | [static] |
This utility function sends batch rendering status to Maya
[in] | pixFile | File name of the last rendered batch image |
[in] | percentageDone | percentage rendered |
void MRenderUtil::getCommonRenderSettings | ( | MCommonRenderSettingsData & | mrgData | ) | [static] |
Fill the set of common render setting values
MStatus MRenderUtil::renderObjectItem | ( | const void * | objectId, | |
MSelectionList & | item | |||
) | [static] |
Procedure to look up a selection item for a given sample object id. This is only guaranteed to work when software rendering. As multiple processors may be used when software rendering; a critical section should be used to protect multiple threads from simulaneously performing DG evaluation. This includes querying attribute values.
[in] | objectId | The sample object id to look-up |
[in] | item | The corresponding item for the id |
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