pluginMain.cpp

//
// Copyright (C) 2002-2004 NVIDIA 
// 
// File: pluginMain.cpp
//
// Author: Jim Atkinson
//
// Changes:
//  10/2003  Kurt Harriman - www.octopusgraphics.com +1-415-893-1023
//           - "-pluginPath/pp" flag of cgfxShader command returns the
//             full path of the "cgfxShader" subdirectory beneath the
//             directory from which the plug-in binary was loaded.
//             Supporting files such as MEL scripts can be loaded from
//             this directory to avoid inadvertently picking up wrong
//             versions from random directories on the search path.
//           - The plug-in executes the cgfxShader_initUI.mel script
//             from this directory at the time the plug-in is loaded.
//           - The MEL command `pluginInfo -q -version cgfxShader` 
//             returns the plug-in version and cgfxShaderNode.cpp
//             compile date.
//  11/2003  Kurt Harriman - www.octopusgraphics.com +1-415-893-1023
//           - To load or reload a CgFX file, use the cgfxShader command
//             "-fx/fxFile <filename>" flag.  Setting the cgfxShader
//             node's "s/shader" attribute no longer loads the file.
//
//-
// ==========================================================================
// 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 "cgfxShaderCommon.h"

#include "cgfxShaderNode.h"
#include "cgfxShaderCmd.h"
#include "cgfxVector.h"

#include <maya/MFnPlugin.h>
#include <maya/MIOStream.h>
#include <maya/MSceneMessage.h>
#include <maya/MNodeMessage.h>
#include <maya/MGlobal.h>
#include <maya/MFileIO.h>
#include <maya/MItDependencyNodes.h>
#include <maya/MDGMessage.h>
#if defined(_SWATCH_RENDERING_SUPPORTED_)
        #include <maya/MHWShaderSwatchGenerator.h>
        #include <maya/MHardwareRenderer.h>
#endif

// callbackIds is an array of callback identifiers which need to be
// cancelled when the plug-in is unloaded.
//
static MIntArray callbackIds;

static void cgfxShaderFileSaveCB(void* clientData );
static void cgfxShaderFileReadCB(void* clientData );

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)
//
{ 
        MString   sVer = cgfxShaderNode::getPluginVersion();

#if defined(_SWATCH_RENDERING_SUPPORTED_)
        // Allow an environment variable to override usage of swatch rendering.
        // Set the environment variable to a value other than 0 for it to take effect.
        const char *cgfxEnvVar = getenv("CGFX_SWATCH_RENDERING");

        MString UserClassify = MString( "shader/surface/utility" );

        // Don't initialize swatches in batch mode
        if (MGlobal::mayaState() != MGlobal::kBatch)
        {
                const MString& swatchName =     MHWShaderSwatchGenerator::initialize();

#ifdef _WIN32
            if (!cgfxEnvVar)
                        UserClassify = MString( "shader/surface/utility/:swatch/"+swatchName );
            else
            {
                if ( 0 != strcmp(cgfxEnvVar,"0") )
                                UserClassify = MString( "shader/surface/utility/:swatch/"+swatchName );
            }
#else
            if ( cgfxEnvVar && ( 0 != strcmp(cgfxEnvVar,"0") ) )
            {
                        UserClassify = MString( "shader/surface/utility/:swatch/"+swatchName );
            }
#endif
        }

#else
        const MString UserClassify( "shader/surface/utility" );
#endif

        MFnPlugin plugin( obj, "NVIDIA", sVer.asChar(), MApiVersion );

        MGlobal::displayInfo( sVer );   // display banner

        // Register/initialize localized string resources
        CHECK_MSTATUS( plugin.registerUIStrings(NULL, 
                                   "cgfxShaderPluginInitStrings" ));

        // Create Cg Context & register the Cg error callback

#if defined(_SWATCH_RENDERING_SUPPORTED_)
        // The following code is only used on Maya versions 7.0 and
    // later. 
        MStatus status = MStatus::kFailure;
#if !defined(LINUX)
        // Always initialize a context on Linux since it is not predictable as to when 
        // we may get a valid context. 
        if (MGlobal::mayaState() != MGlobal::kInteractive)
#endif
        {
                MHardwareRenderer *pRenderer = MHardwareRenderer::theRenderer();

                if (pRenderer) {
                        const MString & backEndStr = pRenderer->backEndString();
                        unsigned int width = 64, height = 64;
                        status = pRenderer->makeSwatchContextCurrent( backEndStr,
                                width, 
                                height );
                }
                if (status != MStatus::kSuccess) {
                        MGlobal::displayError(MString("Unqualified video card : Offscreen contexts not supported. CgFx plugin will not be loaded."));
                        return MStatus::kFailure;
                }
        }
#else
#error "CgFx requires the Maya version 7 or greater"
#endif

        cgfxShaderNode::sCgContext = cgCreateContext();
        cgSetErrorCallback(cgfxShaderNode::cgErrorCallBack);
        cgSetErrorHandler(cgfxShaderNode::cgErrorHandler, 0);
        cgGLRegisterStates(cgfxShaderNode::sCgContext);
        cgGLSetManageTextureParameters(cgfxShaderNode::sCgContext, CG_TRUE);

        CHECK_MSTATUS( plugin.registerNode("cgfxShader",
                cgfxShaderNode::sId,
                cgfxShaderNode::creator,
                cgfxShaderNode::initialize,
                MPxNode::kHwShaderNode,
                &UserClassify));

        CHECK_MSTATUS( plugin.registerNode("cgfxVector",
                cgfxVector::sId,
                cgfxVector::creator,
                cgfxVector::initialize));

        CHECK_MSTATUS( plugin.registerCommand("cgfxShader",
                cgfxShaderCmd::creator,
                cgfxShaderCmd::newSyntax));

        // Where are my MEL scripts?
        cgfxShaderCmd::sPluginPath = plugin.loadPath();

        // Run MEL script for user interface initialization.
        if (MGlobal::mayaState() == MGlobal::kInteractive)
        {
                MString sCmd = "evalDeferred \"source \\\"cgfxShader_initUI.mel\\\"\"";
                MGlobal::executeCommand( sCmd );
        }

        // Skip the status checking on the addCallback calls since the only
        // way that they can really fail is if Maya is out of memory and then
        // everything is going to fall apart anyway.
        //
        MCallbackId id;
        id = MSceneMessage::addCallback(MSceneMessage::kAfterNew,
                cgfxShaderFileReadCB, NULL, &status);
        CHECK_MSTATUS(status);
        callbackIds.append((int)id);

        id = MSceneMessage::addCallback(MSceneMessage::kAfterImport,
                cgfxShaderFileReadCB, NULL, &status);
        CHECK_MSTATUS(status);
        callbackIds.append((int)id);

        id = MSceneMessage::addCallback(MSceneMessage::kAfterOpen,
                cgfxShaderFileReadCB, NULL, &status);
        CHECK_MSTATUS(status);
        callbackIds.append((int)id);

        id = MSceneMessage::addCallback(MSceneMessage::kAfterReference,
                cgfxShaderFileReadCB, NULL, &status);
        CHECK_MSTATUS(status);
        callbackIds.append((int)id);

        // call backs for "source directory" removal...
        id = MSceneMessage::addCallback(MSceneMessage::kBeforeSave,
                cgfxShaderFileSaveCB, NULL, &status);
        CHECK_MSTATUS(status);
        callbackIds.append((int)id);

        id = MSceneMessage::addCallback(MSceneMessage::kBeforeExport,
                cgfxShaderFileSaveCB, NULL, &status);
        CHECK_MSTATUS(status);
        callbackIds.append((int)id);

        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 );

        cgDestroyContext(cgfxShaderNode::sCgContext);

        // Remove all the callbacks that we registered.
        //
        MMessage::removeCallbacks(callbackIds);

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

        // Deregister our commands.
        //
        CHECK_MSTATUS(plugin.deregisterCommand( "cgfxShader" ));

        return MStatus::kSuccess;
}


static void cfxfFxFileChanged( MPlug& plug )
{
        // The easiest thing to do is to simply issue the
        // cgfxShader command to reload the shader.
        //
        MString fxFile;
        plug.getValue(fxFile);

        MString nodeName = plug.name();

        int index = nodeName.index('.');

        if (index >= 0)
        {
                nodeName = nodeName.substring(0, index - 1);

                MString cmd("cgfxShader -e -fx \"");
                cmd += fxFile;
                cmd += "\" ";
                cmd += nodeName;
                cmd += ";";

                MGlobal::executeCommand(cmd);
        }
}

static void cgfxShaderFileSaveCB(void* clientData )
{
        // Look through the scene for cgfxShader nodes whose effect is NULL
        // but whose shader attribute is not empty.
        //
        MStatus status;

        MString workspace;
        status = MGlobal::executeCommand(MString("workspace -q -rd;"),
                workspace);
        if (!status)
        {
                workspace.clear();
        }

        MItDependencyNodes nodeIt;

        for (nodeIt.reset(MFn::kPluginHwShaderNode);
                !nodeIt.isDone();
                nodeIt.next())
        {
                MObject oNode = nodeIt.item();

                MFnDependencyNode fnNode(oNode);
                if (fnNode.typeId() == cgfxShaderNode::sId)
                {
                        // We've got a winner.
                        //
                        cgfxShaderNode* pNode = (cgfxShaderNode*)fnNode.userNode();
                        MString ShaderFxFile = pNode->shaderFxFile();
                        if (strncmp(ShaderFxFile.asChar(),workspace.asChar(),workspace.length()) == 0)
                        {
                                ShaderFxFile = ShaderFxFile.substring(workspace.length(),ShaderFxFile.length() - 1);
                                MPlug plShader = fnNode.findPlug( pNode->sShader );
                                plShader.setValue( ShaderFxFile );
                                OutputDebugString("CGFX shader pathname saved as: ");
                                OutputDebugString(ShaderFxFile.asChar());
                                OutputDebugString("\n");
                        }

                        if( pNode->getTexturesByName())
                        {
                                cgfxAttrDefList::iterator it(pNode->attrDefList());

                                while (it)
                                {
                                        cgfxAttrDef* aDef = (*it);

                                        MObject oNode = pNode->thisMObject();

                                        switch (aDef->fType)
                                        {
                                        case cgfxAttrDef::kAttrTypeColor1DTexture:
                                        case cgfxAttrDef::kAttrTypeColor2DTexture:
                                        case cgfxAttrDef::kAttrTypeColor3DTexture:
                                        case cgfxAttrDef::kAttrTypeColor2DRectTexture:
                                        case cgfxAttrDef::kAttrTypeNormalTexture:
                                        case cgfxAttrDef::kAttrTypeBumpTexture:
                                        case cgfxAttrDef::kAttrTypeCubeTexture:
                                        case cgfxAttrDef::kAttrTypeEnvTexture:
                                        case cgfxAttrDef::kAttrTypeNormalizationTexture:
                                                {
                                                        MString pathname;
                                                        aDef->getValue(oNode, pathname);
                                                        if (strncmp(pathname.asChar(),workspace.asChar(),workspace.length()) == 0)
                                                        {
                                                                pathname = pathname.substring(workspace.length(),pathname.length());
                                                                aDef->setValue(oNode, pathname);
                                                                OutputDebugString("CGFX texture pathname saved as: ");
                                                                OutputDebugString(pathname.asChar());
                                                                OutputDebugString("\n");
                                                        }
                                                }
                                                break;
                                        default:
                                                break;
                                        }
                                        ++it;
                                }
                        }
                }
        }
}

static void cgfxShaderFileReadCB(void* clientData ) 
{
        // Look through the scene for cgfxShader nodes whose effect is NULL
        // but whose shader attribute is not empty.
        //
        MStatus status;

        MItDependencyNodes nodeIt;

        for (nodeIt.reset(MFn::kPluginHwShaderNode);
                !nodeIt.isDone();
                nodeIt.next())
        {
                MObject oNode = nodeIt.item();

                MFnDependencyNode fnNode(oNode);
                if (fnNode.typeId() == cgfxShaderNode::sId)
                {
                        // We've got a winner.
                        //
                        // cgfxShaderNode* pNode = (cgfxShaderNode*)fnNode.userNode();

                        // And invoke the callback to reconnect everything
                        //
                        MPlug plug(oNode, cgfxShaderNode::sShader);
                        cfxfFxFileChanged( plug );
                }
        }
}




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