#- # ========================================================================== # Copyright (C) 1995 - 2006 Autodesk, Inc. and/or its licensors. All # rights reserved. # # The coded instructions, statements, computer programs, and/or related # material (collectively the "Data") in these files contain unpublished # information proprietary to Autodesk, Inc. ("Autodesk") and/or its # licensors, which is protected by U.S. and Canadian federal copyright # law and by international treaties. # # The Data is provided for use exclusively by You. You have the right # to use, modify, and incorporate this Data into other products for # purposes authorized by the Autodesk software license agreement, # without fee. # # The copyright notices in the Software and this entire statement, # including the above license grant, this restriction and the # following disclaimer, must be included in all copies of the # Software, in whole or in part, and all derivative works of # the Software, unless such copies or derivative works are solely # in the form of machine-executable object code generated by a # source language processor. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND. # AUTODESK DOES NOT MAKE AND HEREBY DISCLAIMS ANY EXPRESS OR IMPLIED # WARRANTIES INCLUDING, BUT NOT LIMITED TO, THE WARRANTIES OF # NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR # PURPOSE, OR ARISING FROM A COURSE OF DEALING, USAGE, OR # TRADE PRACTICE. IN NO EVENT WILL AUTODESK AND/OR ITS LICENSORS # BE LIABLE FOR ANY LOST REVENUES, DATA, OR PROFITS, OR SPECIAL, # DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES, EVEN IF AUTODESK # AND/OR ITS LICENSORS HAS BEEN ADVISED OF THE POSSIBILITY # OR PROBABILITY OF SUCH DAMAGES. # # ========================================================================== #+ # # Description: # Simple Image File plugin. This plugin registers a new image # file format against file extension ".moo". Loading any ".moo" # image file will produce a procedurally generated colour # spectrum including values outside 0 to 1. # # Usage: # Run the script: # # import maya.cmds # maya.cmds.loadPlugin("simpleImageFile.py") # # Create a poly plane # # Assign a shader to it # # Assign a file texture to the shader # # Make a copy of a project/images file and call it test.moo # # Assign the test.moo image to the file texture # # Turn on hardware texturing import maya.OpenMaya as OpenMaya import maya.OpenMayaMPx as OpenMayaMPx import maya.OpenMayaRender as OpenMayaRender import sys kImagePluginName = "spSimpleImageFile" # Use MGLFunctionTable to make openGL calls glRenderer = OpenMayaRender.MHardwareRenderer.theRenderer() glFT = glRenderer.glFunctionTable() # Class definition class SimpleImageFile(OpenMayaMPx.MPxImageFile): # init def __init__(self): OpenMayaMPx.MPxImageFile.__init__(self) # # DESCRIPTION: # Configure the image characteristics. A real image file # format plugin would extract these values from the image # file header. # ################################################################# def open( self, pathname, info ): if info is not None: info.width( 512 ) info.height( 512 ) info.channels( 3 ) info.pixelType( OpenMaya.MImage.kFloat ) # Only necessary if your format defines a native # hardware texture loader info.hardwareType( OpenMaya.MImageFileInfo.kHwTexture2D) # # DESCRIPTION: # Load the contents of this image file into an MImage. A real # file format plugin would extract the pixel data from the image # file here. # ################################################################# def load( self, image, idx ): width = 512 height = 512 # Create a floating point image and fill it with # a pretty rainbow test image. # image.create( width, height, 3, OpenMaya.MImage.kFloat ) self.populateTestImage( image.floatPixels(), width, height ) # # DESCRIPTION: # Load the contents of this image file into an OpenGL texture. A # real file format plugin would extract the pixel data from the # image file here. # ################################################################# def glLoad( self, info, imageNumber ): w = info.width() h = info.height() # Create a floating point image and fill it with # a pretty rainbow test image. # image = OpenMaya.MImage() image.create( w, h, 3, OpenMaya.MImage.kFloat ) self.populateTestImage( image.floatPixels(), w, h ) # Now load it into OpenGL as a floating point image glFT.glTexImage2D( OpenMayaRender.MGL_TEXTURE_2D, 0, \ OpenMayaRender.MGL_RGB, w, h, 0, OpenMayaRender.MGL_RGB, \ OpenMayaRender.MGL_FLOAT, pixelsPtr ) # # DESCRIPTION: # Helper method to populate our procedural test image # ################################################################# def populateTestImage( self, pixels, w, h ): # rainbowScale = 4.0 index = 0 for y in range( 0, h ): g = rainbowScale * y / float(h) for x in range( 0, w ): r = rainbowScale * x / float(w) OpenMaya.MScriptUtil.setFloatArray( pixels, index, r ) index+=1 OpenMaya.MScriptUtil.setFloatArray( pixels, index, g ) index+=1 b = rainbowScale * 1.5 - r - g OpenMaya.MScriptUtil.setFloatArray( pixels, index, b ) index+=1 # creator def creator(): return OpenMayaMPx.asMPxPtr( SimpleImageFile() ) # initialize plugin def initializePlugin( mObject ): mPlugin = OpenMayaMPx.MFnPlugin(mObject, "Autodesk", "1.0", "Any") # extensions = ["moo"] try: mPlugin.registerImageFile( kImagePluginName, creator, extensions ) except: sys.stderr.write( "Failed to register image plugin: %s" % kImagePluginName ) raise # uninitialize plugin def uninitializePlugin( mObject ): mPlugin = OpenMayaMPx.MFnPlugin( mObject ) try: mPlugin.deregisterImageFile( kImagePluginName ) except: sys.stderr.write( "Failed to deregister image: %s" % kImagePluginName ) raise
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