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SyncOutputMaterial.C
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SyncOutputMaterial.C
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#include "SyncOutputMaterial.h"
#include <maya/MDGModifier.h>
#include <maya/MFnDependencyNode.h>
#include <maya/MPlug.h>
#include <maya/MPlugArray.h>
#include "Asset.h"
#include "AssetNode.h"
#include "util.h"
#include <algorithm>
MObject
SyncOutputMaterial::createOutputMaterial(MDGModifier &dgModifier,
const MObject &assetObj,
int nodeId)
{
MStatus status;
// map -1 to initialShadingGroup
if (nodeId == -1)
{
return Util::findNodeByName("initialShadingGroup");
}
MPlug materialPlug = createOutputMaterialPlug(dgModifier, assetObj, nodeId);
if (materialPlug.isNull())
{
return MObject::kNullObj;
}
// check if the ambient output has a shader already (checking diffuse
// would force us to check the file texture connections as well)
MPlug shadingPlug =
materialPlug.child(AssetNode::outputMaterialAmbientColor);
MObject shaderObj = findShader(shadingPlug);
if (shaderObj.isNull())
{
// create shader
status = Util::createNodeByModifierCommand(
dgModifier, "shadingNode -asShader phong", shaderObj);
CHECK_MSTATUS_AND_RETURN(status, MObject::kNullObj);
// rename the shader
MPlug namePlug = materialPlug.child(AssetNode::outputMaterialName);
dgModifier.renameNode(shaderObj, namePlug.asString());
status = dgModifier.doIt();
CHECK_MSTATUS_AND_RETURN(status, MObject::kNullObj);
}
MFnDependencyNode shaderFn(shaderObj);
MObject shadingGroupObj = findShadingGroup(shaderObj);
if (shadingGroupObj.isNull())
{
// create shading group
status = Util::createNodeByModifierCommand(
dgModifier,
"select -noExpand `sets -renderable true "
"-noSurfaceShader true -empty "
"-name \"" +
shaderFn.name() + "SG\"`",
shadingGroupObj);
CHECK_MSTATUS_AND_RETURN(status, MObject::kNullObj);
MFnDependencyNode shadingGroupFn(shadingGroupObj);
// connect shader to shading group
dgModifier.commandToExecute("defaultNavigation -connectToExisting "
"-source \"" +
shaderFn.name() +
"\" "
"-destination \"" +
shadingGroupFn.name() + "\"");
status = dgModifier.doIt();
CHECK_MSTATUS_AND_RETURN(status, MObject::kNullObj);
}
// create file node if texture exists
MPlug texturePathPlug =
materialPlug.child(AssetNode::outputMaterialTexturePath);
MString texturePath = texturePathPlug.asString();
MFnDependencyNode textureFileFn;
if (texturePath.length())
{
MObject textureFile;
status = Util::createNodeByModifierCommand(
dgModifier, "shadingNode -asTexture file", textureFile);
CHECK_MSTATUS_AND_RETURN(status, MObject::kNullObj);
status = textureFileFn.setObject(textureFile);
CHECK_MSTATUS_AND_RETURN(status, MObject::kNullObj);
}
// connect shader attributes
{
MPlug srcPlug;
MPlug dstPlug;
MPlug colorPlug(shaderFn.findPlug("color", true));
// color
if (textureFileFn.object().isNull())
{
srcPlug = materialPlug.child(AssetNode::outputMaterialDiffuseColor);
status = dgModifier.connect(srcPlug, colorPlug);
CHECK_MSTATUS_AND_RETURN(status, MObject::kNullObj);
}
else
{
if (!colorPlug.isConnected())
{
// Nothing is connected to the shader's color, so we can connect
// the file node
dstPlug = textureFileFn.findPlug("fileTextureName", true);
status = dgModifier.connect(texturePathPlug, dstPlug);
CHECK_MSTATUS_AND_RETURN(status, MObject::kNullObj);
srcPlug = textureFileFn.findPlug("outColor", true);
status = dgModifier.connect(srcPlug, colorPlug);
CHECK_MSTATUS_AND_RETURN(status, MObject::kNullObj);
}
else
{
// Something else is connected to this plug. Remove the file
// node so that we don't leave it floating.
MPlugArray sourcePlugs;
colorPlug.connectedTo(sourcePlugs, true, false, &status);
MString warning("\"" + colorPlug.name() +
"\" is already connected to the following:");
for (unsigned int i = 0; i < sourcePlugs.length(); i++)
warning += " \"" + sourcePlugs[i].name() + "\"";
warning += ". Ignoring new connection.";
MGlobal::displayWarning(warning);
status = dgModifier.deleteNode(textureFileFn.object());
}
CHECK_MSTATUS_AND_RETURN(status, MObject::kNullObj);
}
// specularColor
srcPlug = materialPlug.child(AssetNode::outputMaterialSpecularColor);
dstPlug = shaderFn.findPlug("specularColor", true);
status = dgModifier.connect(srcPlug, dstPlug);
CHECK_MSTATUS_AND_RETURN(status, MObject::kNullObj);
// ambientColor
srcPlug = materialPlug.child(AssetNode::outputMaterialAmbientColor);
dstPlug = shaderFn.findPlug("ambientColor", true);
status = dgModifier.connect(srcPlug, dstPlug);
CHECK_MSTATUS_AND_RETURN(status, MObject::kNullObj);
// transparency
srcPlug = materialPlug.child(AssetNode::outputMaterialAlphaColor);
dstPlug = shaderFn.findPlug("transparency", true);
status = dgModifier.connect(srcPlug, dstPlug);
CHECK_MSTATUS_AND_RETURN(status, MObject::kNullObj);
}
// doIt
status = dgModifier.doIt();
CHECK_MSTATUS_AND_RETURN(status, MObject::kNullObj);
return shadingGroupObj;
}
MPlug
SyncOutputMaterial::createOutputMaterialPlug(MDGModifier &dgModifier,
const MObject &assetObj,
int nodeId)
{
MStatus status;
MPlug materialsPlug(assetObj, AssetNode::outputMaterials);
// find the material plug that matches the node id
MPlug materialPlug;
size_t lastLogicalElement = (size_t)-1;
{
for (size_t i = 0; i < materialsPlug.numElements(); i++)
{
MPlug testMaterialPlug = materialsPlug.elementByPhysicalIndex(i);
lastLogicalElement = testMaterialPlug.logicalIndex();
MPlug nodeIdPlug =
testMaterialPlug.child(AssetNode::outputMaterialNodeId);
if (nodeId == nodeIdPlug.asInt())
{
materialPlug = testMaterialPlug;
break;
}
}
}
if (!materialPlug.isNull())
{
return materialPlug;
}
// allocate a new material plug
materialPlug = materialsPlug.elementByLogicalIndex(lastLogicalElement + 1);
AssetNode *assetNode =
dynamic_cast<AssetNode *>(MFnDependencyNode(assetObj).userNode());
Asset *asset = assetNode->getAsset();
status = dgModifier.newPlugValueString(
materialPlug.child(AssetNode::outputMaterialPath),
asset->getRelativePath(nodeId));
CHECK_MSTATUS(status);
status = dgModifier.doIt();
CHECK_MSTATUS(status);
return materialPlug;
}
MObject
SyncOutputMaterial::findShader(const MPlug &materialPlug)
{
MPlugArray destinationPlugs = Util::plugDestination(materialPlug);
for (size_t i = 0; i < destinationPlugs.length(); i++)
{
MObject shaderObj = destinationPlugs[i].node();
MFnDependencyNode shaderFn(shaderObj);
MString classificationString =
MFnDependencyNode::classification(shaderFn.typeName());
MStringArray classifications;
classificationString.split(':', classifications);
ArrayIterator<MStringArray> begin = arrayBegin(classifications);
ArrayIterator<MStringArray> end = arrayEnd(classifications);
if (std::find(begin, end, MString("shader/surface")) != end)
{
return shaderObj;
}
}
return MObject::kNullObj;
}
MObject
SyncOutputMaterial::findShadingGroup(const MObject &shaderObj)
{
MFnDependencyNode shaderFn(shaderObj);
MPlugArray destinationPlugs =
Util::plugDestination(shaderFn.findPlug("outColor", true));
for (size_t i = 0; i < destinationPlugs.length(); i++)
{
MObject shadingGroupObj = destinationPlugs[i].node();
if (shadingGroupObj.hasFn(MFn::kShadingEngine))
{
return shadingGroupObj;
}
}
return MObject::kNullObj;
}
MObject
SyncOutputMaterial::findFileTexture(const MPlug &materialPlug)
{
MPlugArray destinationPlugs = Util::plugDestination(materialPlug);
for (size_t i = 0; i < destinationPlugs.length(); i++)
{
MObject shadingGroupObj = destinationPlugs[i].node();
if (shadingGroupObj.hasFn(MFn::kFileTexture))
{
return shadingGroupObj;
}
}
return MObject::kNullObj;
}