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LampMaterial.cpp

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00001 //------------------------------------------------------------------------------
00002 // Lamp : Open source game middleware
00003 // Copyright (C) 2004  Junpei Ohtani ( Email : junpee@users.sourceforge.jp )
00004 //
00005 // This library is free software; you can redistribute it and/or
00006 // modify it under the terms of the GNU Lesser General Public
00007 // License as published by the Free Software Foundation; either
00008 // version 2.1 of the License, or (at your option) any later version.
00009 //
00010 // This library is distributed in the hope that it will be useful,
00011 // but WITHOUT ANY WARRANTY; without even the implied warranty of
00012 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
00013 // Lesser General Public License for more details.
00014 //
00015 // You should have received a copy of the GNU Lesser General Public
00016 // License along with this library; if not, write to the Free Software
00017 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00018 //------------------------------------------------------------------------------
00019 
00020 /** @file
00021  * Lampマテリアル実装
00022  * @author Junpee
00023  */
00024 
00025 #include "System/stdafx.h"
00026 #include "Material/System/LampMaterial.h"
00027 #include "Graphics/Material/Material.h"
00028 #include "Texture/MayaTextureManager.h"
00029 
00030 namespace LampForMaya{
00031 
00032 // アルファテスト境界
00033 const float LampMaterial::alphaTestBorder_ = (4.f / 255.f);
00034 
00035 /// ブレンドテーブル
00036 const u_int LampMaterial::blendTable_[blendTableSize_] = {
00037     GL_ZERO,
00038     GL_ONE,
00039     GL_SRC_COLOR,
00040     GL_ONE_MINUS_SRC_COLOR,
00041     GL_SRC_ALPHA,
00042     GL_ONE_MINUS_SRC_ALPHA,
00043     GL_SRC_ALPHA_SATURATE,
00044     GL_DST_COLOR,
00045     GL_ONE_MINUS_DST_COLOR,
00046     GL_DST_ALPHA,
00047     GL_ONE_MINUS_DST_ALPHA,
00048 };
00049 
00050 //------------------------------------------------------------------------------
00051 // 初期化
00052 //------------------------------------------------------------------------------
00053 // コンストラクタ
00054 LampMaterial::LampMaterial(){
00055     MayaTextureManager::addReference();
00056 }
00057 //------------------------------------------------------------------------------
00058 // デストラクタ
00059 LampMaterial::~LampMaterial(){
00060     MayaTextureManager::removeReference();
00061 }
00062 //------------------------------------------------------------------------------
00063 // マテリアル初期化
00064 void LampMaterial::materialInitialize(){
00065     const MObject& outColor = MPxHwShaderNode::outColor;
00066     MStatus result;
00067     MFnNumericAttribute attribute;
00068     // ブレンドモードアトリビュートの作成
00069     MObject blendMode = attribute.create(
00070         "blendMode", "bm", MFnNumericData::kInt, 0, &result);
00071     MayaStatusCheck(result);
00072     MayaStatusCheck(attribute.setConnectable(false));
00073     MayaStatusCheck(attribute.setMax(5));
00074     MayaStatusCheck(attribute.setMin(0));
00075     MayaStatusCheck(MPxNode::addAttribute(blendMode));
00076     MayaStatusCheck(MPxNode::attributeAffects(blendMode, outColor));
00077 
00078     // アルファアトリビュートの作成
00079     MObject alpha = attribute.create(
00080         "alpha", "a", MFnNumericData::kFloat, 1.f, &result);
00081     MayaStatusCheck(result);
00082     MayaStatusCheck(attribute.setConnectable(false));
00083     MayaStatusCheck(attribute.setMax(1.f));
00084     MayaStatusCheck(attribute.setMin(0.f));
00085     MayaStatusCheck(MPxNode::addAttribute(alpha));
00086     MayaStatusCheck(MPxNode::attributeAffects(alpha, outColor));
00087 
00088     // ブレンドソースアトリビュートの作成
00089     MObject blendSource = attribute.create(
00090         "blendSource", "bs", MFnNumericData::kInt, 4, &result);
00091     MayaStatusCheck(result);
00092     MayaStatusCheck(attribute.setConnectable(false));
00093     MayaStatusCheck(attribute.setMax(blendTableSize_ - 1));
00094     MayaStatusCheck(attribute.setMin(0));
00095     MayaStatusCheck(MPxNode::addAttribute(blendSource));
00096     MayaStatusCheck(MPxNode::attributeAffects(blendSource, outColor));
00097 
00098     // ブレンドデスティネーションアトリビュートの作成
00099     MObject blendDestination = attribute.create(
00100         "blendDestination", "bd", MFnNumericData::kInt, 5, &result);
00101     MayaStatusCheck(result);
00102     MayaStatusCheck(attribute.setConnectable(false));
00103     MayaStatusCheck(attribute.setMax(blendTableSize_ - 1));
00104     MayaStatusCheck(attribute.setMin(0));
00105     MayaStatusCheck(MPxNode::addAttribute(blendDestination));
00106     MayaStatusCheck(MPxNode::attributeAffects(blendDestination, outColor));
00107 
00108     // ユーザインターフェースカラーの作成
00109     MObject uiColor = attribute.createColor("uiColor", "uic", &result);
00110     MayaStatusCheck(result);
00111     MayaStatusCheck(attribute.setDefault(1.f, 1.f, 1.f));
00112     MayaStatusCheck(attribute.setConnectable(false));
00113     MayaStatusCheck(MPxNode::addAttribute(uiColor));
00114     MayaStatusCheck(MPxNode::attributeAffects(uiColor, outColor));
00115 
00116     // Z書き込みアトリビュートの作成
00117     MObject zWrite = attribute.create(
00118         "zWrite", "zwt", MFnNumericData::kBoolean, 1, &result);
00119     MayaStatusCheck(result);
00120     MayaStatusCheck(attribute.setConnectable(false));
00121     MayaStatusCheck(MPxNode::addAttribute(zWrite));
00122     MayaStatusCheck(MPxNode::attributeAffects(zWrite, outColor));
00123 
00124     // Zテストアトリビュートの作成
00125     MObject zTest = attribute.create(
00126         "zTest", "zte", MFnNumericData::kBoolean, 1, &result);
00127     MayaStatusCheck(result);
00128     MayaStatusCheck(attribute.setConnectable(false));
00129     MayaStatusCheck(MPxNode::addAttribute(zTest));
00130     MayaStatusCheck(MPxNode::attributeAffects(zTest, outColor));
00131 
00132     // フォグオプションアトリビュートの作成
00133     MObject fogOption = attribute.create(
00134         "fogOption", "fgo", MFnNumericData::kInt, 0, &result);
00135     MayaStatusCheck(result);
00136     MayaStatusCheck(attribute.setConnectable(false));
00137     MayaStatusCheck(attribute.setMax(2));
00138     MayaStatusCheck(attribute.setMin(0));
00139     MayaStatusCheck(MPxNode::addAttribute(fogOption));
00140     MayaStatusCheck(MPxNode::attributeAffects(fogOption, outColor));
00141 
00142     // ライトマスクアトリビュートの作成
00143     MObject lightMask = attribute.create(
00144         "lightMask", "lgm", MFnNumericData::kInt, 1, &result);
00145     MayaStatusCheck(result);
00146     MayaStatusCheck(attribute.setConnectable(false));
00147     MayaStatusCheck(attribute.setMax(65535));
00148     MayaStatusCheck(attribute.setMin(0));
00149     MayaStatusCheck(MPxNode::addAttribute(lightMask));
00150     MayaStatusCheck(MPxNode::attributeAffects(lightMask, outColor));
00151 
00152     // 優先度アトリビュートの作成
00153     MObject priority = attribute.create(
00154         "priority", "pri", MFnNumericData::kInt, 0, &result);
00155     MayaStatusCheck(result);
00156     MayaStatusCheck(attribute.setConnectable(false));
00157     MayaStatusCheck(attribute.setMax(Limit::shortMax));
00158     MayaStatusCheck(attribute.setMin(Limit::shortMin));
00159     MayaStatusCheck(MPxNode::addAttribute(priority));
00160     MayaStatusCheck(MPxNode::attributeAffects(priority, outColor));
00161 
00162     // 透明度アトリビュートの隠蔽
00163     MFnNumericAttribute outTransparencyAttribute(
00164         MPxHwShaderNode::outTransparency, &result);
00165     MayaStatusCheck(result);
00166     MayaStatusCheck(outTransparencyAttribute.setWritable(false));
00167     MayaStatusCheck(outTransparencyAttribute.setStorable(false));
00168 
00169     // マットチャンネルアトリビュートの隠蔽
00170     MFnNumericAttribute outMatteOpacityAttribute(
00171         MPxHwShaderNode::outMatteOpacity, &result);
00172     MayaStatusCheck(result);
00173     MayaStatusCheck(outMatteOpacityAttribute.setWritable(false));
00174     MayaStatusCheck(outMatteOpacityAttribute.setStorable(false));
00175 
00176     // グロウカラーアトリビュートの隠蔽
00177     MFnNumericAttribute outGlowColorAttribute(
00178         MPxHwShaderNode::outGlowColor, &result);
00179     MayaStatusCheck(result);
00180     MayaStatusCheck(outGlowColorAttribute.setWritable(false));
00181     MayaStatusCheck(outGlowColorAttribute.setStorable(false));
00182 }
00183 //------------------------------------------------------------------------------
00184 // 描画
00185 //------------------------------------------------------------------------------
00186 // マテリアルのセットアップ
00187 void LampMaterial::materialSetup(){
00188     // ライティングを有効にする
00189     glEnable(GL_LIGHTING);
00190 
00191     // アルファテストを行う
00192     glEnable(GL_ALPHA_TEST);
00193     glAlphaFunc(GL_GEQUAL, alphaTestBorder_);
00194 
00195     // アルファブレンド
00196     if(getBlendMode() != 0){
00197         // glBlendEquation()でモード設定できる
00198         glEnable(GL_BLEND);
00199         // OpenGLではblendDestinationにSrcAlphaSaturateを指定するとエラーになる
00200         u_int destination = blendTable_[getBlendDestination()];
00201         if(destination == GL_SRC_ALPHA_SATURATE){ destination = GL_ZERO; }
00202         glBlendFunc(blendTable_[getBlendSource()], destination);
00203     }else{
00204         glDisable(GL_BLEND);
00205     }
00206 
00207     // Z書き込み
00208     glDepthMask(useZWrite());
00209 
00210     // Zテスト
00211     if(useZTest()){
00212         glEnable(GL_DEPTH_TEST);
00213     }else{
00214         glDisable(GL_DEPTH_TEST);
00215     }
00216 
00217     // フォグが有効かどうか
00218     MStatus result;
00219     int fogEnabled;
00220     result = MGlobal::executeCommand(MString(
00221         "modelEditor -q -fogging modelPanel4;"), fogEnabled, false, false);
00222     MayaStatusCheck(result);
00223     if(fogEnabled != 0){
00224         int fogOption = getFogOption();
00225         if(fogOption == 1){
00226             // フォグを無効にする
00227             glDisable(GL_FOG);
00228         }else if(fogOption == 2){
00229             // フォグ色を黒にする
00230             glFogfv(GL_FOG_COLOR, Color4f::black.array);
00231         }
00232     }
00233     MayaOpenGLCheck();
00234 }
00235 //------------------------------------------------------------------------------
00236 // ユーザインターフェースシェーダ
00237 MStatus LampMaterial::uiShader(const MPlug& plug, MDataBlock& dataBlock){
00238     MStatus result;
00239     const MObject& outColor = MPxHwShaderNode::outColor;
00240     if((plug != outColor) && (plug.parent() != outColor)){
00241         return MS::kUnknownParameter;
00242     }
00243     // 出力アドレスの取得
00244     MDataHandle outColorHandle = dataBlock.outputValue(outColor, &result);
00245     MayaStatusCheck(result);
00246     MFloatVector& outputColor = outColorHandle.asFloatVector();
00247     // 色を出力
00248     Color3f uiColor = getUIColor();
00249     outputColor.x = uiColor.r;
00250     outputColor.y = uiColor.g;
00251     outputColor.z = uiColor.b;
00252     outColorHandle.setClean();
00253     return MS::kSuccess;
00254 }
00255 //------------------------------------------------------------------------------
00256 // アトリビュートアクセサ
00257 //------------------------------------------------------------------------------
00258 // ブレンドモードの取得
00259 int LampMaterial::getBlendMode() const{
00260     return MayaAttributeUtility::getInt(thisMObject(), "blendMode");
00261 }
00262 //------------------------------------------------------------------------------
00263 // アルファの取得
00264 float LampMaterial::getAlpha() const{
00265     return MayaAttributeUtility::getFloat(thisMObject(), "alpha");
00266 }
00267 //------------------------------------------------------------------------------
00268 // ブレンドソースの取得
00269 int LampMaterial::getBlendSource() const{
00270     return MayaAttributeUtility::getInt(thisMObject(), "blendSource");
00271 }
00272 //------------------------------------------------------------------------------
00273 // ブレンドデスティネーションの取得
00274 int LampMaterial::getBlendDestination() const{
00275     return MayaAttributeUtility::getInt(thisMObject(), "blendDestination");
00276 }
00277 //------------------------------------------------------------------------------
00278 // ユーザインターフェースカラーの取得
00279 Color3f LampMaterial::getUIColor() const{
00280     return MayaAttributeUtility::getColor3f(thisMObject(), "uiColor");
00281 }
00282 //------------------------------------------------------------------------------
00283 // Z書き込みの取得
00284 bool LampMaterial::useZWrite() const{
00285     return MayaAttributeUtility::getBool(thisMObject(), "zWrite");
00286 }
00287 //------------------------------------------------------------------------------
00288 // Zテストの取得
00289 bool LampMaterial::useZTest() const{
00290     return MayaAttributeUtility::getBool(thisMObject(), "zTest");
00291 }
00292 //------------------------------------------------------------------------------
00293 // フォグオプションの取得
00294 int LampMaterial::getFogOption() const{
00295     return MayaAttributeUtility::getInt(thisMObject(), "fogOption");
00296 }
00297 //------------------------------------------------------------------------------
00298 // ライトマスクの取得
00299 u_int LampMaterial::getLightMask() const{
00300     return MayaAttributeUtility::getInt(thisMObject(), "lightMask");
00301 }
00302 //------------------------------------------------------------------------------
00303 // 優先度の取得
00304 int LampMaterial::getPriority() const{
00305     return MayaAttributeUtility::getInt(thisMObject(), "priority");
00306 }
00307 //------------------------------------------------------------------------------
00308 } // End of namespace LampForMaya
00309 //------------------------------------------------------------------------------

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