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usdPreviewSurfaceShadingNodeOverride.cpp
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usdPreviewSurfaceShadingNodeOverride.cpp
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//
// Copyright 2018 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
#include "usdPreviewSurfaceShadingNodeOverride.h"
#include <mayaUsd/render/vp2ShaderFragments/shaderFragments.h>
#include <pxr/base/tf/staticTokens.h>
#include <pxr/pxr.h>
#include <maya/MObject.h>
#include <maya/MPxSurfaceShadingNodeOverride.h>
#include <maya/MString.h>
#include <maya/MViewport2Renderer.h>
#include <basePxrUsdPreviewSurface/usdPreviewSurfacePlugin.h>
PXR_NAMESPACE_OPEN_SCOPE
namespace {
const MString KtansparencyParameter = "dummyTransparency"; //!< Transparency parameter
}
/* static */
MHWRender::MPxSurfaceShadingNodeOverride*
PxrMayaUsdPreviewSurfaceShadingNodeOverride::creator(const MObject& obj)
{
// Shader fragments can only be registered after VP2 initialization, thus the function cannot
// be called when loading plugin (which can happen before VP2 initialization in the case of
// command-line rendering). The fragments will be deregistered when plugin is unloaded.
PxrMayaUsdPreviewSurfacePlugin::registerFragments();
return new PxrMayaUsdPreviewSurfaceShadingNodeOverride(obj);
}
PxrMayaUsdPreviewSurfaceShadingNodeOverride::PxrMayaUsdPreviewSurfaceShadingNodeOverride(
const MObject& obj)
: MPxSurfaceShadingNodeOverride(obj)
{
}
/* virtual */
PxrMayaUsdPreviewSurfaceShadingNodeOverride::~PxrMayaUsdPreviewSurfaceShadingNodeOverride() { }
/* virtual */
MString PxrMayaUsdPreviewSurfaceShadingNodeOverride::primaryColorParameter() const
{
return "diffuseColor";
}
/* virtual */
MString PxrMayaUsdPreviewSurfaceShadingNodeOverride::transparencyParameter() const
{
// See getCustomMappings() implementation for more details.
return KtansparencyParameter;
}
/* virtual */
MString PxrMayaUsdPreviewSurfaceShadingNodeOverride::bumpAttribute() const { return "normal"; }
/* virtual */
MHWRender::DrawAPI PxrMayaUsdPreviewSurfaceShadingNodeOverride::supportedDrawAPIs() const
{
return MHWRender::kAllDevices;
}
/* virtual */
MString PxrMayaUsdPreviewSurfaceShadingNodeOverride::fragmentName() const
{
return HdVP2ShaderFragmentsTokens->SurfaceFragmentGraphName.GetText();
}
/* virtual */
void PxrMayaUsdPreviewSurfaceShadingNodeOverride::getCustomMappings(
MHWRender::MAttributeParameterMappingList& mappings)
{
// The control on the Maya shader is 'opacity' (1.0 is opaque), but Maya
// prefers to work in terms of transparency (0.0 is opaque). We want Maya
// to manage enabling or disabling transparency of the shader instance for
// us, so we map the "outTransparencyOn" attribute on the shader (which the
// shader computes from "opacity") to the "dummyTransparency" parameter of
// the fragment graph. transparencyParameter() above then instructs Maya to
// execute transparency test on the value of the "dummyTransparency" parameter
// (a positive value means to enable transparency whilst a non-positive value
// means to disable transparency). Note the "opacity" parameter of the shader
// fragment carries the alpha value that is actually used in shading.
MHWRender::MAttributeParameterMapping transparencyMapping(
KtansparencyParameter, "outTransparencyOn", true, true);
mappings.append(transparencyMapping);
}
PXR_NAMESPACE_CLOSE_SCOPE