move mayaShader to maya

This commit is contained in:
David Rose 2002-05-13 16:33:11 +00:00
parent 9cea8f3074
commit bab8ccf703
3 changed files with 7 additions and 8 deletions

View File

@ -19,6 +19,7 @@
#include "mayaShader.h" #include "mayaShader.h"
#include "maya_funcs.h" #include "maya_funcs.h"
#include "config_maya.h" #include "config_maya.h"
#include "pset.h"
#include "pre_maya_include.h" #include "pre_maya_include.h"
#include <maya/MFnDependencyNode.h> #include <maya/MFnDependencyNode.h>
@ -85,7 +86,7 @@ MayaShader(MObject engine) {
// transforms indicated by the shader. // transforms indicated by the shader.
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
LMatrix3d MayaShader:: LMatrix3d MayaShader::
compute_texture_matrix() { compute_texture_matrix() const {
LVector2d scale(_repeat_uv[0] / _coverage[0], LVector2d scale(_repeat_uv[0] / _coverage[0],
_repeat_uv[1] / _coverage[1]); _repeat_uv[1] / _coverage[1]);
LVector2d trans(_offset[0] - _translate_frame[0] / _coverage[0], LVector2d trans(_offset[0] - _translate_frame[0] / _coverage[0],

View File

@ -38,7 +38,7 @@ class MayaShader {
public: public:
MayaShader(MObject engine); MayaShader(MObject engine);
LMatrix3d compute_texture_matrix(); LMatrix3d compute_texture_matrix() const;
void output(ostream &out) const; void output(ostream &out) const;

View File

@ -69,7 +69,6 @@
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
MayaToEggConverter:: MayaToEggConverter::
MayaToEggConverter(const string &program_name) : MayaToEggConverter(const string &program_name) :
_shaders(this),
_program_name(program_name) _program_name(program_name)
{ {
_polygon_output = false; _polygon_output = false;
@ -84,7 +83,6 @@ MayaToEggConverter(const string &program_name) :
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
MayaToEggConverter:: MayaToEggConverter::
MayaToEggConverter(const MayaToEggConverter &copy) : MayaToEggConverter(const MayaToEggConverter &copy) :
_shaders(this),
_maya(copy._maya) _maya(copy._maya)
{ {
} }
@ -799,7 +797,7 @@ make_nurbs_curve(const MDagPath &, const MFnNurbsCurve &curve,
MayaShader *shader = _shaders.find_shader_for_node(curve.object()); MayaShader *shader = _shaders.find_shader_for_node(curve.object());
if (shader != (MayaShader *)NULL) { if (shader != (MayaShader *)NULL) {
shader->set_attributes(*egg_curve, *this); set_shader_attributes(*egg_curve, *shader);
} }
} }
@ -915,11 +913,11 @@ make_polyset(const MDagPath &dag_path, const MFnMesh &mesh,
MayaShader *shader = MayaShader *shader =
_shaders.find_shader_for_shading_engine(engine); _shaders.find_shader_for_shading_engine(engine);
if (shader != (MayaShader *)NULL) { if (shader != (MayaShader *)NULL) {
shader->set_attributes(*egg_poly, *this); set_shader_attributes(*egg_poly, *shader);
} }
} else if (default_shader != (MayaShader *)NULL) { } else if (default_shader != (MayaShader *)NULL) {
default_shader->set_attributes(*egg_poly, *this); set_shader_attributes(*egg_poly, *default_shader);
} }
pi.next(); pi.next();
@ -995,7 +993,7 @@ set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader) {
// if present, replaces the color. // if present, replaces the color.
if (shader._has_texture) { if (shader._has_texture) {
Filename pathname = convert_texture_path(_texture); Filename pathname = convert_texture_path(shader._texture);
EggTexture tex(shader._name, pathname); EggTexture tex(shader._name, pathname);
tex.set_wrap_u(shader._wrap_u ? EggTexture::WM_repeat : EggTexture::WM_clamp); tex.set_wrap_u(shader._wrap_u ? EggTexture::WM_repeat : EggTexture::WM_clamp);
tex.set_wrap_v(shader._wrap_v ? EggTexture::WM_repeat : EggTexture::WM_clamp); tex.set_wrap_v(shader._wrap_v ? EggTexture::WM_repeat : EggTexture::WM_clamp);