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SHOP/SHOP_POVMaterial.C
/*
* Copyright (c) 2018
* Side Effects Software Inc. All rights reserved.
*
* Redistribution and use of Houdini Development Kit samples in source and
* binary forms, with or without modification, are permitted provided that the
* following conditions are met:
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* 2. The name of Side Effects Software may not be used to endorse or
* promote products derived from this software without specific prior
* written permission.
*
* THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE `AS IS' AND ANY EXPRESS
* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
* NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA,
* OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
#include "SHOP_POVMaterial.h"
using namespace HDK_Sample;
static PRM_Name pigmentName("pigment", "Pigment");
// Obviously, there could be more sophisticated controls, but this should be
// sufficient for the example.
static PRM_Template theTemplates[] = {
PRM_Template(PRM_RGB, 3, &pigmentName, PRMoneDefaults),
PRM_Template() // Terminator
};
// When we construct the base class SHOP_Node we indicate that this represents
// a "surface" shader.
SHOP_POVMaterial::SHOP_POVMaterial(OP_Network *parent,
const char *name, OP_Operator *entry)
: SHOP_Node(parent, name, entry, SHOP_SURFACE)
{
}
SHOP_POVMaterial::~SHOP_POVMaterial()
{
}
void
SHOP_POVMaterial::pigment(UT_Vector3 &clr, fpreal time)
{
// Evaluate the pigment parameter
for (int i = 0; i < 3; ++i)
clr(i) = evalFloat("pigment", i, time);
}
bool
SHOP_POVMaterial::buildShaderString(UT_String &result,
fpreal now, const UT_Options *options,
OP_Node *obj, OP_Node *sop, SHOP_TYPE interpret_type)
{
UT_String renderer;
if (!options || !options->importOption(SHOP_RENDERTYPE_OPTION, renderer))
renderer = "POV";
// Check that we're being asked to render for POV
// To test this, in an hscript textport (i.e. hbatch), run:
// echo `shopstring("/shop/pov1", "POV")`
// echo `shopstring("/shop/pov1", "VMantra")`
// echo `shopstring("/shop/pov1", "RIB")`
if (renderer == "POV")
{
pigment(clr, now);
tmp.sprintf("texture { pigment { color rgb <%g, %g, %g> } }",
clr(0), clr(1), clr(2));
}
else if (renderer == "VMantra")
{
tmp.sprintf("plastic diff ( %g %g %g )", clr(0), clr(1), clr(2));
}
tmp.stealIntoString(result);
return result.isstring();
}
bool
SHOP_POVMaterial::buildShaderData(SHOP_ReData &data, fpreal now,
const UT_Options *options,
OP_Node *obj, OP_Node *sop, SHOP_TYPE interpret_type)
{
// Some renderers (OpenGL) require non-string data, so, just let the base
// class evaluate for other renderers.
return SHOP_Node::buildShaderData(data, now, options,
obj, sop, interpret_type);
}
SHOP_POVMaterial::cookMe(OP_Context &context)
{
// Evaluate parameters to check for errors
pigment(clr, context.getTime());
return SHOP_Node::cookMe(context);
}
static OP_Node *
theConstructor(OP_Network *net, const char *name, OP_Operator *entry)
{
return new SHOP_POVMaterial(net, name, entry);
}
void
{
shop = new SHOP_Operator("pov", "POV Material",
theConstructor,
theTemplates,
nullptr,
0, 0,
shop->setIconName("SHOP_material");
// Only support the "OGL" and the "POV" renderers. Add VMantra so the
// material will show up in Houdini by default. For full customization,
// you may need to customize $HH/Renderers etc.
//
// As an alternative, you could set the rendermask to "*" and try to
// support *all* renderers.
info->setRenderMask("OGL POV VMantra");
table->addOperator(shop);
}