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#ifndef _HAIR_VRAY_PLUGIN_H_
#define _HAIR_VRAY_PLUGIN_H_
// Shave and a Haircut
// (c) 2019 Epic Games
// US Patent 6720962
/**********************************************************************
*<
FILE: shaveVrayPlugin.h
DESCRIPTION: VRay plugin
CREATED BY: Vladimir Dubovoy <[email protected]>
HISTORY: created 30-03-2010
*>
**********************************************************************/
// V-Ray headers
#include "vraybase.h"
#include "vraymayageom.h"
#include "vrayplugins.h"
#include "meshinfointerface.h"
#include "defparams.h"
#include "charstring.h"
#ifdef VRAY30
#define VR30_CONST_STR_HACK(x) const_cast<char*>(x)
#else
#define VR30_CONST_STR_HACK(x) x
#endif
#include <stdio.h>
class shaveVrayPlugin : public VR::VRayStaticGeomSource{
public:
static const char* version;
VR::VRayRenderer *vray;
#if defined(VRAY30) || defined(VRAY40)
int useGlobalHairTree;
int dynHairTessel;
float edgeLen;
#endif
// Cache for the parameters
//not sure what for these are used
//PluginBase *meshPlugin;
//MeshInfoInterface *meshInfoInterface;
shaveVrayPlugin(VR::VRayPluginDesc *desc);
~shaveVrayPlugin();
void freeMem();
// From VRayPlugin
void renderBegin(VR::VRayRenderer *vray);
void renderEnd(VR::VRayRenderer *vray);
void frameBegin(VR::VRayRenderer *vray);
void frameEnd(VR::VRayRenderer *vray);
// From VRayStaticGeomSource
VR::VRayStaticGeometry* newInstance(
VR::MaterialInterface *mtl,
VR::BSDFInterface *bsdf, int renderID,
VR::VolumetricInterface *volume, VR::LightList *lightList,
#ifdef VRAY40
const VR::Transform &baseTM,
#else
const VR::TraceTransform &baseTM,
#endif
int objectID, const tchar *userAttributes, int primaryVisibility);
void deleteInstance(VR::VRayStaticGeometry *instance);
VR::VRayContext* getVRayContext();
void SetStackIndex(int idx) {_stackIndex() = idx;}
int GetStackIndex() const {return stackIndex();}
void SetUseOwnBSDF(bool use) {_ownshader() = use ? 1 : 0;}
bool GetUseOwnBSDF() const {return ownshader() != 0;}
bool GetSquirrel() const {return squirrel() != 0;}
bool GetTipFade() const {return tipfade() != 0;}
const VR::Color& GetSpecTint() const {return spectint();}
const VR::Color& GetSpecTint2() const {return spectint2();}
inline bool GetCameraVisibility() const {return cameraVisibility() != 0;}
inline bool GetReflVisibility() const {return reflVisibility() != 0;}
inline bool GetRefrVisibility() const {return refrVisibility() != 0;}
inline bool GetLightVisibility() const {return lightVisibility() != 0;}
inline bool GetGiVisibility() const {return GiVisibility() != 0;}
inline float GetSelfShadow() const {return selfShadow();}
inline bool GetRecvShadow() const {return recvShadow();}
//const VR::Vector& GetUVs() const {return uvs();}
int GetNumFacesPerInst() const {return numFacesPerInst();}
int GetNumUVSets() const {return numUVSets();}
//does not work for standalone
//shaveVrayVectorListParam* GetUVparam() const
//{
// return m_uvsParam;
//}
//shaveVrayIntListParam* GetDataParam() const
//{
// return m_dataParam;
//}
//shaveVrayIntParam* GetDataSizeParam() const
//{
// return m_dataSizeParam;
//}
protected:
int numThreads;
VR::VRayContext **ctxs; // used for sampling the textures
void createRayContextes(VR::VRayRenderer *vray);
//const member access
inline int stackIndex() const {return m_stackIndex;}
inline int instanced() const {return m_instanced;}
inline int ownshader() const {return m_ownshader;}
inline int numFacesPerInst()const {return m_numFacesPerInst;}
inline int numUVSets() const {return m_numUVSets;}
//inline const VR::Vector& uvs() const {return m_uvs;}
inline int squirrel() const {return m_squirrel;}
inline int tipfade() const {return m_tipfade;}
inline const VR::Color& spectint() const {return m_spectint;}
inline const VR::Color& spectint2()const {return m_spectint2;}
inline int cameraVisibility() const {return m_cameraVisibility;}
inline int reflVisibility() const {return m_reflVisibility;}
inline int refrVisibility() const {return m_refrVisibility;}
inline int lightVisibility() const {return m_lightVisibility;}
inline int GiVisibility() const {return m_GiVisibility;}
inline float selfShadow() const {return m_selfShadow;}
inline int recvShadow() const {return m_recvShadow;}
//member access
inline int& _stackIndex() {return m_stackIndex;}
inline int& _instanced() {return m_instanced;}
inline int& _ownshader() {return m_ownshader;}
inline int& _numFacesPerInst() {return m_numFacesPerInst;}
inline int& _numUVSets() {return m_numUVSets;}
//inline VR::Vector& _uvs() {return m_uvs;}
inline int& _squirrel() {return m_squirrel;}
inline int& _tipfade() {return m_tipfade;}
inline VR::Color& _spectint() {return m_spectint;}
inline VR::Color& _spectint2() {return m_spectint2;}
inline int& _cameraVisibility(){return m_cameraVisibility;}
inline int& _reflVisibility() {return m_reflVisibility;}
inline int& _refrVisibility() {return m_refrVisibility;}
inline int& _lightVisibility() {return m_lightVisibility;}
inline int& _GiVisibility() {return m_GiVisibility;}
inline float& _selfShadow() {return m_selfShadow;}
inline int& _recvShadow() {return m_recvShadow;}
static void pause(int minSeconds, int maxSeconds);
private:
int m_instanced;
int m_stackIndex;
int m_ownshader;
int m_numFacesPerInst;
int m_numUVSets;
int m_squirrel;
int m_tipfade;
VR::Color m_spectint;
VR::Color m_spectint2;
VR::CharString m_libPath;
//VR::Vector m_uvs;
int m_cameraVisibility;
int m_reflVisibility;
int m_refrVisibility;
int m_lightVisibility;
int m_GiVisibility;
float m_selfShadow;
int m_recvShadow;
public:
static VR::CharString draFile;
};
#define DO_LOGS
#ifdef DO_LOGS
#ifdef WIN32
extern FILE* alog;
#define LOGMSG(prefix, msg) {if(alog){ fprintf(alog,"%s> %s\n",prefix,msg);fflush(alog);}}
#else
#define LOGMSG(prefix, msg) {fprintf(stdout,"%s> %s\n",prefix,msg);fflush(stdout);}
#endif
#ifdef WIN32
extern FILE* alog;
#define LOGMSGS(prefix, msg1, msg2) {if(alog){ fprintf(alog,"%s> %s %s\n",prefix,msg1,msg2);;fflush(alog);}}
#else
#define LOGMSGS(prefix, msg1, msg2) {fprintf(stdout,"%s> %s %s\n",prefix,msg1,msg2);fflush(stdout);}
#endif
#ifdef WIN32
extern FILE* alog;
#define LOGMSGI(prefix, msg1, i) {if(alog){ fprintf(alog,"%s> %s %i\n",prefix,msg1,i);;fflush(alog);}}
#else
#define LOGMSGI(prefix, msg1, i) {fprintf(stdout,"%s> %s %i\n",prefix,msg1,i);fflush(stdout);}
#endif
#ifdef WIN32
extern FILE* alog;
#define LOGMSGI3(prefix, msg1, i1, i2, i3){if(alog) {fprintf(alog,"%s> %s %i %i %i\n",prefix,msg1,i1,i2,i3);fflush(alog);}}
#else
#define LOGMSGI3(prefix, msg1, i1, i2, i3) {fprintf(stdout,"%s> %s %i %i %i\n",prefix,msg1,i1,i2,i3);fflush(stdout);}
#endif
#else //DO_LOGS
#define LOGMSG(prefix, msg) {;}
#define LOGMSGS(prefix, msg1, msg2) {;}
#define LOGMSGI(prefix, msg1, i) {;}
#define LOGMSGI3(prefix, msg1, i1, i2, i3){;}
#endif //DO_LOGS
#endif //end of_HAIR_VRAY_PLUGIN_H_
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