1. narann
  2. deex-shaders-pack

Commits

deex  committed 393c91f Draft

- add Maya 2012x64

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  • Parent commits f6c6f38
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Files changed (3)

File projects/msvc9/deex-shaders-pack.sln

View file
 		Release_Maya2010|x64 = Release_Maya2010|x64
 		Release_Maya2011|Win32 = Release_Maya2011|Win32
 		Release_Maya2011|x64 = Release_Maya2011|x64
+		Release_Maya2012|Win32 = Release_Maya2012|Win32
+		Release_Maya2012|x64 = Release_Maya2012|x64
 	EndGlobalSection
 	GlobalSection(ProjectConfigurationPlatforms) = postSolution
 		{2E4540D5-B734-44C5-9088-33F1144CC7B1}.Release_Maya2009|Win32.ActiveCfg = Release_Maya2009|Win32
 		{2E4540D5-B734-44C5-9088-33F1144CC7B1}.Release_Maya2011|Win32.Build.0 = Release_Maya2011|Win32
 		{2E4540D5-B734-44C5-9088-33F1144CC7B1}.Release_Maya2011|x64.ActiveCfg = Release_Maya2011|x64
 		{2E4540D5-B734-44C5-9088-33F1144CC7B1}.Release_Maya2011|x64.Build.0 = Release_Maya2011|x64
+		{2E4540D5-B734-44C5-9088-33F1144CC7B1}.Release_Maya2012|Win32.ActiveCfg = Release_Maya2012|Win32
+		{2E4540D5-B734-44C5-9088-33F1144CC7B1}.Release_Maya2012|Win32.Build.0 = Release_Maya2012|Win32
+		{2E4540D5-B734-44C5-9088-33F1144CC7B1}.Release_Maya2012|x64.ActiveCfg = Release_Maya2012|x64
+		{2E4540D5-B734-44C5-9088-33F1144CC7B1}.Release_Maya2012|x64.Build.0 = Release_Maya2012|x64
 	EndGlobalSection
 	GlobalSection(SolutionProperties) = preSolution
 		HideSolutionNode = FALSE

File projects/msvc9/deex-shaders-pack.vcproj

View file
 				Name="VCPostBuildEventTool"
 			/>
 		</Configuration>
+		<Configuration
+			Name="Release_Maya2012|Win32"
+			OutputDirectory="$(ConfigurationName)"
+			IntermediateDirectory="$(ConfigurationName)"
+			ConfigurationType="2"
+			WholeProgramOptimization="1"
+			>
+			<Tool
+				Name="VCPreBuildEventTool"
+			/>
+			<Tool
+				Name="VCCustomBuildTool"
+			/>
+			<Tool
+				Name="VCXMLDataGeneratorTool"
+			/>
+			<Tool
+				Name="VCWebServiceProxyGeneratorTool"
+			/>
+			<Tool
+				Name="VCMIDLTool"
+			/>
+			<Tool
+				Name="VCCLCompilerTool"
+				Optimization="3"
+				AdditionalIncludeDirectories="&quot;C:\Program Files (x86)\Autodesk\Maya2011\devkit\mentalray\include&quot;;..\..\deps\include\maya_2011;..\..\deps\include"
+				PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS;_USRDLL;DEEX_BUFFERS_PASS_EXPORTS;_CRT_SECURE_NO_DEPRECATE;_CRT_SECURE_NO_WARNINGS"
+				RuntimeLibrary="2"
+				EnableEnhancedInstructionSet="2"
+				WarningLevel="3"
+			/>
+			<Tool
+				Name="VCManagedResourceCompilerTool"
+			/>
+			<Tool
+				Name="VCResourceCompilerTool"
+			/>
+			<Tool
+				Name="VCPreLinkEventTool"
+			/>
+			<Tool
+				Name="VCLinkerTool"
+				AdditionalDependencies="shader.lib IlmImf.lib zlib.lib Half.lib Iex.lib IlmThread.lib Imath.lib"
+				OutputFile="$(OutDir)/deeX_Buffers_pass.dll"
+				LinkIncremental="1"
+				AdditionalLibraryDirectories="&quot;C:\Program Files (x86)\Autodesk\Maya2011\devkit\mentalray\lib\nt&quot;;..\..\deps\lib\windows\win32\maya_2011;..\..\deps\lib\windows\win32"
+				IgnoreDefaultLibraryNames="libc.lib;libcmt.lib;libcd.lib;libcmtd.lib;msvcrtd.lib"
+				SubSystem="2"
+				OptimizeReferences="2"
+				EnableCOMDATFolding="2"
+				OptimizeForWindows98="1"
+				RandomizedBaseAddress="1"
+				TargetMachine="1"
+			/>
+			<Tool
+				Name="VCALinkTool"
+			/>
+			<Tool
+				Name="VCManifestTool"
+			/>
+			<Tool
+				Name="VCXDCMakeTool"
+			/>
+			<Tool
+				Name="VCBscMakeTool"
+			/>
+			<Tool
+				Name="VCFxCopTool"
+			/>
+			<Tool
+				Name="VCAppVerifierTool"
+			/>
+			<Tool
+				Name="VCPostBuildEventTool"
+			/>
+		</Configuration>
+		<Configuration
+			Name="Release_Maya2012|x64"
+			OutputDirectory="$(PlatformName)\$(ConfigurationName)"
+			IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
+			ConfigurationType="2"
+			UseOfMFC="0"
+			WholeProgramOptimization="1"
+			>
+			<Tool
+				Name="VCPreBuildEventTool"
+			/>
+			<Tool
+				Name="VCCustomBuildTool"
+			/>
+			<Tool
+				Name="VCXMLDataGeneratorTool"
+			/>
+			<Tool
+				Name="VCWebServiceProxyGeneratorTool"
+			/>
+			<Tool
+				Name="VCMIDLTool"
+				TargetEnvironment="3"
+			/>
+			<Tool
+				Name="VCCLCompilerTool"
+				AdditionalIncludeDirectories="&quot;C:\Program Files\Autodesk\Maya2012\devkit\mentalray\include&quot;;..\..\deps\include\maya_2012;..\..\deps\include"
+				PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS;_USRDLL;DEEX_BUFFERS_PASS_EXPORTS;_CRT_SECURE_NO_DEPRECATE;_CRT_SECURE_NO_WARNINGS"
+				RuntimeLibrary="2"
+				EnableEnhancedInstructionSet="2"
+				WarningLevel="3"
+			/>
+			<Tool
+				Name="VCManagedResourceCompilerTool"
+			/>
+			<Tool
+				Name="VCResourceCompilerTool"
+			/>
+			<Tool
+				Name="VCPreLinkEventTool"
+			/>
+			<Tool
+				Name="VCLinkerTool"
+				AdditionalDependencies="shader.lib IlmImf.lib zlib.lib Half.lib Iex.lib IlmThread.lib Imath.lib"
+				OutputFile="$(OutDir)/deeX_Buffers_pass.dll"
+				LinkIncremental="1"
+				AdditionalLibraryDirectories="&quot;C:\Program Files\Autodesk\Maya2012\devkit\mentalray\lib\nt&quot;;..\..\deps\lib\windows\win64\maya_2012;..\..\deps\lib\windows\win64"
+				IgnoreDefaultLibraryNames="libc.lib;libcmt.lib;libcd.lib;libcmtd.lib;msvcrtd.lib"
+				SubSystem="2"
+				OptimizeReferences="2"
+				EnableCOMDATFolding="2"
+				OptimizeForWindows98="1"
+				RandomizedBaseAddress="1"
+				TargetMachine="17"
+			/>
+			<Tool
+				Name="VCALinkTool"
+			/>
+			<Tool
+				Name="VCManifestTool"
+			/>
+			<Tool
+				Name="VCXDCMakeTool"
+			/>
+			<Tool
+				Name="VCBscMakeTool"
+			/>
+			<Tool
+				Name="VCFxCopTool"
+			/>
+			<Tool
+				Name="VCAppVerifierTool"
+			/>
+			<Tool
+				Name="VCPostBuildEventTool"
+			/>
+		</Configuration>
 	</Configurations>
 	<References>
 	</References>

File release/mel/2012/mentalrayCustomNodeClass.mel

View file
+// Copyright (C) 1997-2011 Autodesk, Inc., and/or its licensors.
+// All rights reserved.
+//
+// The coded instructions, statements, computer programs, and/or related
+// material (collectively the "Data") in these files contain unpublished
+// information proprietary to Autodesk, Inc. ("Autodesk") and/or its licensors,
+// which is protected by U.S. and Canadian federal copyright law and by
+// international treaties.
+//
+// The Data is provided for use exclusively by You. You have the right to use,
+// modify, and incorporate this Data into other products for purposes authorized 
+// by the Autodesk software license agreement, without fee.
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND. AUTODESK
+// DOES NOT MAKE AND HEREBY DISCLAIMS ANY EXPRESS OR IMPLIED WARRANTIES
+// INCLUDING, BUT NOT LIMITED TO, THE WARRANTIES OF NON-INFRINGEMENT,
+// MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, OR ARISING FROM A COURSE 
+// OF DEALING, USAGE, OR TRADE PRACTICE. IN NO EVENT WILL AUTODESK AND/OR ITS
+// LICENSORS BE LIABLE FOR ANY LOST REVENUES, DATA, OR PROFITS, OR SPECIAL,
+// DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES, EVEN IF AUTODESK AND/OR ITS
+// LICENSORS HAS BEEN ADVISED OF THE POSSIBILITY OR PROBABILITY OF SUCH DAMAGES.
+
+//****************************************************************************
+// Contains Maya node classificaation strings for known mental ray shaders.
+//****************************************************************************
+
+global proc string mentalrayCustomNodeClass(string $nodeType)
+{
+	assignViewportFactories -materialFactory "MentalRayMaterial"
+							-textureFactory "MentalRayTexture"
+							-nodeType $nodeType;
+
+	// Materials, Material surface shaders.
+	// Provides additional functionalities on top of
+	// Material shaders(rendernode/mentalray/material).
+	// "Assign New Material", "Assign Existing Material" RMB,
+	// Created with a SG.
+	// RMB on the node.
+
+	// mia_material needs 3 connections as a default. The connection/*
+	// classifications only affect the defualt connection to the
+	// shading engine without interfering with the create node panels
+
+	if ($nodeType == "mia_material" ||
+		$nodeType == "mia_material_x" ||
+		$nodeType == "mia_material_x_passes")
+		return "rendernode/mentalray/material:connection/mentalray/shadow:/connection/mentalray/photon:shader/surface:swatch/mentalRaySwatchGen:drawdb/shader/surface/mentalray/mia_material";
+
+	if ($nodeType == "deeX_mia_material" ||
+		$nodeType == "deeX_mi_metallic_paint" ||
+		$nodeType == "deeX_mi_car_paint" ||
+		$nodeType == "deeX_misss_fast_shader")
+		return "rendernode/mentalray/material:connection/mentalray/shadow:shader/surface:swatch/mentalRaySwatchGen";
+	
+	if ($nodeType == "misss_fast_shader" ||
+	    $nodeType == "misss_fast_shader_x" ||
+	    $nodeType == "misss_fast_shader_x_passes")
+		return "rendernode/mentalray/material:shader/surface:swatch/mentalRaySwatchGen:drawdb/shader/surface/mentalray/misss_fast_shader";
+
+	if ($nodeType == "mi_car_paint_phen" ||
+	    $nodeType == "mi_car_paint_phen_x" ||
+	    $nodeType == "mi_car_paint_phen_x_passes")
+		return "rendernode/mentalray/material:shader/surface:swatch/mentalRaySwatchGen:drawdb/shader/surface/mentalray/mi_car_paint_phen";
+
+	if ($nodeType == "mi_metallic_paint" ||
+	    $nodeType == "mi_metallic_paint_x" ||
+	    $nodeType == "mi_metallic_paint_x_passes")
+		return "rendernode/mentalray/material:shader/surface:swatch/mentalRaySwatchGen:drawdb/shader/surface/mentalray/mi_metallic_paint";
+
+	if ($nodeType == "transmat" ||
+		$nodeType == "misss_physical" ||
+		$nodeType == "dgs_material" ||
+		$nodeType == "dielectric_material" )
+		return "rendernode/mentalray/material:/connection/mentalray/photon:shader/surface:swatch/mentalRaySwatchGen";
+
+	if ($nodeType == "mib_illum_lambert" ||
+	    $nodeType == "mib_illum_phong" ||
+	    $nodeType == "mib_illum_blinn" ||
+	    $nodeType == "mib_illum_cooktorr" ||
+	    $nodeType == "mib_illum_ward" ||
+	    $nodeType == "mib_illum_ward_deriv" ||
+	    $nodeType == "mib_illum_hair" ||
+	    $nodeType == "path_material" ||
+	    $nodeType == "misss_call_shader" ||
+	    $nodeType == "misss_fast_simple_maya" ||
+	    $nodeType == "misss_fast_skin_maya" ||
+	    $nodeType == "misss_skin_specular" )
+		return "rendernode/mentalray/material:shader/surface:swatch/mentalRaySwatchGen";
+
+	// texture shaders supported by swatch
+	if( $nodeType == "mib_texture_checkerboard" ||
+		$nodeType == "mib_texture_polkadot" ||
+		$nodeType == "mib_texture_polkasphere" ||
+		$nodeType == "mib_texture_turbulence" ||
+		$nodeType == "mib_amb_occlusion" ||
+		$nodeType == "mib_texture_wave" ||
+		$nodeType == "mib_texture_lookup" ||
+		$nodeType == "mib_texture_lookup2" ||
+		$nodeType == "mib_texture_filter_lookup" ||
+		$nodeType == "mib_fast_occlusion" )
+		return "rendernode/mentalray/texture:swatch/mentalRaySwatchGen";
+
+	// Contour
+	// Contour store functions
+
+	if ($nodeType == "contour_store_function" ||
+	    $nodeType == "contour_store_function_simple" )
+		return "rendernode/mentalray/contour/store";
+
+	// Contour contrast functions
+
+	if ($nodeType == "contour_contrast_function_levels" ||
+	    $nodeType == "contour_contrast_function_simple" )
+		return "rendernode/mentalray/contour/contrast";
+
+	// Contour shaders
+
+	if ($nodeType == "contour_shader_simple" ||
+	    $nodeType == "contour_shader_randomwidth" ||
+	    $nodeType == "contour_shader_randomtransparency" ||
+	    $nodeType == "contour_shader_silhouette" ||
+	    $nodeType == "contour_shader_maxcolor" ||
+	    $nodeType == "contour_shader_curvature" ||
+	    $nodeType == "contour_shader_factorcolor" ||
+	    $nodeType == "contour_shader_depthfade" ||
+	    $nodeType == "contour_shader_framefade" ||
+	    $nodeType == "contour_shader_layerthinner" ||
+	    $nodeType == "contour_shader_widthfromcolor" ||
+	    $nodeType == "contour_shader_widthfromlightdir" ||
+	    $nodeType == "contour_shader_widthfromlight" ||
+	    $nodeType == "contour_shader_combi" )
+
+		return "rendernode/mentalray/contour/shader";
+
+	// Contour output shaders
+
+	if ($nodeType == "contour_only" ||
+	    $nodeType == "contour_composite" ||
+	    $nodeType == "contour_ps" )
+
+		return "rendernode/mentalray/contour/output";
+
+	// Sample Compositing
+
+	if ($nodeType == "mib_reflect" ||
+	    $nodeType == "mib_refract" ||
+	    $nodeType == "mib_transparency" ||
+	    $nodeType == "mib_opacity" ||
+	    $nodeType == "mib_dielectric" ||
+	    $nodeType == "mib_twosided" ||
+	    $nodeType == "mib_refraction_index" ||
+	    $nodeType == "mib_continue" )
+
+		return "rendernode/mentalray/composite:swatch/mentalRaySwatchGen";
+
+	// Data Conversion
+
+	if ($nodeType == "mib_color_alpha" ||
+	    $nodeType == "mib_color_average" ||
+	    $nodeType == "mib_color_intensity" ||
+	    $nodeType == "mib_color_interpolate" ||
+	    $nodeType == "mib_color_mix" ||
+	    $nodeType == "mib_color_spread" )
+
+		return "rendernode/mentalray/conversion:swatch/mentalRaySwatchGen";
+
+	// Internal MentalRay Nodes. Not meant to be used with Maya.
+	int $enableMIPShaders = (`optionVar -query "MIP_SHD_EXPOSE"`== 1);
+	int $enableMAPShaders = (`optionVar -query "MAP_SHD_EXPOSE"`== 1);
+
+	if ((($nodeType == "mip_rayswitch" ||
+	    $nodeType == "mip_rayswitch_advanced" ||
+	    $nodeType == "mip_rayswitch_stage" ||
+	    $nodeType == "mip_rayswitch_environment" ||
+	    $nodeType == "mip_card_opacity" ||
+	    $nodeType == "mip_fgshooter" ||
+	    $nodeType == "mip_motionblur" ||
+	    $nodeType == "mip_matteshadow" ||
+	    $nodeType == "mip_cameramap" ||
+	    $nodeType == "mip_mirrorball" ||
+	    $nodeType == "mip_grayball" ||
+	    $nodeType == "mip_gamma_gain" ||
+	    $nodeType == "mip_render_subset" ||
+	    $nodeType == "mip_matteshadow_mtl" ||
+	    $nodeType == "mip_motion_vector" ||
+	    $nodeType == "mip_binaryproxy"
+	    ) &&
+	    $enableMIPShaders == 0 ) ||
+	  (($nodeType == "mib_map_get_scalar" ||
+	    $nodeType == "mib_map_get_integer" ||
+	    $nodeType == "mib_map_get_vector" ||
+	    $nodeType == "mib_map_get_color" ||
+	    $nodeType == "mib_map_get_transform" ||
+	    $nodeType == "mib_map_get_scalar_array" ||
+	    $nodeType == "mib_map_get_integer_array" ) &&
+	    $enableMAPShaders == 0 ) ||
+	    $nodeType == "misss_physical_phen"  ||
+	    $nodeType == "mi_metallic_paint_output_mixer" ||
+	    $nodeType == "surfaceSampler" )
+
+		return "rendernode/mentalray/internal";
+
+	return "";
+}
+