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Diffstat (limited to 'tools/MayaTools/Maya4.0/scripts/SimpsonsArt/optimizeShaders.mel')
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diff --git a/tools/MayaTools/Maya4.0/scripts/SimpsonsArt/optimizeShaders.mel b/tools/MayaTools/Maya4.0/scripts/SimpsonsArt/optimizeShaders.mel new file mode 100644 index 0000000..8ddc804 --- /dev/null +++ b/tools/MayaTools/Maya4.0/scripts/SimpsonsArt/optimizeShaders.mel @@ -0,0 +1,1046 @@ +//=========================================================================== +// Copyright ©2002 Radical Entertainment Ltd. All rights reserved. +// +// Created: 17 April, 2002 +// +// Component: optimizeShaders.mel +// +// Description: Sorts file textures by their '.fileTextureName' attributes, +// and for those whose input file matches compares all input +// attributes to see if they can be considered equivalent. +// Equivalent file textures are "merged" so one serves the +// duties previously served by both. +// +// Materials and Shading Groups are evaluated and optimized +// in similar fashion. +// +// Constraints: +// +// Creator: Bryan Ewert +// +//=========================================================================== + + +//=========================================================================== +// version +//=========================================================================== +// Description: Returns the current version for this MEL script. +// Used for version control. +// +// Constraints: Used with assertCurrent(). +// +//=========================================================================== +proc float version() +{ + return ( 1.1 ); +} + +// //////////////////////////////////////////////////////////////// +// rootNode +// +// Description: Strips the dot-suffix of the specified string. +// e.g. "object.attribute" is returned as "object" +proc string rootNode( string $object ) +{ + string $buffer[]; + tokenize $object "." $buffer; + return $buffer[0]; +} + +//=========================================================================== +// hasInput +//=========================================================================== +// Description: Returns TRUE if specified attribute has an input connection. +// +// Constraints: +// +// Parameters: string $node: The node. +// string $attr: The attribute. +// +// Return: TRUE if specified attribute has an input connection; +// else FALSE. +// +//=========================================================================== +proc int hasInput( string $node, string $attr ) +{ + int $hasInput = false; + if ( `attributeQuery -node $node -exists $attr` ) + { + string $c[] = `listConnections -d false -s true ( $node + "." + $attr )`; + $hasInput = ( $c[0] != "" ); + } + return $hasInput; +} + +//=========================================================================== +// isMinorType +//=========================================================================== +// Description: Compares the type of the specified node against those in +// a static list. If the type matches it is considered a +// minor type. This is used to determine the "significance" +// of a connection to a node. If a node's connections serve +// only nodes of these types then it is assumed that the node +// may be safely deleted without impacting scene requirements. +// +// Constraints: +// +// Parameters: string $node: The node to evaluate. +// +// Return: (int): TRUE if specified node is a minor type; else FALSE. +// +//=========================================================================== +proc int isMinorType( string $node ) +{ + int $isMinorType = false; + + string $minorNodeTypes[] = + { + "defaultLightList", + "defaultRenderUtilityList", + "defaultShaderList", + "defaultTextureList", + "lightLinker", + "materialInfo", + "partition" + }; + + string $nodeType = `nodeType $node`; + + for ( $minor in $minorNodeTypes ) + { + if ( $minor == $nodeType ) + { + $isMinorType = true; + break; + } + } + + return $isMinorType; +} + +//=========================================================================== +// hasOnlyMinorOutputConnections +//=========================================================================== +// Description: Considers all output connections from the specified node +// and determines if all of them may be considered "minor." +// A minor connection is one which serves only the node in +// question and not other parts of the scene. If a node +// provides no connections to other significant nodes in the +// scene it may be considered safe to delete without impacting +// scene requirements. +// +// Constraints: +// +// Parameters: string $node: The node to evaluate. +// +// Return: (int): TRUE if all output connections are minor, or if node +// has no output connections; FALSE if at least one +// non-minor connection exists. +// +//=========================================================================== +proc int hasOnlyMinorOutputConnections( string $node ) +{ + int $onlyMinorTypes = true; + + string $outputs[] = `listConnections -s false -d true $node`; + for ( $c in $outputs ) + { + if ( !isMinorType( $c ) ) + { + $onlyMinorTypes = false; + break; + } + } + + return $onlyMinorTypes; +} + +//=========================================================================== +// safeDelete +//=========================================================================== +// Description: Deletes the specified node _only_ if it is considered to have +// little impact on the scene. +// +// All nodes providing input connections to the specified node +// are evaluated in iterative fashion. +// +// Constraints: +// +// Parameters: string $node: The node that will be deleted. +// +// Return: (none) +// +//=========================================================================== +proc safeDelete( string $node ) +{ + if ( `objExists $node` ) + { + string $inputs[] = `listConnections -s true -d false $node`; + + if ( hasOnlyMinorOutputConnections( $node ) ) + { + delete $node; + } + + for ( $i in $inputs ) + { + safeDelete( $i ); + } + } +} + +//=========================================================================== +// compareInt +//=========================================================================== +// Description: Performs an integer comparison for one attribute on +// two nodes. +// +// Constraints: This handles all "int" relatives; e.g. enum, short, bool. +// +// Parameters: string $node1: The first node. +// string $node2: The second node. +// string $attr: The attribute for both nodes which is compared. +// +// Return: (int): TRUE if attributes match; else FALSE. +// +//=========================================================================== +proc int compareInt( string $node1, string $node2, string $attr ) +{ + int $i1 = `getAttr ( $node1 + "." + $attr )`; + int $i2 = `getAttr ( $node2 + "." + $attr )`; + return ( $i1 == $i2 ); +} + +//=========================================================================== +// compareFloat +//=========================================================================== +// Description: Performs a float comparison for one attribute on +// two nodes. +// +// Constraints: This handles all "float" relatives; e.g. doubleAngle +// +// Parameters: string $node1: The first node. +// string $node2: The second node. +// string $attr: The attribute for both nodes which is compared. +// +// Return: (int): TRUE if attributes match; else FALSE. +// +//=========================================================================== +proc int compareFloat( string $node1, string $node2, string $attr ) +{ + float $f1 = `getAttr ( $node1 + "." + $attr )`; + float $f2 = `getAttr ( $node2 + "." + $attr )`; + return ( $f1 == $f2 ); +} + +//=========================================================================== +// compareFloat2 +//=========================================================================== +// Description: Performs a float2 comparison (i.e. array of two floats) +// for one attribute on two nodes. +// +// Constraints: +// +// Parameters: string $node1: The first node. +// string $node2: The second node. +// string $attr: The attribute for both nodes which is compared. +// +// Return: (int): TRUE if attributes match; else FALSE. +// +//=========================================================================== +proc int compareFloat2( string $node1, string $node2, string $attr ) +{ + float $f1[2] = `getAttr ( $node1 + "." + $attr )`; + float $f2[2] = `getAttr ( $node2 + "." + $attr )`; + return ( ( $f1[0] == $f2[0] ) && ( $f1[1] == $f2[1] ) ); +} + +//=========================================================================== +// compareFloat3 +//=========================================================================== +// Description: Performs a vector comparison for one attribute on +// two nodes. This would commonly be used to compare +// color attributes. +// +// Constraints: +// +// Parameters: string $node1: The first node. +// string $node2: The second node. +// string $attr: The attribute for both nodes which is compared. +// +// Return: (int): TRUE if attributes match; else FALSE. +// +//=========================================================================== +proc int compareFloat3( string $node1, string $node2, string $attr ) +{ + float $f1[3] = `getAttr ( $node1 + "." + $attr )`; + float $f2[3] = `getAttr ( $node2 + "." + $attr )`; + return ( ( $f1[0] == $f2[0] ) && ( $f1[1] == $f2[1] ) && ( $f1[2] == $f2[2] ) ); +} + +//=========================================================================== +// compareString +//=========================================================================== +// Description: Performs a string comparison for one attribute on +// two nodes. +// +// Constraints: +// +// Parameters: string $node1: The first node. +// string $node2: The second node. +// string $attr: The attribute for both nodes which is compared. +// +// Return: (int): TRUE if attributes match; else FALSE. +// +//=========================================================================== +proc int compareString( string $node1, string $node2, string $attr ) +{ + string $s1 = `getAttr ( $node1 + "." + $attr )`; + string $s2 = `getAttr ( $node1 + "." + $attr )`; + return ( $s1 == $s2 ); +} + +//=========================================================================== +// compareConnections +//=========================================================================== +// Description: Compares the connections for one attribute on two nodes. +// +// If neither attribute is connected, the attributes match. +// +// If one attribute is connected but the other is not, then +// the attributes do not match. +// +// If both attributes are connected there is a match only if +// both connections are to the same node. +// +// Constraints: +// +// Parameters: string $node1: The first node. +// string $node2: The second node. +// string $attr: The attribute for both nodes which is compared. +// +// Return: (int): TRUE if attributes match; else FALSE. +// +//=========================================================================== +proc int compareConnections( string $node1, string $node2, string $attr ) +{ + // If neither has this attribute, consider it a match. + if ( !`attributeQuery -node $node1 -exists $attr` && !`attributeQuery -node $node2 -exists $attr` ) + { + return true; + } + + // If one has the attribute, but the other doesn't, no match. + if ( + ( `attributeQuery -node $node1 -exists $attr` && !`attributeQuery -node $node2 -exists $attr` ) || + ( !`attributeQuery -node $node1 -exists $attr` && `attributeQuery -node $node2 -exists $attr` ) + ) + { + return false; + } + + string $c1[] = `listConnections -d false -s true ( $node1 + "." + $attr )`; + string $c2[] = `listConnections -d false -s true ( $node2 + "." + $attr )`; + + // TRUE if neither or connected, or both are connected to the same node. + return ( $c1[0] == $c2[0] ); +} + +//=========================================================================== +// compareAttributes +//=========================================================================== +// Description: Compares the value for one attribute on two nodes. +// The attribute type is used to determine the type of +// comparison performed. The attribute must exist on both +// nodes, and the attribute type must be the same for both +// nodes, else the two do not match. +// +// Constraints: +// +// Parameters: string $node1: The first node. +// string $node2: The second node. +// string $attr: The attribute for both nodes which is compared. +// +// Return: (int): TRUE if attributes match; else FALSE. +// +//=========================================================================== +proc int compareAttributes( string $node1, string $node2, string $attr ) +{ + int $isEqual = true; + + // If neither has this attribute, consider it a match. + if ( !`attributeQuery -node $node1 -exists $attr` && !`attributeQuery -node $node2 -exists $attr` ) + { + // Some objects have different attributes than others (e.g. lambert and layered shaders) +// warning( "! Attributes don't exist in compareAttributes( " + $node1 + ", " + $node2 + " ) !" ); + return true; + } + + // If one has the attribute, but the other doesn't, no match. + if ( + ( `attributeQuery -node $node1 -exists $attr` && !`attributeQuery -node $node2 -exists $attr` ) || + ( !`attributeQuery -node $node1 -exists $attr` && `attributeQuery -node $node2 -exists $attr` ) + ) + { + // This would be a bug. The script should take care that this will not happen. + warning( "! Attribute mismatch in compareAttributes( " + $node1 + ", " + $node2 + " ) !" ); + return false; + } + + // If one is connected but the other isn't, don't consider them equal. + if ( ( hasInput( $node1, $attr ) && !hasInput( $node2, $attr ) ) || + ( !hasInput( $node1, $attr ) && hasInput( $node2, $attr ) ) + ) + { +// warning( "! Connection mismatch in compareAttributes( " + $node1 + ", " + $node2 + " ) !" ); + return false; + } + + string $attrType1 = `getAttr -type ( $node1 + "." + $attr )`; + string $attrType2 = `getAttr -type ( $node2 + "." + $attr )`; + + if ( $attrType1 != $attrType2 ) return false; + + switch ( $attrType1 ) + { + case "bool": + case "enum": + case "short": + { + $isEqual = compareInt( $node1, $node2, $attr ); + break; + } + case "doubleAngle": + case "float": + { + $isEqual = compareFloat( $node1, $node2, $attr ); + break; + } + case "float2": + { + $isEqual = compareFloat2( $node1, $node2, $attr ); + break; + } + case "float3": + { + // As if this will work... likely a colour attribute and + // this will just compare black to black. + $isEqual = compareFloat3( $node1, $node2, $attr ); + break; + } + case "string": + { + $isEqual = compareString( $node1, $node2, $attr ); + break; + } + default: + { + error ( "Unsupported attribute type: " + $attrType1 ); + break; + } + } + + return $isEqual; +} + +//=========================================================================== +// mergeShadingGroup +//=========================================================================== +// Description: The two Shading Groups have been deemed to be equal. +// The members for the latter are assigned to the former and +// the latter is deleted from the scene. +// +// Constraints: +// +// Parameters: string $sg1: The Shading Group to keep. +// string $sg2: The Shading Group to discard. +// +// Return: (none) +// +//=========================================================================== +proc mergeShadingGroup( string $sg1, string $sg2 ) +{ + string $members[] = `sets -q $sg2`; + if ( `size $members` > 0 ) // just to avert useless Maya warning + { + sets -forceElement $sg1 $members; + } + safeDelete( $sg2 ); +} + +//=========================================================================== +// compareShadingGroups +//=========================================================================== +// Description: Compares the connections and attributes for two specified +// Shading Groups and evaluates if they can be considered +// equivalent. If equivalent, the two are merged. +// +// Constraints: If the two Shading Groups are equal, $sg2 will likely be +// deleted from the scene and will not exist when this function +// call returns. +// +// Parameters: string $sg1: The first Shading Group. +// string $sg2: The second Shading Group. +// +// Return: (int): TRUE if the two Shading Groups are equal; else FALSE. +// If TRUE it is likely that $sg2 was deleted. +// +//=========================================================================== +proc int compareShadingGroups( string $sg1, string $sg2 ) +{ + int $isEqual = true; + + // Has same alpha? + $isEqual = $isEqual && compareConnections( $sg1, $sg2, "surfaceShader" ); + + $isEqual = $isEqual && compareConnections( $sg1, $sg2, "volumeShader" ); + + $isEqual = $isEqual && compareConnections( $sg1, $sg2, "displacementShader" ); + + $isEqual = $isEqual && compareAttributes( $sg1, $sg2, "memberWireframeColor" ); + + if ( $isEqual ) + { + mergeShadingGroup( $sg1, $sg2 ); + } + + return $isEqual; +} + +//=========================================================================== +// mergeMaterial +//=========================================================================== +// Description: The two Materials have been deemed to be equal. +// The former adopts the output connections for the latter and +// the latter is deleted from the scene. +// +// Constraints: +// +// Parameters: string $sg1: The Material to keep. +// string $sg2: The Material to discard. +// +// Return: (none) +// +//=========================================================================== +proc mergeMaterial( string $mat1, string $mat2 ) +{ + string $c1[] = `listConnections ( $mat1 + ".outColor" )`; + string $c2[] = `listConnections ( $mat2 + ".outColor" )`; + + // If no connection, or if connections are already the same, take no action. + if ( ( $c1[0] != "" && $c2[0] != "" ) && ( $c1[0] != $c2[0] ) ) + { + // Deprecate and delete $mat2 + string $cc[] = `listConnections -source false -d true -plugs true ( $mat2 + ".outColor" )`; + disconnectAttr ( $mat2 + ".outColor" ) $cc[0]; + + connectAttr ( $mat1 + ".outColor" ) $cc[0]; + + safeDelete( $mat2 ); + } +} + +//=========================================================================== +// compareMaterials +//=========================================================================== +// Description: Compares the connections and attributes for two specified +// Materials and evaluates if they can be considered +// equivalent. If equivalent, the two are merged. +// +// Constraints: If the two Materials are equal, $mat2 will likely be +// deleted from the scene and will not exist when this function +// call returns. +// +// Parameters: string $mat1: The first Material. +// string $mat2: The second Material. +// +// Return: (int): TRUE if the two Materials are equal; else FALSE. +// If TRUE it is likely that $mat2 was deleted. +// +//=========================================================================== +proc int compareMaterials( string $mat1, string $mat2 ) +{ + int $isEqual = true; + + $isEqual = $isEqual && compareConnections( $mat1, $mat2, "color" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "color" ); + + $isEqual = $isEqual && compareConnections( $mat1, $mat2, "transparency" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "transparency" ); + + $isEqual = $isEqual && compareConnections( $mat1, $mat2, "ambient" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "ambient" ); + + $isEqual = $isEqual && compareConnections( $mat1, $mat2, "diffuse" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "diffuse" ); + + $isEqual = $isEqual && compareConnections( $mat1, $mat2, "emissive" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "emissive" ); + + $isEqual = $isEqual && compareConnections( $mat1, $mat2, "specular" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "specular" ); + + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "shininess" ); + + // Pure3D attributes + // '.pddiShaderName' will short-circuit the remainder if shader types aren't equal. + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "pddiShaderName" ); + + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "alphaCompare" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "alphaTest" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "blendMode" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "doubleSided" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "dynamicallyLit" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "filterMode" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "isLightMapped" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "isLit" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "isTranslucent" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "K" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "L" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "mipmapmax" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "mipmapmin" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "mmsharpness" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "prelightMode" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "proceduralXRes" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "proceduralYRes" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "shadeMode" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "shininess" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "uvMode" ); + $isEqual = $isEqual && compareAttributes( $mat1, $mat2, "vertexShaderName" ); + + if ( $isEqual ) + { + // Navigate to each Material and compare them. + string $out1[] = `listConnections ( $mat1 + ".outColor" )`; + string $out2[] = `listConnections ( $mat2 + ".outColor" )`; + + mergeMaterial( $mat1, $mat2 ); + + compareShadingGroups( $out1[0], $out2[0] ); + } + + return $isEqual; +} + +//=========================================================================== +// mergeFile +//=========================================================================== +// Description: The two file textures have been deemed to be equal. +// The former adopts the output connections for the latter and +// the latter is deleted from the scene. +// +// Constraints: +// +// Parameters: string $file1: The file texture to keep. +// string $file2: The file texture to discard. +// +// Return: (none) +// +//=========================================================================== +proc mergeFile( string $file1, string $file2 ) +{ + string $c1[] = `listConnections ( $file1 + ".outColor" )`; + string $c2[] = `listConnections ( $file2 + ".outColor" )`; + + // If no connection, or if connections are already the same, take no action. + if ( ( $c1[0] != "" && $c2[0] != "" ) && ( $c1[0] != $c2[0] ) ) + { + string $cc[] = `listConnections -source false -d true -plugs true ( $file2 + ".outColor" )`; + disconnectAttr ( $file2 + ".outColor" ) $cc[0]; + + connectAttr ( $file1 + ".outColor" ) $cc[0]; + + safeDelete( $file2 ); + } +} + +//=========================================================================== +// compareFiles +//=========================================================================== +// Description: Compares the connections and attributes for two specified +// file textures and evaluates if they can be considered +// equivalent. If equivalent, the two are merged. +// +// Constraints: If the two file textures are equal, $file2 will likely be +// deleted from the scene and will not exist when this function +// call returns. +// +// Parameters: string $file1: The first file texture. +// string $file2: The second file texture. +// +// Return: (int): TRUE if the two file textures are equal; else FALSE. +// If TRUE it is likely that $file2 was deleted. +// +//=========================================================================== +global proc int compareFiles( string $file1, string $file2 ) +{ + int $isEqual = true; + + // Compare place2d attributes + $isEqual = $isEqual && compareAttributes( $file1, $file2, "coverage" ); + $isEqual = $isEqual && compareAttributes( $file1, $file2, "mirror" ); + $isEqual = $isEqual && compareAttributes( $file1, $file2, "noiseUV" ); + $isEqual = $isEqual && compareAttributes( $file1, $file2, "offset" ); + $isEqual = $isEqual && compareAttributes( $file1, $file2, "uvFilterSize" ); + $isEqual = $isEqual && compareAttributes( $file1, $file2, "repeatUV" ); + $isEqual = $isEqual && compareAttributes( $file1, $file2, "rotateFrame" ); + $isEqual = $isEqual && compareAttributes( $file1, $file2, "rotateUV" ); + $isEqual = $isEqual && compareAttributes( $file1, $file2, "stagger" ); + $isEqual = $isEqual && compareAttributes( $file1, $file2, "translateFrame" ); + $isEqual = $isEqual && compareAttributes( $file1, $file2, "wrapU" ); + $isEqual = $isEqual && compareAttributes( $file1, $file2, "wrapV" ); + + if ( $isEqual ) + { + // Navigate to each Material and compare them. + string $out1[] = `listConnections ( $file1 + ".outColor" )`; + string $out2[] = `listConnections ( $file2 + ".outColor" )`; + + mergeFile( $file1, $file2 ); + + if ( $out1[0] != "" && $out2[0] != "" ) + { + $isEqual = compareMaterials( $out1[0], $out2[0] ); + } + } + + return $isEqual; +} + +//=========================================================================== +// getSortedShadingGroups +//=========================================================================== +// Description: It is only relevant to compare two Shading Groups for merging +// if they share the same Surface Shader. This returns an array +// of all Shading Groups sorted by the names of the nodes +// connected to their .surfaceShader inputs. +// +// Constraints: +// +// Parameters: (none) +// +// Return: (string[]): Array of all Shading Groups, sorted by their +// '.surfaceShader' inputs. +// +//=========================================================================== +proc string[] getSortedShadingGroups() +{ + string $allShadingGroups[]; + + string $shadingGroups[] = `ls -type "shadingEngine"`; + + for ( $f in $shadingGroups ) + { + string $cc[] = `listConnections -d false -s true ( $f + ".surfaceShader" )`; + $allShadingGroups[`size $allShadingGroups`] = ( $cc[0] + "*" + $f ); + } + + $allShadingGroups = `sort $allShadingGroups`; + clear $shadingGroups; + + for ( $f in $allShadingGroups ) + { + string $tokens[]; + tokenize $f "*" $tokens; + + $shadingGroups[`size $shadingGroups`] = $tokens[1]; + } + + return $shadingGroups; +} + +//=========================================================================== +// getSortedMaterials +//=========================================================================== +// Description: It is only relevant to compare two Materials for merging +// if they share the same Color connection. This returns an +// array of all Materials sorted by the names of the nodes +// connected to their .color inputs. +// +// Constraints: +// +// Parameters: (none) +// +// Return: (string[]): Array of all Materials, sorted by their +// '.color' inputs. +// +//=========================================================================== +proc string[] getSortedMaterials() +{ + string $allMaterials[]; + + string $materials[] = `ls -materials`; + + for ( $f in $materials ) + { + string $cc[] = `listConnections -d false -s true ( $f + ".color" )`; + $allMaterials[`size $allMaterials`] = ( $cc[0] + "*" + $f ); + } + + $allMaterials = `sort $allMaterials`; + clear $materials; + + for ( $f in $allMaterials ) + { + string $tokens[]; + tokenize $f "*" $tokens; + + $materials[`size $materials`] = $tokens[1]; + } + + return $materials; +} + +//=========================================================================== +// getSortedFileTextures +//=========================================================================== +// Description: It is only relevant to compare two file textures for merging +// if they share the same input file. This returns an array +// of all file textures sorted by the names of their source +// files, obtained from the '.fileTextureName' attribute. +// +// Constraints: +// +// Parameters: (none) +// +// Return: (string[]): Array of all file textures, sorted by their +// '.fileTextureName' inputs. +// +//=========================================================================== +proc string[] getSortedFileTextures() +{ + string $allFiles[]; + + string $files[] = `ls -type "file"`; + + for ( $f in $files ) + { + string $ftn = `getAttr ( $f + ".fileTextureName" )`; + $allFiles[`size $allFiles`] = ( $ftn + "*" + $f ); + } + + $allFiles = `sort $allFiles`; + clear $files; + + for ( $f in $allFiles ) + { + string $tokens[]; + tokenize $f "*" $tokens; + + $files[`size $files`] = $tokens[1]; + } + + return $files; +} + +//=========================================================================== +// optimizeShadingGroups +//=========================================================================== +// Description: Entry point to optimize Shading Groups. +// +// Constraints: Will not attempt to merge Materials that could serve to +// optimize Shading Groups. Only Shading Groups already sharing +// a common Material will be merged. +// +// Parameters: (none) +// +// Return: (none) +// +//=========================================================================== +proc optimizeShadingGroups() +{ + waitCursor -state on; + + string $sgs[] = getSortedShadingGroups(); + + int $startSG = `size $sgs`; + + int $f; + for ( $f = 0; $f < `size $sgs` - 1; $f++ ) + { + // Previous optimization may have deleted this node + string $sg1 = ""; + while ( $f < `size $sgs` - 1 ) + { + if ( `objExists $sgs[$f]` ) + { + $sg1 = $sgs[$f]; + break; + } + + $f++; + } + + if ( $sg1 == "" ) break; + + string $sg2 = $sgs[$f+1]; + + compareShadingGroups( $sg1, $sg2 ); + } + + $sgs = `ls -type "shadingEngine"`; + int $endSG = `size $sgs`; + + print ( "optimizeShadingGroups removed " + ( $startSG- $endSG ) + " shadingGroups.\n" ); + + waitCursor -state off; +} + +//=========================================================================== +// optimizeMaterials +//=========================================================================== +// Description: Entry point to optimize Materials. +// +// Constraints: Will not attempt to merge file textures that could serve to +// optimize Materials. Only Materials already sharing a +// common file texture node will be merged. +// +// Parameters: (none) +// +// Return: (none) +// +//=========================================================================== +global proc optimizeMaterials() +{ + waitCursor -state on; + + string $materials[] = getSortedMaterials(); + int $startCount = `size $materials`; + + int $f; + for ( $f = 0; $f < `size $materials` - 1; $f++ ) + { + // Previous optimization may have deleted this node + string $mat1 = ""; + while ( $f < `size $materials` - 1 ) + { + if ( `objExists $materials[$f]` ) + { + $mat1 = $materials[$f]; + break; + } + + $f++; + } + + if ( $mat1 == "" ) break; + + string $mat2 = $materials[$f+1]; + + compareMaterials( $mat1, $mat2 ); + } + + $materials = `ls -materials`; + int $endCount = `size $materials`; + + print ( "optimizeMaterials removed " + ( $startCount - $endCount ) + " materials.\n" ); + + waitCursor -state off; +} + +//=========================================================================== +// optimizeFileTextures +//=========================================================================== +// Description: Entry point to optimize file textures. +// +// Constraints: +// +// Parameters: (none) +// +// Return: (none) +// +//=========================================================================== +global proc optimizeFileTextures() +{ + waitCursor -state on; + + string $files[] = getSortedFileTextures(); + string $materials[] = `ls -materials`; + string $sgs[] = `ls -type "shadingEngine"`; + + int $startFiles = `size $files`; + int $startMaterials = `size $materials`; + int $startSG = `size $sgs`; + + int $f; + for ( $f = 0; $f < `size $files` - 1; $f++ ) + { + // Previous optimization may have deleted this node + string $file1 = $files[$f]; + $file2 = ""; + + if ( !`objExists $file1` ) continue; + + int $g = $f+1; + while ( $g < `size $files` - 1 ) + { + if ( `objExists $files[$g]` ) + { + $file2 = $files[$g]; + break; + } + + $g++; + } + + if ( $file1 != "" && $file2 != "" ) + { + string $ftn1 = `getAttr( $file1 + ".fileTextureName" )`; + string $ftn2 = `getAttr( $file2 + ".fileTextureName" )`; + + if ( $ftn1 == $ftn2 ) + { + $isEqual = compareFiles( $file1, $file2 ); + } + } + } + + $files = `ls -type "file"`; + $materials = `ls -materials`; + $sgs = `ls -type "shadingEngine"`; + + int $endFiles = `size $files`; + int $endMaterials = `size $materials`; + int $endSG = `size $sgs`; + + print ( "optimizeFileTextures removed: " + ( $startFiles - $endFiles ) + " file textures; " + ( $startMaterials - $endMaterials ) + " materials; " + ( $startSG - $endSG ) + " shadingGroups.\n" ); + + waitCursor -state off; +} + +//=========================================================================== +// optimizeShaders +//=========================================================================== +// Description: Sorts file textures by their '.fileTextureName' attributes, +// and for those whose input file matches compares all input +// attributes to see if they can be considered equivalent. +// Equivalent file textures are "merged" so one serves the +// duties previously served by both. +// +// Materials and Shading Groups are evaluated and optimized +// in similar fashion. +// +// Constraints: Note that optimizing file textures implies optimization for +// the Material connected to the optimized file texture, which +// consequently optimizes the Shading Groups connected to +// the optimized Material. +// +// It is not uncommon that the optimizeMaterials() and +// optimizeShadingGroups() calls here will yield no additional +// results after optimizeFileTextures() has completed its run. +// +// Parameters: (none) +// +// Return: (none) +// +//=========================================================================== +global proc optimizeShaders() +{ + optimizeFileTextures(); + optimizeMaterials(); + optimizeShadingGroups(); +} + +/* +source optimizeShaders; optimizeShaders; +*/ |