lambertShader/lambertShader.cpp

lambertShader/lambertShader.cpp
//-
// ===========================================================================
// Copyright 2015 Autodesk, Inc. All rights reserved.
//
// Use of this software is subject to the terms of the Autodesk license
// agreement provided at the time of installation or download, or which
// otherwise accompanies this software in either electronic or hard copy form.
// ===========================================================================
//+
// Example Plugin: lambertShader.cpp
//
// Produces dependency graph node LambertShader
// This node is an example of a Lambert shader and how to build a
// dependency node as a surface shader in Maya. The inputs for this node
// are many, and can be found in the Maya UI on the Attribute Editor for
// the node. The output attributes for the node are "outColor" and
// "outTransparency". To use this shader, create a lambertShader with
// Shading Group or connect the outputs to a Shading Group's
// "SurfaceShader" attribute.
//
#include <maya/MIOStream.h>
#include <maya/MPxNode.h>
#include <maya/MString.h>
#include <maya/MTypeId.h>
#include <maya/MPlug.h>
#include <maya/MDataBlock.h>
#include <maya/MDataHandle.h>
#include <maya/MArrayDataHandle.h>
#include <maya/MFnNumericAttribute.h>
#include <maya/MFnLightDataAttribute.h>
#include <maya/MFloatVector.h>
#include <maya/MFnPlugin.h>
#include <maya/MGlobal.h>
#include <maya/MDrawRegistry.h>
#include "lambertShaderOverride.h"
// Plugin Lambert Shader Class //
// This class will create a new shader. Shaders are custom dependency
// graph objects so we will derive this class from the basic DG node
// type MPxNode
//
class lambert : public MPxNode
{
public:
lambert();
virtual ~lambert();
static void * creator();
virtual MStatus compute( const MPlug&, MDataBlock& );
static MStatus initialize();
// postConstructor:
// The postConstructor method allows us to call MPxNode member
// functions during initialization. Internally maya creates two
// objects when a user defined node is created, the internal MObject
// and the user derived object. The association between the these
// two objects is not made until after the MPxNode constructor is
// called. This implies that no MPxNode member function can be called
// from the MPxNode constructor. The postConstructor will get called
// immediately after the constructor when it is safe to call any
// MPxNode member function.
//
virtual void postConstructor();
static MTypeId id; // The IFF type id
protected:
// Translucence coefficient
static MObject aTranslucenceCoeff;
// Diffuse Reflectivity
static MObject aDiffuseReflectivity;
// Red component of surface color
static MObject aColorR;
// Green component of surface color
static MObject aColorG;
// Blue component of surface color
static MObject aColorB;
// Surface color
static MObject aColor;
// Red component of incandescence
static MObject aIncandescenceR;
// Green component of incandescence
static MObject aIncandescenceG;
// Blue component of incandescence
static MObject aIncandescenceB;
// Incandescence
static MObject aIncandescence;
// Red component of surface transparency
static MObject aInTransR;
// Green component of surface transparency
static MObject aInTransG;
// Blue component of surface transparency
static MObject aInTransB;
// Surface transparency
static MObject aInTransparency;
// Red component of output color
static MObject aOutColorR;
// Green component of output color
static MObject aOutColorG;
// Blue component of output color
static MObject aOutColorB;
// Output color
static MObject aOutColor;
// Red component of output transparency
static MObject aOutTransR;
// Green component of output transparency
static MObject aOutTransG;
// Blue component of output transparency
static MObject aOutTransB;
// Output transparency
static MObject aOutTransparency;
// X component of surface normal
static MObject aNormalCameraX;
// Y component of surface normal
static MObject aNormalCameraY;
// Z component of surface normal
static MObject aNormalCameraZ;
// Surface normal
static MObject aNormalCamera;
// X component of light direction vector
static MObject aLightDirectionX;
// Y component of light direction vector
static MObject aLightDirectionY;
// Z component of light direction vector
static MObject aLightDirectionZ;
// Light direction vector
static MObject aLightDirection;
// Red component of light intensity
static MObject aLightIntensityR;
// Green component of light intensity
static MObject aLightIntensityG;
// Blue component of light intensity
static MObject aLightIntensityB;
// Light Intensity vector
static MObject aLightIntensity;
// Ambient flag
static MObject aLightAmbient;
// Diffuse flag
static MObject aLightDiffuse;
// Specular flag
static MObject aLightSpecular;
// Shadow Fraction flag
static MObject aLightShadowFraction;
// Pre Shadow Intensity
static MObject aPreShadowIntensity;
// Light blind data
static MObject aLightBlindData;
// Light data array
static MObject aLightData;
};
// IFF type ID
// Each node requires a unique identifier which is used by
// MFnDependencyNode::create() to identify which node to create, and by
// the Maya file format.
//
// For local testing of nodes you can use any identifier between
// 0x00000000 and 0x0007ffff, but for any node that you plan to use for
// more permanent purposes, you should get a universally unique id from
// Autodesk Support. You will be assigned a unique range that you
// can manage on your own.
//
MTypeId lambert::id( 0x81000 );
// the postConstructor() function is called immediately after the objects
// constructor. It is not safe to call MPxNode member functions from the
// constructor, instead they should be called here.
//
void lambert::postConstructor( )
{
// setMPSafe indicates that this shader can be used for multiprocessor
// rendering. For a shading node to be MP safe, it cannot access any
// shared global data and should only use attributes in the datablock
// to get input data and store output data.
//
setMPSafe( true );
}
// DESCRIPTION: attribute information
//
MObject lambert::aTranslucenceCoeff;
MObject lambert::aDiffuseReflectivity;
MObject lambert::aInTransparency;
MObject lambert::aInTransR;
MObject lambert::aInTransG;
MObject lambert::aInTransB;
MObject lambert::aColor;
MObject lambert::aColorR;
MObject lambert::aColorG;
MObject lambert::aColorB;
MObject lambert::aIncandescence;
MObject lambert::aIncandescenceR;
MObject lambert::aIncandescenceG;
MObject lambert::aIncandescenceB;
MObject lambert::aOutColor;
MObject lambert::aOutColorR;
MObject lambert::aOutColorG;
MObject lambert::aOutColorB;
MObject lambert::aOutTransparency;
MObject lambert::aOutTransR;
MObject lambert::aOutTransG;
MObject lambert::aOutTransB;
MObject lambert::aNormalCamera;
MObject lambert::aNormalCameraX;
MObject lambert::aNormalCameraY;
MObject lambert::aNormalCameraZ;
MObject lambert::aLightData;
MObject lambert::aLightDirection;
MObject lambert::aLightDirectionX;
MObject lambert::aLightDirectionY;
MObject lambert::aLightDirectionZ;
MObject lambert::aLightIntensity;
MObject lambert::aLightIntensityR;
MObject lambert::aLightIntensityG;
MObject lambert::aLightIntensityB;
MObject lambert::aLightAmbient;
MObject lambert::aLightDiffuse;
MObject lambert::aLightSpecular;
MObject lambert::aLightShadowFraction;
MObject lambert::aPreShadowIntensity;
MObject lambert::aLightBlindData;
// This node does not need to perform any special actions on creation or
// destruction
//
lambert::lambert() { }
lambert::~lambert() { }
// The creator() method allows Maya to instantiate instances of this node.
// It is called every time a new instance of the node is requested by
// either the createNode command or the MFnDependencyNode::create()
// method.
//
// In this case creator simply returns a new lambert object.
//
void* lambert::creator()
{
return new lambert();
}
// The initialize method is called only once when the node is first
// registered with Maya. In this method you define the attributes of the
// node, what data comes in and goes out of the node that other nodes may
// want to connect to.
//
MStatus lambert::initialize()
{
MStatus status; // Status will be used to hold the MStatus value
// returned by each api function call. It is important
// to check the status returned by a call to aid in
// debugging. Failed API calls can result in subtle
// errors that can be difficult to track down, you may
// wish to use the CHECK_MSTATUS macro for any API
// call where you do not need to provide your own
// error handling.
//
// Attribute Initialization:
//
// create - The create function creates a new attribute for the
// node, it takes a long name for the attribute, a short
// name for the attribute, the type of the attribute,
// and a status object to determine if the api call was
// successful.
//
// setKeyable - Sets whether this attribute should accept keyframe
// data, Attributes are not keyable by default.
//
// setStorable - Sets whether this attribute should be storable. If an
// attribute is storable, then it will be writen out
// when the node is stored to a file. Attributes are
// storable by default.
//
// setDefault - Sets the default value for this attribute.
//
// setUsedAsColor - Sets whether this attribute should be presented as
// a color in the UI.
//
// setHidden - Sets whether this attribute should be hidden from the
// UI. This is useful if the attribute is being used for
// blind data, or if it is being used as scratch space
// for a geometry calculation (should also be marked
// non-connectable in that case). Attributes are not
// hidden by default.
//
// setReadable - Sets whether this attribute should be readable. If an
// attribute is readable, then it can be used as the
// source in a dependency graph connection. Attributes
// are readable by default.
//
// setWritable - Sets whether this attribute should be readable. If an
// attribute is writable, then it can be used as the
// destination in a dependency graph connection. If an
// attribute is not writable then setAttr commands will
// fail to change the attribute. If both keyable and
// writable for an attribute are set to true it will be
// displayed in the channel box when the node is
// selected. Attributes are writable by default.
//
// setArray - Sets whether this attribute should have an array of
// data. This should be set to true if the attribute
// needs to accept multiple incoming connections.
// Attributes are single elements by default.
//
// Input Attributes
//
aTranslucenceCoeff = nAttr.create( "translucenceCoeff", "tc",
MFnNumericData::kFloat, 0, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS( nAttr.setKeyable( true ) );
CHECK_MSTATUS( nAttr.setStorable( true ) );
CHECK_MSTATUS( nAttr.setDefault( 0.0f ) );
aDiffuseReflectivity = nAttr.create( "diffuseReflectivity", "drfl",
MFnNumericData::kFloat, 0, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS( nAttr.setKeyable( true ) );
CHECK_MSTATUS( nAttr.setStorable( true ) );
CHECK_MSTATUS( nAttr.setDefault( 0.8f ) );
aColorR = nAttr.create( "colorR", "cr",MFnNumericData::kFloat, 0,
&status );
CHECK_MSTATUS( status );
CHECK_MSTATUS( nAttr.setKeyable( true ) );
CHECK_MSTATUS( nAttr.setStorable( true ) );
CHECK_MSTATUS( nAttr.setDefault( 0.0f ) );
aColorG = nAttr.create( "colorG", "cg", MFnNumericData::kFloat, 0,
&status );
CHECK_MSTATUS( status );
CHECK_MSTATUS( nAttr.setKeyable( true ) );
CHECK_MSTATUS( nAttr.setStorable( true ) );
CHECK_MSTATUS( nAttr.setDefault( 0.58824f ) );
aColorB = nAttr.create( "colorB", "cb",MFnNumericData::kFloat, 0,
&status );
CHECK_MSTATUS( status );
CHECK_MSTATUS( nAttr.setKeyable( true ) );
CHECK_MSTATUS( nAttr.setStorable( true ) );
CHECK_MSTATUS( nAttr.setDefault( 0.644f ) );
aColor = nAttr.create( "color", "c", aColorR, aColorG, aColorB,
&status );
CHECK_MSTATUS( status );
CHECK_MSTATUS( nAttr.setKeyable( true ) );
CHECK_MSTATUS( nAttr.setStorable( true ) );
CHECK_MSTATUS( nAttr.setDefault( 0.0f, 0.58824f, 0.644f ) );
CHECK_MSTATUS( nAttr.setUsedAsColor( true ) );
aIncandescenceR = nAttr.create( "incandescenceR", "ir",
MFnNumericData::kFloat, 0, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS( nAttr.setKeyable( true ) );
CHECK_MSTATUS( nAttr.setStorable( true ) );
CHECK_MSTATUS( nAttr.setDefault( 0.0f ) );
aIncandescenceG = nAttr.create( "incandescenceG", "ig",
MFnNumericData::kFloat, 0, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS( nAttr.setKeyable( true ) );
CHECK_MSTATUS( nAttr.setStorable( true ) );
CHECK_MSTATUS( nAttr.setDefault( 0.0f ) );
aIncandescenceB = nAttr.create( "incandescenceB", "ib",
MFnNumericData::kFloat, 0, &status );
CHECK_MSTATUS( status);
CHECK_MSTATUS( nAttr.setKeyable( true ) );
CHECK_MSTATUS( nAttr.setStorable( true ) );
CHECK_MSTATUS( nAttr.setDefault( 0.0f ) );
aIncandescence = nAttr.create( "incandescence", "ic", aIncandescenceR,
aIncandescenceG, aIncandescenceB, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS( nAttr.setKeyable( true ) );
CHECK_MSTATUS( nAttr.setStorable( true ) );
CHECK_MSTATUS( nAttr.setDefault( 0.0f, 0.0f, 0.0f ) );
CHECK_MSTATUS( nAttr.setUsedAsColor( true ) );
aInTransR = nAttr.create( "transparencyR", "itr",
MFnNumericData::kFloat, 0, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS( nAttr.setKeyable( true ) );
CHECK_MSTATUS( nAttr.setStorable( true ) );
aInTransG = nAttr.create( "transparencyG", "itg",
MFnNumericData::kFloat, 0, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS( nAttr.setKeyable( true ) );
CHECK_MSTATUS( nAttr.setStorable( true ) );
aInTransB = nAttr.create( "transparencyB", "itb",
MFnNumericData::kFloat, 0, &status );
CHECK_MSTATUS( status);
CHECK_MSTATUS( nAttr.setKeyable( true ) );
CHECK_MSTATUS( nAttr.setStorable( true ) );
aInTransparency = nAttr.create( "transparency", "it", aInTransR,
aInTransG, aInTransB, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS( nAttr.setKeyable( true ) );
CHECK_MSTATUS( nAttr.setStorable( true ) );
CHECK_MSTATUS( nAttr.setDefault( 0.0f, 0.0f, 0.0f ) );
CHECK_MSTATUS( nAttr.setUsedAsColor( true ) );
// Output Attributes
//
// Color Output
//
aOutColorR = nAttr.create( "outColorR", "ocr", MFnNumericData::kFloat,
0, &status );
CHECK_MSTATUS( status );
aOutColorG = nAttr.create( "outColorG", "ocg", MFnNumericData::kFloat,
0, &status );
CHECK_MSTATUS( status );
aOutColorB = nAttr.create( "outColorB", "ocb", MFnNumericData::kFloat,
0, &status );
CHECK_MSTATUS( status );
aOutColor = nAttr.create( "outColor", "oc", aOutColorR, aOutColorG,
aOutColorB, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS( nAttr.setHidden( false ) );
CHECK_MSTATUS( nAttr.setReadable( true ) );
CHECK_MSTATUS( nAttr.setWritable( false ) );
// Transparency Output
//
aOutTransR = nAttr.create( "outTransparencyR", "otr",
MFnNumericData::kFloat, 0, &status );
CHECK_MSTATUS( status );
aOutTransG = nAttr.create( "outTransparencyG", "otg",
MFnNumericData::kFloat, 0, &status );
CHECK_MSTATUS( status );
aOutTransB = nAttr.create( "outTransparencyB", "otb",
MFnNumericData::kFloat, 0, &status );
CHECK_MSTATUS( status );
aOutTransparency = nAttr.create( "outTransparency", "ot",
aOutTransR,aOutTransG,aOutTransB, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS( nAttr.setHidden( false ) );
CHECK_MSTATUS( nAttr.setReadable( true ) );
CHECK_MSTATUS( nAttr.setWritable( false ) );
// Camera Normals
//
aNormalCameraX = nAttr.create( "normalCameraX", "nx",
MFnNumericData::kFloat, 0, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS( nAttr.setStorable( false ) );
CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );
aNormalCameraY = nAttr.create( "normalCameraY", "ny",
MFnNumericData::kFloat, 0, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS( nAttr.setStorable( false ) );
CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );
aNormalCameraZ = nAttr.create( "normalCameraZ", "nz",
MFnNumericData::kFloat, 0, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS( nAttr.setStorable( false ) );
CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );
aNormalCamera = nAttr.create( "normalCamera","n", aNormalCameraX,
aNormalCameraY, aNormalCameraZ, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS( nAttr.setStorable( false ) );
CHECK_MSTATUS( nAttr.setDefault( 1.0f, 1.0f, 1.0f ) );
CHECK_MSTATUS( nAttr.setHidden( true ) );
// Light Direction
//
aLightDirectionX = nAttr.create( "lightDirectionX", "ldx",
MFnNumericData::kFloat, 0, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(false) );
CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );
aLightDirectionY = nAttr.create( "lightDirectionY", "ldy",
MFnNumericData::kFloat, 0, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(false) );
CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );
aLightDirectionZ = nAttr.create( "lightDirectionZ", "ldz",
MFnNumericData::kFloat, 0, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(false) );
CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );
aLightDirection = nAttr.create( "lightDirection", "ld",
aLightDirectionX, aLightDirectionY, aLightDirectionZ,
&status );
CHECK_MSTATUS( status );
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(false) );
CHECK_MSTATUS( nAttr.setDefault( 1.0f, 1.0f, 1.0f ) );
// Light Intensity
//
aLightIntensityR = nAttr.create( "lightIntensityR", "lir",
MFnNumericData::kFloat, 0, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(false) );
CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );
aLightIntensityG = nAttr.create( "lightIntensityG", "lig",
MFnNumericData::kFloat, 0, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(false) );
CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );
aLightIntensityB = nAttr.create( "lightIntensityB", "lib",
MFnNumericData::kFloat, 0, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(false) );
CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );
aLightIntensity = nAttr.create( "lightIntensity", "li",
aLightIntensityR, aLightIntensityG, aLightIntensityB,
&status );
CHECK_MSTATUS( status );
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(false) );
CHECK_MSTATUS( nAttr.setDefault( 1.0f, 1.0f, 1.0f ) );
// Light
//
aLightAmbient = nAttr.create( "lightAmbient", "la",
MFnNumericData::kBoolean, 0, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(false) );
CHECK_MSTATUS( nAttr.setDefault( true ) );
aLightDiffuse = nAttr.create( "lightDiffuse", "ldf",
MFnNumericData::kBoolean, 0, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(false) );
CHECK_MSTATUS( nAttr.setDefault( true ) );
aLightSpecular = nAttr.create( "lightSpecular", "ls",
MFnNumericData::kBoolean, 0, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(false) );
CHECK_MSTATUS( nAttr.setDefault( false ) );
aLightShadowFraction = nAttr.create( "lightShadowFraction", "lsf",
MFnNumericData::kFloat, 0, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(false) );
CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );
aPreShadowIntensity = nAttr.create( "preShadowIntensity", "psi",
MFnNumericData::kFloat, 0, &status );
CHECK_MSTATUS( status );
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(false) );
CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );
aLightBlindData = nAttr.createAddr( "lightBlindData", "lbld",
&status );
CHECK_MSTATUS( status );
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(false) );
aLightData = lAttr.create( "lightDataArray", "ltd", aLightDirection,
aLightIntensity, aLightAmbient, aLightDiffuse, aLightSpecular,
aLightShadowFraction, aPreShadowIntensity, aLightBlindData,
&status );
CHECK_MSTATUS( status );
CHECK_MSTATUS( lAttr.setArray( true ) );
CHECK_MSTATUS( lAttr.setStorable( false ) );
CHECK_MSTATUS( lAttr.setHidden( true ) );
CHECK_MSTATUS( lAttr.setDefault( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
true, true, false, 1.0f, 1.0f, NULL ) );
// Next we will add the attributes we have defined to the node
//
CHECK_MSTATUS( addAttribute( aTranslucenceCoeff ) );
CHECK_MSTATUS( addAttribute( aDiffuseReflectivity ) );
CHECK_MSTATUS( addAttribute( aColor ) );
CHECK_MSTATUS( addAttribute( aIncandescence ) );
CHECK_MSTATUS( addAttribute( aInTransparency ) );
CHECK_MSTATUS( addAttribute( aOutColor ) );
CHECK_MSTATUS( addAttribute( aOutTransparency ) );
CHECK_MSTATUS( addAttribute( aNormalCamera ) );
// Only add the parent of the compound
CHECK_MSTATUS( addAttribute( aLightData ) );
// The attributeAffects() method is used to indicate when the input
// attribute affects the output attribute. This knowledge allows Maya
// to optimize dependencies in the graph in more complex nodes where
// there may be several inputs and outputs, but not all the inputs
// affect all the outputs.
//
CHECK_MSTATUS( attributeAffects( aTranslucenceCoeff, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aDiffuseReflectivity, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aColorR, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aColorG, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aColorB, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aColor, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aInTransR, aOutTransparency ) );
CHECK_MSTATUS( attributeAffects( aInTransG, aOutTransparency ) );
CHECK_MSTATUS( attributeAffects( aInTransB, aOutTransparency ) );
CHECK_MSTATUS( attributeAffects( aInTransparency, aOutTransparency ) );
CHECK_MSTATUS( attributeAffects( aInTransparency, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aIncandescenceR, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aIncandescenceG, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aIncandescenceB, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aIncandescence, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aLightIntensityR, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aLightIntensityB, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aLightIntensityG, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aLightIntensity, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aNormalCameraX, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aNormalCameraY, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aNormalCameraZ, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aNormalCamera, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aLightDirectionX, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aLightDirectionY, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aLightDirectionZ, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aLightDirection, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aLightAmbient, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aLightSpecular, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aLightDiffuse, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aLightShadowFraction, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aPreShadowIntensity, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aLightBlindData, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aLightData, aOutColor ) );
return( MS::kSuccess );
}
// The compute() method does the actual work of the node using the inputs
// of the node to generate its output.
//
// Compute takes two parameters: plug and data.
// - Plug is the the data value that needs to be recomputed
// - Data provides handles to all of the nodes attributes, only these
// handles should be used when performing computations.
//
MStatus lambert::compute( const MPlug& plug, MDataBlock& block )
{
// The plug parameter will allow us to determine which output attribute
// needs to be calculated.
//
if( plug == aOutColor
|| plug == aOutColorR
|| plug == aOutColorG
|| plug == aOutColorB
|| plug == aOutTransparency
|| plug == aOutTransR
|| plug == aOutTransG
|| plug == aOutTransB )
{
MStatus status;
MFloatVector resultColor( 0.0, 0.0, 0.0 );
// Get surface shading parameters from input block
//
MFloatVector& surfaceNormal = block.inputValue( aNormalCamera,
&status ).asFloatVector();
CHECK_MSTATUS( status );
MFloatVector& surfaceColor = block.inputValue( aColor,
&status ).asFloatVector();
CHECK_MSTATUS( status );
MFloatVector& incandescence = block.inputValue( aIncandescence,
&status ).asFloatVector();
CHECK_MSTATUS( status );
float diffuseReflectivity = block.inputValue(
aDiffuseReflectivity, &status ).asFloat();
CHECK_MSTATUS( status );
// float translucenceCoeff = block.inputValue( aTranslucenceCoeff,
// &status ).asFloat();
// CHECK_MSTATUS( status );
// Get light list
//
MArrayDataHandle lightData = block.inputArrayValue( aLightData,
&status );
CHECK_MSTATUS( status );
int numLights = lightData.elementCount( &status );
CHECK_MSTATUS( status );
// Calculate the effect of the lights in the scene on the color
//
// Iterate through light list and get ambient/diffuse values
//
for( int count=1; count <= numLights; count++ )
{
// Get the current light out of the array
//
MDataHandle currentLight = lightData.inputValue( &status );
CHECK_MSTATUS( status );
// Get the intensity of that light
//
MFloatVector& lightIntensity = currentLight.child(
aLightIntensity ).asFloatVector();
// Find ambient component
//
if ( currentLight.child( aLightAmbient ).asBool() )
{
resultColor += lightIntensity;
}
// Find diffuse component
//
if ( currentLight.child( aLightDiffuse ).asBool() )
{
MFloatVector& lightDirection = currentLight.child(
aLightDirection ).asFloatVector();
float cosln = lightDirection * surfaceNormal;
if ( cosln > 0.0f ) {
resultColor += lightIntensity
* ( cosln * diffuseReflectivity );
}
}
// Advance to the next light.
//
if ( count < numLights ) {
status = lightData.next();
CHECK_MSTATUS( status );
}
}
// Factor incident light with surface color and add incandescence
//
resultColor[0] = resultColor[0] * surfaceColor[0] + incandescence[0];
resultColor[1] = resultColor[1] * surfaceColor[1] + incandescence[1];
resultColor[2] = resultColor[2] * surfaceColor[2] + incandescence[2];
// Set ouput color attribute
//
if ( plug == aOutColor || plug == aOutColorR || plug == aOutColorG
|| plug == aOutColorB)
{
// Get the handle to the attribute
//
MDataHandle outColorHandle = block.outputValue( aOutColor,
&status );
CHECK_MSTATUS( status );
MFloatVector& outColor = outColorHandle.asFloatVector();
outColor = resultColor; // Set the output value
outColorHandle.setClean(); // Mark the output value as clean
}
// Set ouput transparency
//
if ( plug == aOutTransparency || plug == aOutTransR
|| plug == aOutTransG || plug == aOutTransB )
{
MFloatVector& transparency = block.inputValue(
aInTransparency, &status ).asFloatVector();
CHECK_MSTATUS( status );
// Get the handle to the attribute
//
MDataHandle outTransHandle = block.outputValue(
aOutTransparency, &status );
CHECK_MSTATUS( status );
MFloatVector& outTrans = outTransHandle.asFloatVector();
outTrans = transparency; // Set the output value
outTransHandle.setClean(); // Mark the output value as clean
}
}
else
{
return( MS::kUnknownParameter ); // We got an unexpected plug
}
return( MS::kSuccess );
}
// These methods load and unload the plugin, registerNode registers the
// new node type with maya
//
static const MString sRegistrantId("lambertShaderPlugin");
static const MString sDrawDBClassification("drawdb/shader/surface/lambertShader");
static const MString sFullClassification("shader/surface:" + sDrawDBClassification);
MStatus initializePlugin( MObject obj )
{
MString command( "if( `window -exists createRenderNodeWindow` ) {refreshCreateRenderNodeWindow(\"" );
MFnPlugin plugin( obj, PLUGIN_COMPANY, "4.5", "Any" );
CHECK_MSTATUS( plugin.registerNode( "lambertShader", lambert::id,
lambert::creator, lambert::initialize, MPxNode::kDependNode,
&sFullClassification ) );
sDrawDBClassification,
sRegistrantId,
lambertShaderOverride::creator));
command += sFullClassification;
command += "\");}\n";
return( MS::kSuccess );
}
MStatus uninitializePlugin( MObject obj )
{
const MString sFullClassification( "shader/surface:drawdb/shader/surface/lambertShader" );
MString command( "if( `window -exists createRenderNodeWindow` ) {refreshCreateRenderNodeWindow(\"" );
MFnPlugin plugin( obj );
CHECK_MSTATUS( plugin.deregisterNode( lambert::id ) );
sDrawDBClassification, sRegistrantId));
command += sFullClassification;
command += "\");}\n";
return MS::kSuccess;
}