mixtureShader/mixtureShader.cpp

mixtureShader/mixtureShader.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.
// ===========================================================================
//+
#include <maya/MPxNode.h>
#include <maya/MIOStream.h>
#include <maya/MString.h>
#include <maya/MTypeId.h>
#include <maya/MPlug.h>
#include <maya/MDataBlock.h>
#include <maya/MDataHandle.h>
#include <maya/MFnNumericAttribute.h>
#include <maya/MFloatVector.h>
#include <maya/MFnPlugin.h>
#include <maya/MDrawRegistry.h>
#include <maya/MPxShadingNodeOverride.h>
#include <maya/MViewport2Renderer.h>
#include <maya/MFragmentManager.h>
//
// DESCRIPTION:
// Produces dependency graph node MixtureNode
// This node is an example of evaluating multiple inputs and produces a resulting color.
// The inputs for this node are two colors and two masks, where each color has a corresponding mask
// associated with it and the result color is the mixture of both colors with masks.
// The output attribute of the MixtureNode node is called "outColor". It is a 3 float value that represents
// the resulting color mixture based on the mask values. To use this shader, create a MixtureNode and
// connect its output to an input of a surface/shader node such as Color.
//
//
// Node declaration
class MixtureNode : public MPxNode
{
public:
MixtureNode();
virtual ~MixtureNode();
virtual MStatus compute( const MPlug&, MDataBlock& );
virtual void postConstructor();
static void * creator();
static MStatus initialize();
// Id tag for use with binary file format
static MTypeId id;
private:
// Input attributes
static MObject aColor1; // 1st Input color
static MObject aColor2; // 2nd Input color
static MObject aAlphaInput1; // Input Alpha's for 1st color
static MObject aAlphaInput2; // Input Alpha's for 2nd color
// Output attributes
static MObject aOutColor; // Output color
};
//
// Override declaration
class MixtureNodeOverride : public MHWRender::MPxShadingNodeOverride
{
public:
static MHWRender::MPxShadingNodeOverride* creator(const MObject& obj);
virtual ~MixtureNodeOverride();
virtual MString fragmentName() const;
private:
MixtureNodeOverride(const MObject& obj);
MString fFragmentName;
};
//
// Node definition
MTypeId MixtureNode::id( 0x81007 );
// Attributes
MObject MixtureNode::aColor1;
MObject MixtureNode::aColor2;
MObject MixtureNode::aAlphaInput1;
MObject MixtureNode::aAlphaInput2;
MObject MixtureNode::aOutColor;
#define MAKE_INPUT(attr) \
CHECK_MSTATUS ( attr.setKeyable(true) ); \
CHECK_MSTATUS ( attr.setStorable(true) ); \
CHECK_MSTATUS ( attr.setReadable(true) ) ; \
CHECK_MSTATUS ( attr.setWritable(true) );
#define MAKE_OUTPUT(attr) \
CHECK_MSTATUS ( attr.setKeyable(false) ) ; \
CHECK_MSTATUS ( attr.setStorable(false) ); \
CHECK_MSTATUS ( attr.setReadable(true) ) ; \
CHECK_MSTATUS ( attr.setWritable(false) );
//
// DESCRIPTION:
void MixtureNode::postConstructor( )
{
setMPSafe(true);
}
//
// DESCRIPTION:
MixtureNode::MixtureNode()
{
}
//
// DESCRIPTION:
MixtureNode::~MixtureNode()
{
}
//
// DESCRIPTION:
void* MixtureNode::creator()
{
return new MixtureNode();
}
//
// DESCRIPTION:
MStatus MixtureNode::initialize()
{
// Input attributes
aColor1 = nAttr.createColor( "color1", "c1" );
MAKE_INPUT(nAttr);
CHECK_MSTATUS ( nAttr.setDefault(0.0f, 1.0f, 0.0f) ); // Green
aColor2 = nAttr.createColor( "color2", "c2" );
MAKE_INPUT(nAttr);
CHECK_MSTATUS ( nAttr.setDefault(0.0f, 0.0f, 1.0f) ); // Blue
aAlphaInput1= nAttr.createColor( "mask1", "m1" );
MAKE_INPUT(nAttr);
CHECK_MSTATUS ( nAttr.setDefault(.5f, .5f, .5f) );
aAlphaInput2= nAttr.createColor( "mask2", "m2" );
MAKE_INPUT(nAttr);
CHECK_MSTATUS ( nAttr.setDefault(.5f, .5f, .5f) );
// Output attributes
aOutColor = nAttr.createColor( "outColor", "oc" );
MAKE_OUTPUT(nAttr);
// Add attributes to the node database.
CHECK_MSTATUS ( addAttribute(aColor1) );
CHECK_MSTATUS ( addAttribute(aColor2) );
CHECK_MSTATUS ( addAttribute(aAlphaInput1) );
CHECK_MSTATUS ( addAttribute(aAlphaInput2) );
CHECK_MSTATUS ( addAttribute(aOutColor) );
// All input affect the output color
CHECK_MSTATUS ( attributeAffects(aColor1, aOutColor) );
CHECK_MSTATUS ( attributeAffects(aColor2, aOutColor) );
CHECK_MSTATUS ( attributeAffects(aAlphaInput1, aOutColor) );
CHECK_MSTATUS ( attributeAffects(aAlphaInput2, aOutColor) );
return MS::kSuccess;
}
//
// DESCRIPTION:
MStatus MixtureNode::compute(const MPlug& plug, MDataBlock& block )
{
if ((plug != aOutColor) && (plug.parent() != aOutColor))
MFloatVector color1 = block.inputValue( aColor1 ).asFloatVector();
MFloatVector color2 = block.inputValue( aColor2 ).asFloatVector();
MFloatVector mask1 = block.inputValue( aAlphaInput1 ).asFloatVector();
MFloatVector mask2 = block.inputValue( aAlphaInput2 ).asFloatVector();
// Mask1 applied to color1, mask2 applied to color2
color1[0] *= mask1[0]; color1[1] *= mask1[1]; color1[2] *= mask1[2];
color2[0] *= mask2[0]; color2[1] *= mask2[1]; color2[2] *= mask2[2];
// set ouput color attribute
MDataHandle outColorHandle = block.outputValue( aOutColor );
MFloatVector& outColor = outColorHandle.asFloatVector();
outColor = color1 + color2;
outColorHandle.setClean();
return MS::kSuccess;
}
//
// Override definition
MHWRender::MPxShadingNodeOverride* MixtureNodeOverride::creator(
const MObject& obj)
{
return new MixtureNodeOverride(obj);
}
MixtureNodeOverride::MixtureNodeOverride(const MObject& obj)
: MPxShadingNodeOverride(obj)
, fFragmentName("")
{
// Define fragments needed for VP2 version of shader, this could also be
// defined in a separate XML file
//
// Define the input and output parameter names to match the input and
// output attribute names so that the values are automatically populated
// on the shader.
static const MString sFragmentName("mixtureNodePluginFragment");
static const char* sFragmentBody =
"<fragment uiName=\"mixtureNodePluginFragment\" name=\"mixtureNodePluginFragment\" type=\"plumbing\" class=\"ShadeFragment\" version=\"1.0\">"
" <description><![CDATA[Mixture utility fragment]]></description>"
" <properties>"
" <float3 name=\"color1\" />"
" <float3 name=\"color2\" />"
" <float3 name=\"mask1\" />"
" <float3 name=\"mask2\" />"
" </properties>"
" <values>"
" <float3 name=\"color1\" value=\"0.0,1.0,0.0\" />"
" <float3 name=\"color2\" value=\"0.0,0.0,1.0\" />"
" <float3 name=\"mask1\" value=\"0.5,0.5,0.5\" />"
" <float3 name=\"mask2\" value=\"0.5,0.5,0.5\" />"
" </values>"
" <outputs>"
" <float3 name=\"outColor\" />"
" </outputs>"
" <implementation>"
" <implementation render=\"OGSRenderer\" language=\"Cg\" lang_version=\"2.1\">"
" <function_name val=\"mixtureNodePluginFragment\" />"
" <source><![CDATA["
"float3 mixtureNodePluginFragment(float3 color1, float3 color2, float3 mask1, float3 mask2) \n"
"{ \n"
" return mask1*color1 + mask2*color2; \n"
"} \n]]>"
" </source>"
" </implementation>"
" <implementation render=\"OGSRenderer\" language=\"HLSL\" lang_version=\"11.0\">"
" <function_name val=\"mixtureNodePluginFragment\" />"
" <source><![CDATA["
"float3 mixtureNodePluginFragment(float3 color1, float3 color2, float3 mask1, float3 mask2) \n"
"{ \n"
" return mask1*color1 + mask2*color2; \n"
"} \n]]>"
" </source>"
" </implementation>"
" <implementation render=\"OGSRenderer\" language=\"GLSL\" lang_version=\"3.0\">"
" <function_name val=\"mixtureNodePluginFragment\" />"
" <source><![CDATA["
"vec3 mixtureNodePluginFragment(vec3 color1, vec3 color2, vec3 mask1, vec3 mask2) \n"
"{ \n"
" return mask1*color1 + mask2*color2; \n"
"} \n]]>"
" </source>"
" </implementation>"
" </implementation>"
"</fragment>";
// Register fragments with the manager if needed
if (theRenderer)
{
theRenderer->getFragmentManager();
if (fragmentMgr)
{
// Add fragments if needed
bool fragAdded = fragmentMgr->hasFragment(sFragmentName);
if (!fragAdded)
{
fragAdded = (sFragmentName == fragmentMgr->addShadeFragmentFromBuffer(sFragmentBody, false));
}
// Use the fragment on successful add
if (fragAdded)
{
fFragmentName = sFragmentName;
}
}
}
}
MixtureNodeOverride::~MixtureNodeOverride()
{
}
MHWRender::DrawAPI MixtureNodeOverride::supportedDrawAPIs() const
{
}
MString MixtureNodeOverride::fragmentName() const
{
return fFragmentName;
}
//
// Plugin setup
static const MString sRegistrantId("mixtureShaderPlugin");
MStatus initializePlugin( MObject obj )
{
const MString UserClassify( "utility/color:drawdb/shader/operation/mixture" );
MFnPlugin plugin( obj, PLUGIN_COMPANY, "4.5", "Any");
CHECK_MSTATUS ( plugin.registerNode( "mixture", MixtureNode::id,
MixtureNode::creator, MixtureNode::initialize,
MPxNode::kDependNode, &UserClassify ) );
"drawdb/shader/operation/mixture",
sRegistrantId,
MixtureNodeOverride::creator));
return MS::kSuccess;
}
MStatus uninitializePlugin( MObject obj )
{
MFnPlugin plugin( obj );
CHECK_MSTATUS ( plugin.deregisterNode( MixtureNode::id ) );
"drawdb/shader/operation/mixture",
sRegistrantId));
return MS::kSuccess;
}