onbShader/onbShader.cpp

onbShader/onbShader.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: onbShader.cpp
//
// Produces dependency graph node onbShader
// This node is an example of 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 an
// onbShader with Shading Group or connect the outputs to a Shading Group's
// "surfaceShader" attribute.
//
// The actual shader implemented here uses a simplified Oren-Nayar diffuse
// model based on:
// Engel, Wolfgang et al.: Programming Vertex, Geometry, and Pixel Shaders
// http://content.gpwiki.org/index.php/D3DBook:(Lighting)_Oren-Nayar
// The diffuse computation is combined with Blinn specular highlighting.
//
// In addition to implementing the dependency node, this plug-in also shows a
// complete implementation of a surface shader for VP2. Unlike lambertShader or
// phongShader this sample does not re-use Maya's built in fragments. All
// fragment code is defined by the plug-in. See onbShaderOverride.cpp for
// details.
//
#include <maya/MPxNode.h>
#include <maya/MFnPlugin.h>
#include <maya/MIOStream.h>
#include <maya/MDrawRegistry.h>
#include <maya/MFnNumericAttribute.h>
#include <maya/MFnLightDataAttribute.h>
#include <algorithm> // for min/max
#include "onbShaderOverride.h"
class OnbShader : public MPxNode
{
public:
static void* creator();
static MStatus initialize();
static MTypeId id;
static MString nodeName;
static MString drawDbClassification;
static MString classification;
OnbShader();
virtual ~OnbShader();
virtual MStatus compute(const MPlug&, MDataBlock&);
virtual void postConstructor();
private:
// Output attributes
static MObject aOutColor;
static MObject aOutTransparency;
// Shader attributes
static MObject aColor;
static MObject aRoughness;
static MObject aTransparency;
static MObject aAmbientColor;
static MObject aIncandescence;
static MObject aSpecularColor;
static MObject aEccentricity;
static MObject aSpecularRollOff;
static MObject aNormalCamera;
// Light attributes for compute()
static MObject aRayDirection;
static MObject aLightDirection;
static MObject aLightIntensity;
static MObject aLightAmbient;
static MObject aLightDiffuse;
static MObject aLightSpecular;
static MObject aLightShadowFraction;
static MObject aPreShadowIntensity;
static MObject aLightBlindData;
static MObject aLightData;
};
// Static data
MTypeId OnbShader::id(0x00080FFF);
MString OnbShader::nodeName("onbShader");
MString OnbShader::drawDbClassification("drawdb/shader/surface/onbShader");
MString OnbShader::classification("shader/surface:" + drawDbClassification);
// Attributes
MObject OnbShader::aOutColor;
MObject OnbShader::aOutTransparency;
MObject OnbShader::aColor;
MObject OnbShader::aRoughness;
MObject OnbShader::aTransparency;
MObject OnbShader::aAmbientColor;
MObject OnbShader::aIncandescence;
MObject OnbShader::aSpecularColor;
MObject OnbShader::aEccentricity;
MObject OnbShader::aSpecularRollOff;
MObject OnbShader::aNormalCamera;
MObject OnbShader::aRayDirection;
MObject OnbShader::aLightDirection;
MObject OnbShader::aLightIntensity;
MObject OnbShader::aLightAmbient;
MObject OnbShader::aLightDiffuse;
MObject OnbShader::aLightSpecular;
MObject OnbShader::aLightShadowFraction;
MObject OnbShader::aPreShadowIntensity;
MObject OnbShader::aLightBlindData;
MObject OnbShader::aLightData;
// Helper pre-processor defines
#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));
// Methods
void OnbShader::postConstructor()
{
setMPSafe(true);
}
OnbShader::OnbShader()
{
}
OnbShader::~OnbShader()
{
}
void* OnbShader::creator()
{
return new OnbShader();
}
MStatus OnbShader::initialize()
{
// Outputs
MObject outcR = nAttr.create("outColorR", "ocr", MFnNumericData::kFloat, 0.0);
MObject outcG = nAttr.create("outColorG", "ocg", MFnNumericData::kFloat, 0.0);
MObject outcB = nAttr.create("outColorB", "ocb", MFnNumericData::kFloat, 0.0);
aOutColor = nAttr.create("outColor", "oc", outcR, outcG, outcB);
MAKE_OUTPUT(nAttr);
MObject outtR = nAttr.create("outTransparencyR", "otr", MFnNumericData::kFloat, 0.0);
MObject outtG = nAttr.create("outTransparencyG", "otg", MFnNumericData::kFloat, 0.0);
MObject outtB = nAttr.create("outTransparencyB", "otb", MFnNumericData::kFloat, 0.0);
aOutTransparency = nAttr.create("outTransparency", "ot", outtR, outtG, outtB);
MAKE_OUTPUT(nAttr);
// Inputs
MObject cR = nAttr.create("colorR", "cr", MFnNumericData::kFloat, 0.5);
MObject cG = nAttr.create("colorG", "cg", MFnNumericData::kFloat, 0.5);
MObject cB = nAttr.create("colorB", "cb", MFnNumericData::kFloat, 0.5);
aColor = nAttr.create("color", "c", cR, cG, cB);
MAKE_INPUT(nAttr);
aRoughness = nAttr.create("roughness", "r", MFnNumericData::kFloat);
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setMin(0.0f));
CHECK_MSTATUS(nAttr.setMax(1.0f));
CHECK_MSTATUS(nAttr.setDefault(0.3f));
MObject tR = nAttr.create("transparencyR", "itr", MFnNumericData::kFloat, 0.0);
MObject tG = nAttr.create("transparencyG", "itg", MFnNumericData::kFloat, 0.0);
MObject tB = nAttr.create("transparencyB", "itb", MFnNumericData::kFloat, 0.0);
aTransparency = nAttr.create("transparency", "it", tR, tG, tB);
MAKE_INPUT(nAttr);
MObject aR = nAttr.create("ambientColorR", "acr", MFnNumericData::kFloat, 0.0);
MObject aG = nAttr.create("ambientColorG", "acg", MFnNumericData::kFloat, 0.0);
MObject aB = nAttr.create("ambientColorB", "acb", MFnNumericData::kFloat, 0.0);
aAmbientColor = nAttr.create("ambientColor", "ambc", aR, aG, aB);
MAKE_INPUT(nAttr);
MObject iR = nAttr.create("incandescenceR", "ir", MFnNumericData::kFloat, 0.0);
MObject iG = nAttr.create("incandescenceG", "ig", MFnNumericData::kFloat, 0.0);
MObject iB = nAttr.create("incandescenceB", "ib", MFnNumericData::kFloat, 0.0);
aIncandescence = nAttr.create("incandescence", "ic", iR, iG, iB);
MAKE_INPUT(nAttr);
MObject sR = nAttr.create("specularColorR", "sr", MFnNumericData::kFloat, 1.0);
MObject sG = nAttr.create("specularColorG", "sg", MFnNumericData::kFloat, 1.0);
MObject sB = nAttr.create("specularColorB", "sb", MFnNumericData::kFloat, 1.0);
aSpecularColor = nAttr.create("specularColor", "sc", sR, sG, sB);
MAKE_INPUT(nAttr);
aEccentricity = nAttr.create("eccentricity", "ecc", MFnNumericData::kFloat);
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setMin(0.0f));
CHECK_MSTATUS(nAttr.setMax(1.0f));
CHECK_MSTATUS(nAttr.setDefault(0.1f));
aSpecularRollOff = nAttr.create("specularRollOff", "sro", MFnNumericData::kFloat);
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setMin(0.0f));
CHECK_MSTATUS(nAttr.setMax(1.0f));
CHECK_MSTATUS(nAttr.setDefault(0.7f));
aNormalCamera = nAttr.createPoint("normalCamera", "n");
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setDefault(1.0f, 1.0f, 1.0f));
// Attributes for compute()
aRayDirection = nAttr.createPoint("rayDirection", "rd");
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setHidden(true));
aLightDirection = nAttr.createPoint("lightDirection", "ld");
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));
aLightIntensity = nAttr.createColor("lightIntensity", "li");
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));
aLightAmbient = nAttr.create("lightAmbient", "la", MFnNumericData::kBoolean);
CHECK_MSTATUS(nAttr.setStorable(false));
CHECK_MSTATUS(nAttr.setHidden(true));
CHECK_MSTATUS(nAttr.setReadable(true));
CHECK_MSTATUS(nAttr.setWritable(false));
CHECK_MSTATUS(nAttr.setHidden(true));
aLightDiffuse = nAttr.create("lightDiffuse", "ldf", MFnNumericData::kBoolean);
CHECK_MSTATUS(nAttr.setStorable(false));
CHECK_MSTATUS(nAttr.setHidden(true));
CHECK_MSTATUS(nAttr.setReadable(true));
CHECK_MSTATUS(nAttr.setWritable(false));
aLightSpecular = nAttr.create("lightSpecular", "ls", MFnNumericData::kBoolean);
CHECK_MSTATUS(nAttr.setStorable(false));
CHECK_MSTATUS(nAttr.setHidden(true));
CHECK_MSTATUS(nAttr.setReadable(true));
CHECK_MSTATUS(nAttr.setWritable(false));
aLightShadowFraction = nAttr.create("lightShadowFraction", "lsf", MFnNumericData::kFloat);
CHECK_MSTATUS(nAttr.setStorable(false));
CHECK_MSTATUS(nAttr.setHidden(true));
CHECK_MSTATUS(nAttr.setReadable(true));
CHECK_MSTATUS(nAttr.setWritable(false));
aPreShadowIntensity = nAttr.create("preShadowIntensity", "psi", MFnNumericData::kFloat);
CHECK_MSTATUS(nAttr.setStorable(false));
CHECK_MSTATUS(nAttr.setHidden(true));
CHECK_MSTATUS(nAttr.setReadable(true));
CHECK_MSTATUS(nAttr.setWritable(false));
aLightBlindData = nAttr.createAddr("lightBlindData", "lbld");
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);
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, 0.0f, 1.0f, NULL));
// Add Attributes
CHECK_MSTATUS(addAttribute(aOutColor));
CHECK_MSTATUS(addAttribute(aOutTransparency));
CHECK_MSTATUS(addAttribute(aColor));
CHECK_MSTATUS(addAttribute(aRoughness));
CHECK_MSTATUS(addAttribute(aTransparency));
CHECK_MSTATUS(addAttribute(aAmbientColor));
CHECK_MSTATUS(addAttribute(aIncandescence));
CHECK_MSTATUS(addAttribute(aSpecularColor));
CHECK_MSTATUS(addAttribute(aEccentricity));
CHECK_MSTATUS(addAttribute(aSpecularRollOff));
CHECK_MSTATUS(addAttribute(aNormalCamera));
CHECK_MSTATUS(addAttribute(aRayDirection));
CHECK_MSTATUS(addAttribute(aLightData));
// Attribute affects relationships
CHECK_MSTATUS(attributeAffects(aColor, aOutColor));
CHECK_MSTATUS(attributeAffects(aColor, aOutTransparency));
CHECK_MSTATUS(attributeAffects(aRoughness, aOutColor));
CHECK_MSTATUS(attributeAffects(aRoughness, aOutTransparency));
CHECK_MSTATUS(attributeAffects(aTransparency, aOutColor));
CHECK_MSTATUS(attributeAffects(aTransparency, aOutTransparency));
CHECK_MSTATUS(attributeAffects(aAmbientColor, aOutColor));
CHECK_MSTATUS(attributeAffects(aAmbientColor, aOutTransparency));
CHECK_MSTATUS(attributeAffects(aIncandescence, aOutColor));
CHECK_MSTATUS(attributeAffects(aIncandescence, aOutTransparency));
CHECK_MSTATUS(attributeAffects(aSpecularColor, aOutColor));
CHECK_MSTATUS(attributeAffects(aSpecularColor, aOutTransparency));
CHECK_MSTATUS(attributeAffects(aEccentricity, aOutColor));
CHECK_MSTATUS(attributeAffects(aEccentricity, aOutTransparency));
CHECK_MSTATUS(attributeAffects(aNormalCamera, aOutColor));
CHECK_MSTATUS(attributeAffects(aNormalCamera, aOutTransparency));
CHECK_MSTATUS(attributeAffects(aRayDirection, aOutColor));
CHECK_MSTATUS(attributeAffects(aRayDirection, aOutTransparency));
CHECK_MSTATUS(attributeAffects(aSpecularRollOff, aOutColor));
CHECK_MSTATUS(attributeAffects(aSpecularRollOff, aOutTransparency));
CHECK_MSTATUS(attributeAffects(aLightDirection, aOutColor));
CHECK_MSTATUS(attributeAffects(aLightDirection, aOutTransparency));
CHECK_MSTATUS(attributeAffects(aLightIntensity, aOutColor));
CHECK_MSTATUS(attributeAffects(aLightIntensity, aOutTransparency));
CHECK_MSTATUS(attributeAffects(aLightAmbient, aOutColor));
CHECK_MSTATUS(attributeAffects(aLightAmbient, aOutTransparency));
CHECK_MSTATUS(attributeAffects(aLightDiffuse, aOutColor));
CHECK_MSTATUS(attributeAffects(aLightDiffuse, aOutTransparency));
CHECK_MSTATUS(attributeAffects(aLightSpecular, aOutColor));
CHECK_MSTATUS(attributeAffects(aLightSpecular, aOutTransparency));
CHECK_MSTATUS(attributeAffects(aLightShadowFraction, aOutColor));
CHECK_MSTATUS(attributeAffects(aLightShadowFraction, aOutTransparency));
CHECK_MSTATUS(attributeAffects(aPreShadowIntensity, aOutColor));
CHECK_MSTATUS(attributeAffects(aPreShadowIntensity, aOutTransparency));
CHECK_MSTATUS(attributeAffects(aLightBlindData, aOutColor));
CHECK_MSTATUS(attributeAffects(aLightBlindData, aOutTransparency));
CHECK_MSTATUS(attributeAffects(aLightData, aOutColor));
CHECK_MSTATUS(attributeAffects(aLightData, aOutTransparency));
return MS::kSuccess;
}
MStatus OnbShader::compute(const MPlug& plug, MDataBlock& block)
{
// Sanity check
if (plug != aOutColor && plug.parent() != aOutColor &&
plug != aOutTransparency && plug.parent() != aOutTransparency)
{
}
// Note that this currently only implements the diffuse portion of the
// shader and ignores specular. The diffuse portion is the Oren-Nayar
// computation from:
// Engel, Wolfgang et al. Programming Vertex, Geometry, and Pixel Shaders
// http://content.gpwiki.org/index.php/D3DBook:(Lighting)_Oren-Nayar
// Further extensions could be added to this compute method to include
// the intended Blinn specular component as well as ambient and
// incandescence components.
// See the VP2 fragment-based implementation in onbShaderOverride for the
// full shader.
MStatus status;
MFloatVector resultColor(0.0f, 0.0f, 0.0f);
MFloatVector resultTransparency(0.0f, 0.0f, 0.0f);
// Get surface shading parameters from input block
const MFloatVector& surfaceColor =
block.inputValue(aColor, &status).asFloatVector();
CHECK_MSTATUS(status);
const float roughness = block.inputValue(aRoughness, &status).asFloat();
CHECK_MSTATUS(status);
const MFloatVector& transparency =
block.inputValue(aTransparency, &status).asFloatVector();
CHECK_MSTATUS(status);
const MFloatVector& surfaceNormal =
block.inputValue(aNormalCamera, &status).asFloatVector();
CHECK_MSTATUS(status);
const MFloatVector& rayDirection =
block.inputValue(aRayDirection).asFloatVector();
const MFloatVector viewDirection = -rayDirection;
// Pre-compute some values that do not vary with lights
const float NV = viewDirection*surfaceNormal;
const float acosNV = acosf(NV);
const float roughnessSq = roughness*roughness;
const float A = 1.0f - 0.5f*(roughnessSq/(roughnessSq + 0.57f));
const float B = 0.45f*(roughnessSq/(roughnessSq + 0.09f));
// Get light list
MArrayDataHandle lightData = block.inputArrayValue(aLightData, &status);
CHECK_MSTATUS(status);
const int numLights = lightData.elementCount(&status);
CHECK_MSTATUS(status);
// Iterate through light list and get ambient/diffuse values
for (int count=1; count<=numLights; count++)
{
// Get the current light
MDataHandle currentLight = lightData.inputValue(&status);
CHECK_MSTATUS(status);
// Find diffuse component
if (currentLight.child(aLightDiffuse).asBool())
{
// Get the intensity and direction of that light
const MFloatVector& lightIntensity =
currentLight.child(aLightIntensity).asFloatVector();
const MFloatVector& lightDirection =
currentLight.child(aLightDirection).asFloatVector();
// Compute the diffuse factor
const float NL = lightDirection*surfaceNormal;
const float acosNL = acosf(NL);
const float alpha = std::max(acosNV, acosNL);
const float beta = std::min(acosNV, acosNL);
const float gamma =
(viewDirection - (surfaceNormal*NV)) *
(lightDirection - (surfaceNormal*NL));
const float C = sinf(alpha)*tanf(beta);
const float factor =
std::max(0.0f, NL)*(A + B*std::max(0.0f, gamma)*C);
// Add to result color
resultColor += lightIntensity*factor;
}
// Advance to the next light.
if (count < numLights)
{
status = lightData.next();
CHECK_MSTATUS(status);
}
}
// Factor incident light with surface color
resultColor[0] = resultColor[0]*surfaceColor[0];
resultColor[1] = resultColor[1]*surfaceColor[1];
resultColor[2] = resultColor[2]*surfaceColor[2];
// Set ouput color attribute
if (plug == aOutColor || plug.parent() == aOutColor)
{
// Get the handle to the attribute
MDataHandle outColorHandle = block.outputValue(aOutColor, &status);
CHECK_MSTATUS(status);
MFloatVector& outColor = outColorHandle.asFloatVector();
// Set the result and mark it clean
outColor = resultColor;
outColorHandle.setClean();
}
// Set ouput transparency
if (plug == aOutTransparency || plug.parent() == aOutTransparency)
{
// Get the handle to the attribute
MDataHandle outTransHandle =
block.outputValue(aOutTransparency, &status);
CHECK_MSTATUS(status);
MFloatVector& outTrans = outTransHandle.asFloatVector();
// Set the result and mark it clean
outTrans = transparency;
outTransHandle.setClean();
}
return MS::kSuccess;
}
// Init/Un-init fucntions
static const MString sRegistrantId("onbShaderPlugin");
MStatus initializePlugin(MObject obj)
{
MFnPlugin plugin(obj, PLUGIN_COMPANY, "1.0", "Any");
CHECK_MSTATUS(plugin.registerNode(
OnbShader::nodeName,
OnbShader::id,
OnbShader::creator,
OnbShader::initialize,
&OnbShader::classification));
OnbShader::drawDbClassification,
sRegistrantId,
onbShaderOverride::creator));
CHECK_MSTATUS(onbShaderOverride::registerFragments());
return MS::kSuccess;
}
MStatus uninitializePlugin(MObject obj)
{
MFnPlugin plugin(obj);
CHECK_MSTATUS(plugin.deregisterNode(OnbShader::id));
OnbShader::drawDbClassification,
sRegistrantId));
CHECK_MSTATUS(onbShaderOverride::deregisterFragments());
return MS::kSuccess;
}