#include <math.h>
#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/MArrayDataHandle.h>
#include <maya/MFnNumericAttribute.h>
#include <maya/MFnLightDataAttribute.h>
#include <maya/MFloatVector.h>
#include <maya/MFnPlugin.h>
{
public:
BackNode();
virtual ~BackNode();
static void * creator();
private:
static MObject aDiffuseReflectivity;
static MObject aLightShadowFraction;
static MObject aPreShadowIntensity;
};
MObject BackNode::aTranslucenceCoeff;
MObject BackNode::aDiffuseReflectivity;
MObject BackNode::aLightShadowFraction;
MObject BackNode::aPreShadowIntensity;
#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) );
void BackNode::postConstructor( )
{
setMPSafe(true);
}
BackNode::BackNode()
{
}
BackNode::~BackNode()
{
}
void * BackNode::creator()
{
return new BackNode();
}
{
MAKE_INPUT(nAttr);
MAKE_INPUT(nAttr);
MAKE_INPUT(nAttr);
MAKE_INPUT(nAttr);
aIncandescence = nAttr.
createColor(
"incandescence",
"ic" );
MAKE_INPUT(nAttr);
aTranslucenceCoeff = nAttr.
create(
"translucenceCoeff",
"tc",
MAKE_INPUT(nAttr);
aDiffuseReflectivity = nAttr.
create(
"diffuseReflectivity",
"drfl",
MAKE_INPUT(nAttr);
MAKE_OUTPUT(nAttr);
aPointCamera = nAttr.
createPoint(
"pointCamera",
"pc" );
MAKE_INPUT(nAttr);
MAKE_INPUT(nAttr);
MAKE_INPUT(nAttr);
aNormalCamera = nAttr.
createColor(
"normalCamera",
"n" );
MAKE_INPUT(nAttr);
aLightDirection = nAttr.
createPoint(
"lightDirection",
"ld" );
aLightIntensity = nAttr.
createColor(
"lightIntensity",
"li" );
aLightAmbient = nAttr.
create(
"lightAmbient",
"la",
aLightDiffuse = nAttr.
create(
"lightDiffuse",
"ldf",
aLightSpecular = nAttr.
create(
"lightSpecular",
"ls",
aLightShadowFraction = nAttr.
create(
"lightShadowFraction",
"lsf",
aPreShadowIntensity = nAttr.
create(
"preShadowIntensity",
"psi",
aLightBlindData = nAttr.
createAddr(
"lightBlindData",
"lbld");
aLightData = lAttr.
create(
"lightDataArray",
"ltd",
aLightDirection, aLightIntensity, aLightAmbient,
aLightDiffuse, aLightSpecular, aLightShadowFraction,
aPreShadowIntensity, aLightBlindData);
CHECK_MSTATUS( lAttr.
setDefault(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
true,
true,
false, 0.0f, 1.0f, NULL) );
CHECK_MSTATUS( attributeAffects (aTranslucenceCoeff, aOutColor) );
CHECK_MSTATUS( attributeAffects (aDiffuseReflectivity, aOutColor) );
CHECK_MSTATUS( attributeAffects (aLightShadowFraction, aOutColor) );
CHECK_MSTATUS( attributeAffects (aPreShadowIntensity, aOutColor) );
}
{
if ((plug != aOutColor) && (plug.
parent() != aOutColor))
float specularR, specularG, specularB;
float diffuseR, diffuseG, diffuseB;
float BackR, BackG, BackB;
diffuseR = diffuseG = diffuseB = specularR = specularG = specularB = 0.0;
BackR = BackG = BackB = 0.0;
for( int count=1; count <= numLights; count++ )
{
diffuseR += lightIntensity[0];
diffuseG += lightIntensity[1];
diffuseB += lightIntensity[2];
}
{
float cosln = lightDirection * surfaceNormal;
if( cosln > 0.0f )
{
diffuseR += lightIntensity[0] * ( cosln * diffuseReflectivity );
diffuseG += lightIntensity[1] * ( cosln * diffuseReflectivity );
diffuseB += lightIntensity[2] * ( cosln * diffuseReflectivity );
}
if (((cosln > 0.0) && (cosln <= threshold)) ||
(cosln <= 0.0))
{
float interp;
if (threshold != 0.0) {
interp = ((1.0f / (-1 - threshold)) * cosln) +
(threshold / (threshold + 1));
}
else
{
interp = fabsf(cosln);
}
BackR += (BackLightColor[0] * interp);
BackG += (BackLightColor[1] * interp);
BackB += (BackLightColor[2] * interp);
}
if( cosln > 0.0f )
{
float RV = ( ( (2*surfaceNormal) * cosln ) - lightDirection ) * cameraPosition;
if( RV < 0.0 ) RV = -RV;
if ( power < 0 ) power = -power;
float s = spec * powf( RV, power );
specularR += lightIntensity[0] * s;
specularG += lightIntensity[1] * s;
specularB += lightIntensity[2] * s;
}
}
if( !lightData.
next() )
break;
}
resultColor[0] = ( diffuseR * surfaceColor[0] ) + specularR + incandescence[0] + (BackR * Boost);
resultColor[1] = ( diffuseG * surfaceColor[1] ) + specularG + incandescence[1] + (BackG * Boost);
resultColor[2] = ( diffuseB * surfaceColor[2] ) + specularB + incandescence[2] + (BackB * Boost);
outColor = resultColor;
}
{
const MString UserClassify(
"shader/surface" );
MFnPlugin plugin( obj, PLUGIN_COMPANY,
"4.5",
"Any");
CHECK_MSTATUS( plugin.registerNode(
"backFillShader", BackNode::id,
BackNode::creator, BackNode::initialize,
}
{
}