renderAccessNode/renderAccessNode.cpp

renderAccessNode/renderAccessNode.cpp
//-
// ==========================================================================
// Copyright 1995,2006,2008 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.
// ==========================================================================
//+
// DESCRIPTION:
//
// Produces the dependency graph node "renderAccessNode".
//
// This example demonstrates how to work with render callbacks.
// The plug-in will register a render callback, a shadow cast
// callback, and a post-process callback. When a render starts, render
// callback will be invoked, providing info related to the render's size.
// Then, if shadow maps exist in the render, shadow cast callback will
// be invoked after shadow maps have been calculated, providing data to
// the shadow maps. Finally, after geometries have been rendered,
// post-render callback will be invoked providing pointers to the rendered pixels.
//
// The plug-in will modify the rendered image in post-process callback
// to demonstrate how to manipulate the pixels. The attribute pointWorld
// will be converted to screen space and back to test MRenderData::worldToScreen()
// and MRenderData::screenToWorld().
//
// Install the plugin and create a renderAccessNode. Set the
// ptWorld attribute to set the point to be converted from world
// space to screen space.
//
#include <maya/MIOStream.h>
#include <stdlib.h>
#include <maya/MString.h>
#include <maya/MTypeId.h>
#include <maya/MGlobal.h>
#include <maya/MFnPlugin.h>
#include <maya/MPxNode.h>
#include <maya/MPlug.h>
#include <maya/MDataBlock.h>
#include <maya/MDataHandle.h>
#include <maya/MFnNumericAttribute.h>
#include <maya/MFloatPoint.h>
#include <maya/MRenderData.h>
#include <maya/MRenderShadowData.h>
#include <maya/MRenderUtil.h>
#include <maya/MRenderCallback.h>
class myCallback2 : public MRenderCallback
{
public:
myCallback2() {;}
~myCallback2() {;}
void setObj(MObject &obj) { nodeObj = obj;}
virtual bool shadowCastCallback( const MRenderShadowData &data );
virtual bool renderCallback( const MRenderData &data );
virtual bool postProcessCallback( const MRenderData &data );
private:
MObject nodeObj;
};
// Main Class //
class renderAccessNode : public MPxNode
{
myCallback2 callback;
public: // Methods
renderAccessNode();
virtual ~renderAccessNode();
virtual MStatus compute( const MPlug&, MDataBlock& );
static void * creator();
static MStatus initialize();
// Id tag for use with binary file format
//
static MTypeId id;
public:
// Input
static MObject aSamples;
static MObject aDist;
static MObject aInColor;
static MObject aPointWorld;
static MObject aOutput;
};
// To get 3 float values from the node attribute
//
static void getFloat3(MObject node, MObject attr, MFloatPoint & val)
{
// Get the attr to use
//
MObject object;
MStatus status;
MPlug plug(node, attr);
CHECK_MSTATUS(plug.getValue(object));
MFnNumericData data(object, &status);
CHECK_MSTATUS(status);
CHECK_MSTATUS(data.getData(val[0], val[1], val[2]));
}
bool myCallback2::renderCallback( const MRenderData &data )
{
getFloat3( nodeObj, renderAccessNode::aPointWorld, wp );
fprintf( stderr, "\n*** Render Callback\n\n" );
fprintf( stderr, "Image: %d %d\n", data.resX, data.resY );
fprintf( stderr, "region rect: %d %d %d %d\n",
data.left,
data.bottom,
data.right,
data.top
);
return 0;
}
bool myCallback2::shadowCastCallback( const MRenderShadowData &data )
{
getFloat3( nodeObj, renderAccessNode::aPointWorld, wp );
fprintf( stderr, "\n*** Shadow cast Callback\n\n" );
fprintf( stderr, "Light Position (%2.2f, %2.2f, %2.2f), size (%dx%d)\n",
data.shadowResX,
data.shadowResY );
fprintf( stderr, "Light type: %d, perspective: %d\n",
data.lightType, data.perspective );
data.worldToZbuffer( wp, zp );
fprintf( stderr, "World Point( %g, %g, %g) = shadowmap (%g, %g, %g)\n\n",
wp.x, wp.y, wp.z,
zp.x, zp.y, zp.z );
data.zbufferToWorld( zp, wp );
fprintf( stderr, "shadowmap( %g, %g, %g ) = World Point( %g, %g, %g)\n\n",
zp.x, zp.y, zp.z,
wp.x, wp.y, wp.z );
return 0;
}
bool myCallback2::postProcessCallback( const MRenderData &data )
{
getFloat3( nodeObj, renderAccessNode::aPointWorld, wp );
float screenZ;
MPlug plug(nodeObj, renderAccessNode::aDist );
plug.getValue( screenZ );
fprintf( stderr, "\n*** Post process Callback\n\n" );
fprintf( stderr, "Image: %d %d\n", data.resX, data.resX );
fprintf( stderr, "region rect: %d %d %d %d\n",
data.left,
data.bottom,
data.right,
data.top
);
fprintf( stderr, "Data size: %d x %d (%d)\n", data.xsize, data.ysize, data.bytesPerChannel );
float r, g, b, a;
r = 0.0;
g = 255.0;
b = 255.0;
a = 255.0;
//
// modify rgba and depth values
//
short x, y;
unsigned char *addr;
for ( y = 0; y < data.ysize/2; y+= 3 )
{
for ( x = 0; x < data.xsize/2; x+= 3 )
{
addr = data.rgbaArr + ((data.xsize*y+x)*4*data.bytesPerChannel);
if ( data.bytesPerChannel == 1 )
{
addr[0] = (char)a; // a
addr[1] = (char)b; // b
addr[2] = (char)g; // g
addr[3] = (char)r; // r
}
else
{
addr[0] = (char)a;
addr[1] = (char)(((a - (int)(a)) * 256.0));
addr[2] = (char)b;
addr[3] = (char)(((b - (int)(b)) * 256.0));
addr[4] = (char)g;
addr[5] = (char)(((g - (int)(g)) * 256.0));
addr[6] = (char)r;
addr[7] = (char)(((r - (int)(r)) * 256.0));
}
data.depthArr[ data.xsize*y+x ] = -0.25;
}
}
data.worldToScreen( wp, sp );
fprintf( stderr, "\nWorld point: ( %2.2f, %2.2f, %2.2f ) = Screen (%2.2f, %2.2f) depth: %2.2f\n\n",
wp.x, wp.y, wp.z,
sp.x, sp.y, sp.z );
data.screenToWorld( sp, wp );
fprintf( stderr, "Screen point: ( %2.2f, %2.2f, %2.2f ) = World (%2.2f, %2.2f, %2.2f)\n",
sp.x, sp.y, sp.z,
wp.x, wp.y, wp.z );
fprintf( stderr, "\n" );
return 0;
}
// attribute information
MTypeId renderAccessNode::id( 0x81018 );
// input
MObject renderAccessNode::aSamples;
MObject renderAccessNode::aDist;
MObject renderAccessNode::aInColor;
MObject renderAccessNode::aPointWorld;
MObject renderAccessNode::aOutput;
renderAccessNode::renderAccessNode()
{}
renderAccessNode::~renderAccessNode()
{
}
void renderAccessNode::postConstructor()
{
MObject obj = thisMObject();
callback.setObj( obj );
MRenderCallback::addCallback( &callback, 255 );
}
// creates an instance of the node
void * renderAccessNode::creator()
{
return new renderAccessNode();
}
// initializes attribute information
MStatus renderAccessNode::initialize()
{
// samples
aSamples = nAttr.create( "samples", "spl", MFnNumericData::kShort, 0 );
nAttr.setMin(0);
CHECK_MSTATUS(addAttribute( aSamples ));
// distance
aDist = nAttr.create( "distance", "dis", MFnNumericData::kFloat, 0 );
CHECK_MSTATUS(addAttribute( aDist ));
// inColor
aInColor = nAttr.createColor( "inColor", "ic" );
nAttr.setStorable(false);
CHECK_MSTATUS(addAttribute( aInColor ));
// pointWorld
aPointWorld = nAttr.createPoint( "worldPoint", "wp" );
nAttr.setStorable(false);
nAttr.setWritable(true);
CHECK_MSTATUS(addAttribute( aPointWorld ));
// Output
aOutput = nAttr.create( "output", "out", MFnNumericData::kFloat, 1.0 );
CHECK_MSTATUS(addAttribute( aOutput ));
attributeAffects( aPointWorld, aOutput );
attributeAffects( aInColor, aOutput );
return MS::kSuccess;
}
MStatus renderAccessNode::compute( const MPlug& plug, MDataBlock& data)
{
if ( plug == renderAccessNode::aOutput )
{
MDataHandle outHandle = data.outputValue( aOutput );
float& of = outHandle.asFloat();
of = 1.0f;
outHandle.setClean();
}
return MS::kSuccess;
}
//
//
//
MStatus initializePlugin( MObject obj )
{
const MString UserClassify( "utility/general" );
MFnPlugin plugin( obj, PLUGIN_COMPANY, "4.5", "Any");
plugin.registerNode( "renderAccessNode", renderAccessNode::id,
renderAccessNode::creator, renderAccessNode::initialize,
MPxNode::kDependNode, &UserClassify );
return MS::kSuccess;
}
MStatus uninitializePlugin( MObject obj )
{
MFnPlugin plugin( obj );
plugin.deregisterNode( renderAccessNode::id );
return MS::kSuccess;
}