blindDataShader/blindDataMesh.cpp

blindDataShader/blindDataMesh.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:
//
// This plug-in produces two dependency graph nodes: "blindDataShader" and "blindDataMesh".
//
// It demonstrates the use of blind data to provide color information to a hardware shading node.
// It contains two parts: "blindDataMesh" and "blindDataShader".
//
// The "blindDataMesh" node builds a mesh and populates its blind data with color information.
// The "blindDataShader" node is a hardware shader that picks up the color information for drawing.
// The shader part of the plug-in uses the vertex IDs of the "MPxHwShaderNode::geometry()" method to acquire the blind data color information.
//
// To use this plug-in:
// Open the "blindDataShader.mel" file and execute its contents.
// The results can be viewed by using the shading menu to smooth shade and then turn on hardware texturing.
//
#include <maya/MFnMesh.h>
#include <maya/MFloatPoint.h>
#include <maya/MFloatPointArray.h>
#include <maya/MIntArray.h>
#include <maya/MFnTypedAttribute.h>
#include <maya/MFnNumericAttribute.h>
#include <maya/MPxNode.h>
#include <maya/MObject.h>
#include <maya/MPlug.h>
#include <maya/MDataBlock.h>
#include <maya/MFnMeshData.h>
#include <maya/MIOStream.h>
#include <maya/MItMeshVertex.h>
#include "blindDataMesh.h"
MStatus returnStatus;
#define McheckErr(stat,msg) \
if ( MS::kSuccess != stat ) { \
cerr << msg; \
return MS::kFailure; \
}
MObject blindDataMesh::seed;
MObject blindDataMesh::outputMesh;
MTypeId blindDataMesh::id( 0x60EA );
void* blindDataMesh::creator()
{
return new blindDataMesh;
}
MStatus blindDataMesh::initialize()
{
MFnTypedAttribute typedAttr;
MStatus returnStatus;
blindDataMesh::outputMesh = typedAttr.create( "outputMesh", "out",
MFnData::kMesh, &returnStatus );
McheckErr(returnStatus, "ERROR creating blindDataMesh output attribute\n");
typedAttr.setStorable(false);
returnStatus = addAttribute(blindDataMesh::outputMesh);
McheckErr(returnStatus, "ERROR adding outputMesh attribute\n");
blindDataMesh::seed = numAttr.create( "randomSeed", "seed",
MFnNumericData::kLong, 0, &returnStatus );
McheckErr(returnStatus, "ERROR creating blindDataMesh input attribute\n");
returnStatus = addAttribute(blindDataMesh::seed);
McheckErr(returnStatus, "ERROR adding input attribute\n");
returnStatus = attributeAffects(blindDataMesh::seed,
blindDataMesh::outputMesh);
McheckErr(returnStatus, "ERROR in attributeAffects\n");
return MS::kSuccess;
}
MObject blindDataMesh::createMesh(long seed, MObject& outData, MStatus& stat)
{
MFloatPointArray vertices;
MIntArray faceDegrees;
MIntArray faceVertices;
int i, j;
srand(seed);
float planeSize = 20.0f;
float planeOffset = planeSize / 2.0f;
float planeDim = 0.5f;
int numDivisions = (int) (planeSize / planeDim);
// int numVertices = (numDivisions + 1) * (numDivisions + 1);
// int numEdge = (2 * numDivisions) * (numDivisions + 1);
int numFaces = numDivisions * numDivisions;
// Set up an array containing the vertex positions for the plane. The
// vertices are placed equi-distant on the X-Z plane to form a square
// grid that has a side length of "planeSize".
//
// The Y-coordinate of each vertex is the average of the neighbors already
// calculated, if there are any, with a small random offset added. Because
// of the way the vertices are calculated, the whole plane will look like
// it is streaked in a diagonal direction with mountains and depressions.
//
for (i = 0; i < (numDivisions + 1); ++i)
{
for (j = 0; j < (numDivisions + 1); ++j)
{
float height;
if (i == 0 && j == 0)
{
height = ((rand() % 101) / 100.0f - 0.5f);
}
else if (i == 0)
{
float previousHeight = vertices[j - 1][1];
height = previousHeight + ((rand() % 101) / 100.0f - 0.5f);
}
else if (j == 0)
{
float previousHeight = vertices[(i-1)*(numDivisions + 1)][1];
height = previousHeight + ((rand() % 101) / 100.0f - 0.5f);
}
else
{
float previousHeight
= vertices[(i-1)*(numDivisions + 1) + j][1];
float previousHeight2
= vertices[i*(numDivisions + 1) + j - 1][1];
height = (previousHeight + previousHeight2)
/ 2.0f + ((rand() % 101) / 100.0f - 0.5f);
}
MFloatPoint vtx( i * planeDim - planeOffset, height,
j * planeDim - planeOffset );
vertices.append(vtx);
}
}
// Set up an array containing the number of vertices
// for each of the plane's faces
//
for (i = 0; i < numFaces; ++i)
{
faceDegrees.append(4);
}
// Set up an array to assign the vertices for each face
//
for (i = 0; i < numDivisions; ++i)
{
for (j = 0; j < numDivisions; ++j)
{
faceVertices.append(i*(numDivisions+1) + j);
faceVertices.append(i*(numDivisions+1) + j + 1);
faceVertices.append((i+1)*(numDivisions+1) + j + 1);
faceVertices.append((i+1)*(numDivisions+1) + j);
}
}
MFnMesh meshFn;
MObject newMesh = meshFn.create(vertices.length(), numFaces, vertices,
faceDegrees, faceVertices, outData, &stat);
return newMesh;
}
MStatus blindDataMesh::compute(const MPlug& plug, MDataBlock& data)
{
MStatus returnStatus;
if (plug == outputMesh) {
// Get the given random number generator seed. We need to use a
// seed, because a pseudo-random number generator will always give
// the same random numbers for a constant seed. This means that the
// mesh will not change when it is recalculated.
//
MDataHandle seedHandle = data.inputValue(seed, &returnStatus);
McheckErr(returnStatus,"ERROR getting random number generator seed\n");
long seed = seedHandle.asLong();
// Get the handle to the output mesh. The creation of the output mesh
// is done in two steps. First, the mesh is created. That involves
// calculating the position of the vertices and their connectivity.
//
// Second, blind data is associated to the vertices on the mesh.
// For this example, three double blind data values is associated
// to each vertex: "red", "green" and "blue".
//
MFnMeshData dataCreator;
MDataHandle outputHandle = data.outputValue(outputMesh, &returnStatus);
McheckErr(returnStatus, "ERROR getting polygon data handle\n");
MObject newOutputData = dataCreator.create(&returnStatus);
McheckErr(returnStatus, "ERROR creating outputData");
createMesh(seed, newOutputData, returnStatus);
McheckErr(returnStatus, "ERROR creating new plane");
returnStatus = setMeshBlindData(newOutputData);
McheckErr(returnStatus, "ERROR setting the blind Data on the plane");
outputHandle.set(newOutputData);
data.setClean( plug );
} else
return MS::kUnknownParameter;
return MS::kSuccess;
}
MStatus blindDataMesh::setMeshBlindData(MObject& mesh)
{
MStatus stat = MS::kSuccess;
MFnMesh meshFn(mesh);
// First, make sure that the blind data attribute exists,
// Otherwise, create it.
//
int blindDataID = 60;
if (!meshFn.isBlindDataTypeUsed(blindDataID, &stat))
{
MStringArray longNames, shortNames, formatNames;
longNames.append("red_color");
shortNames.append("red");
formatNames.append("double");
longNames.append("green");
shortNames.append("grn");
formatNames.append("double");
longNames.append("blue_color");
shortNames.append("blue");
formatNames.append("double");
stat = meshFn.createBlindDataType(
blindDataID, longNames, shortNames, formatNames );
if (!stat) return stat;
}
else if (!stat) return stat;
// Iterate through the mesh vertices and assign to each some
// color value that is related to the height of the vertex
// so that it goes from dark blue at the lowest point to
// white at the highest..
//
// Find the lowest and the highest points.
//
MItMeshVertex itVertex(mesh);
double lowest = 1e10, highest = -1e10;
for ( ; !itVertex.isDone(); itVertex.next() )
{
MPoint vertexPosition = itVertex.position();
double height = vertexPosition[1];
if (height < lowest) lowest = height;
if (height > highest) highest = height;
}
double range = highest - lowest;
for ( itVertex.reset(mesh); !itVertex.isDone(); itVertex.next() )
{
MPoint vertexPosition = itVertex.position();
double height = vertexPosition[1] - lowest;
double red, green, blue;
// Calculate the interpolated color for each vertex
// using its relative height
//
red = 2.0 * ( height / range ) - 1.0;
if (height > range/2.0) {
if (red < 0.7) green = 0.7;
else green = red;
}
else green = 0.7 * (1.0 - (((range/2.0) - height) / (range/2.0))
* (((range/2.0) - height) / (range/2.0)));
if (height > range/2.0) blue = red;
else blue = 1.0 - (green*green);
if (red < 0.0) red = 0.0;
// Set the color values in the blind data
//
stat = meshFn.setDoubleBlindData(itVertex.index(),
MFn::kMeshVertComponent, blindDataID, "red", red);
if (!stat) return stat;
stat = meshFn.setDoubleBlindData(itVertex.index(),
MFn::kMeshVertComponent, blindDataID, "green", green);
if (!stat) return stat;
stat = meshFn.setDoubleBlindData(itVertex.index(),
MFn::kMeshVertComponent, blindDataID, "blue", blue);
if (!stat) return stat;
}
return stat;
}