C++ API Reference
depthShader/depthShader.cpp
#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>
#include <maya/MDrawRegistry.h>
#include <maya/MPxSurfaceShadingNodeOverride.h>
#include <maya/MViewport2Renderer.h>
#include <maya/MFragmentManager.h>
//
// DESCRIPTION:
// Produces dependency graph node DepthShader
// This node is an example of a surface shader that colors objects based on the distance from the camera.
// The inputs for this node are can be found in the Maya UI on the Attribute Editor for the node.
// The output attribute of the node is called "outColor". It is a 3 float value that represents the resulting color produced by the node.
// To use this shader, create a DepthShader with Shading Group or connect its output to a Shading Group's "SurfaceShader" attribute.
//
// Plugin Depth Shader Class Declaration
class depthShader : public MPxNode
{
public:
depthShader();
~depthShader() override;
MStatus compute( const MPlug&, MDataBlock& ) override;
SchedulingType schedulingType() const override { return SchedulingType::kParallel; }
static void * creator();
static MStatus initialize();
// Id tag for use with binary file format
static MTypeId id;
private:
// Input attributes
static MObject aColorNear;
static MObject aColorFar;
static MObject aNear;
static MObject aFar;
static MObject aPointCamera;
// Output attributes
static MObject aOutColor;
};
// Plugin Depth Shader Override Class Declaration
class depthShaderOverride : public MHWRender::MPxSurfaceShadingNodeOverride
{
public:
~depthShaderOverride() override;
MString fragmentName() const override;
private:
depthShaderOverride(const MObject& obj);
MString fFragmentName;
};
// Plugin Depth Shader Class Implementation
// static data
MTypeId depthShader::id( 0x81002 );
// Attributes
MObject depthShader::aColorNear;
MObject depthShader::aColorFar;
MObject depthShader::aNear;
MObject depthShader::aFar;
MObject depthShader::aPointCamera;
MObject depthShader::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:
depthShader::depthShader()
{
}
//
// DESCRIPTION:
depthShader::~depthShader()
{
}
//
// DESCRIPTION:
void* depthShader::creator()
{
return new depthShader();
}
//
// DESCRIPTION:
MStatus depthShader::initialize()
{
// Create input attributes
aColorNear = nAttr.createColor("color", "c");
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setDefault(0., 1., 0.)); // Green
aColorFar = nAttr.createColor("colorFar", "cf");
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setDefault(0., 0., 1.)); // Blue
aNear = nAttr.create("near", "n", MFnNumericData::kFloat);
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setMin(0.0f));
CHECK_MSTATUS(nAttr.setSoftMax(1000.0f));
aFar = nAttr.create("far", "f", MFnNumericData::kFloat);
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setMin(0.0f));
CHECK_MSTATUS(nAttr.setSoftMax(1000.0f));
CHECK_MSTATUS(nAttr.setDefault(2.0f));
aPointCamera = nAttr.createPoint("pointCamera", "p");
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setHidden(true));
// Create output attributes
aOutColor = nAttr.createColor("outColor", "oc");
MAKE_OUTPUT(nAttr);
CHECK_MSTATUS(addAttribute(aColorNear));
CHECK_MSTATUS(addAttribute(aColorFar));
CHECK_MSTATUS(addAttribute(aNear) );
CHECK_MSTATUS(addAttribute(aFar));
CHECK_MSTATUS(addAttribute(aPointCamera));
CHECK_MSTATUS(addAttribute(aOutColor));
CHECK_MSTATUS(attributeAffects(aColorNear, aOutColor));
CHECK_MSTATUS(attributeAffects(aColorFar, aOutColor));
CHECK_MSTATUS(attributeAffects(aNear, aOutColor));
CHECK_MSTATUS(attributeAffects(aFar, aOutColor));
CHECK_MSTATUS(attributeAffects(aPointCamera, aOutColor));
return MS::kSuccess;
}
//
// DESCRIPTION:
MStatus depthShader::compute(
const MPlug& plug,
MDataBlock& block )
{
// outColor or individial R, G, B channel
if((plug != aOutColor) && (plug.parent() != aOutColor))
return MS::kUnknownParameter;
MFloatVector resultColor;
// get sample surface shading parameters
MFloatVector& pCamera = block.inputValue(aPointCamera).asFloatVector();
MFloatVector& cNear = block.inputValue(aColorNear).asFloatVector();
MFloatVector& cFar = block.inputValue(aColorFar).asFloatVector();
float nearClip = block.inputValue(aNear).asFloat();
float farClip = block.inputValue(aFar).asFloat();
// pCamera.z is negative
float ratio = (farClip + pCamera.z) / ( farClip - nearClip);
resultColor = cNear * ratio + cFar*(1.f - ratio);
// set ouput color attribute
MDataHandle outColorHandle = block.outputValue( aOutColor );
MFloatVector& outColor = outColorHandle.asFloatVector();
outColor = resultColor;
outColorHandle.setClean();
return MS::kSuccess;
}
// Plugin Depth Shader Override Class Implementation
MHWRender::MPxSurfaceShadingNodeOverride* depthShaderOverride::creator(
const MObject& obj)
{
return new depthShaderOverride(obj);
}
depthShaderOverride::depthShaderOverride(const MObject& obj)
: MPxSurfaceShadingNodeOverride(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.
//
// Define a separate fragment for computing the camera space position so
// that the operation can be done in the vertex shader rather than the
// pixel shader. Then connect the two fragments together in a graph.
static const MString sFragmentName("depthShaderPluginFragment");
static const char* sFragmentBody =
"<fragment uiName=\"depthShaderPluginFragment\" name=\"depthShaderPluginFragment\" type=\"plumbing\" class=\"ShadeFragment\" version=\"1.0\">"
" <description><![CDATA[Depth shader fragment]]></description>"
" <properties>"
" <float name=\"depthValue\" />"
" <float3 name=\"color\" />"
" <float3 name=\"colorFar\" />"
" <float name=\"near\" />"
" <float name=\"far\" />"
" </properties>"
" <values>"
" <float name=\"depthValue\" value=\"0.0\" />"
" <float3 name=\"color\" value=\"0.0,1.0,0.0\" />"
" <float3 name=\"colorFar\" value=\"0.0,0.0,1.0\" />"
" <float name=\"near\" value=\"0.0\" />"
" <float name=\"far\" value=\"2.0\" />"
" </values>"
" <outputs>"
" <float3 name=\"outColor\" />"
" </outputs>"
" <implementation>"
" <implementation render=\"OGSRenderer\" language=\"Cg\" lang_version=\"2.1\">"
" <function_name val=\"depthShaderPluginFragment\" />"
" <source><![CDATA["
"float3 depthShaderPluginFragment(float depthValue, float3 cNear, float3 cFar, float nearClip, float farClip) \n"
"{ \n"
" float ratio = (farClip + depthValue)/(farClip - nearClip); \n"
" return cNear*ratio + cFar*(1.0f - ratio); \n"
"} \n]]>"
" </source>"
" </implementation>"
" <implementation render=\"OGSRenderer\" language=\"HLSL\" lang_version=\"11.0\">"
" <function_name val=\"depthShaderPluginFragment\" />"
" <source><![CDATA["
"float3 depthShaderPluginFragment(float depthValue, float3 cNear, float3 cFar, float nearClip, float farClip) \n"
"{ \n"
" float ratio = (farClip + depthValue)/(farClip - nearClip); \n"
" return cNear*ratio + cFar*(1.0f - ratio); \n"
"} \n]]>"
" </source>"
" </implementation>"
" <implementation render=\"OGSRenderer\" language=\"GLSL\" lang_version=\"3.0\">"
" <function_name val=\"depthShaderPluginFragment\" />"
" <source><![CDATA["
"vec3 depthShaderPluginFragment(float depthValue, vec3 cNear, vec3 cFar, float nearClip, float farClip) \n"
"{ \n"
" float ratio = (farClip + depthValue)/(farClip - nearClip); \n"
" return cNear*ratio + cFar*(1.0f - ratio); \n"
"} \n]]>"
" </source>"
" </implementation>"
" </implementation>"
"</fragment>";
static const MString sVertexFragmentName("depthShaderPluginInterpolantFragment");
static const char* sVertexFragmentBody =
"<fragment uiName=\"depthShaderPluginInterpolantFragment\" name=\"depthShaderPluginInterpolantFragment\" type=\"interpolant\" class=\"ShadeFragment\" version=\"1.0\">"
" <description><![CDATA[Depth shader vertex fragment]]></description>"
" <properties>"
" <float3 name=\"Pm\" semantic=\"Pm\" flags=\"varyingInputParam\" />"
" <float4x4 name=\"worldViewProj\" semantic=\"worldviewprojection\" />"
" </properties>"
" <values>"
" </values>"
" <outputs>"
" <float name=\"outDepthValue\" ^1s/>"
" </outputs>"
" <implementation>"
" <implementation render=\"OGSRenderer\" language=\"Cg\" lang_version=\"2.1\">"
" <function_name val=\"depthShaderPluginInterpolantFragment\" />"
" <source><![CDATA["
"float depthShaderPluginInterpolantFragment(float depthValue) \n"
"{ \n"
" return depthValue; \n"
"} \n]]>"
" </source>"
" <vertex_source><![CDATA["
"float idepthShaderPluginInterpolantFragment(float3 Pm, float4x4 worldViewProj) \n"
"{ \n"
" float4 pCamera = mul(worldViewProj, float4(Pm, 1.0f)); \n"
" return (pCamera.z - pCamera.w*2.0f); \n"
"} \n]]>"
" </vertex_source>"
" </implementation>"
" <implementation render=\"OGSRenderer\" language=\"HLSL\" lang_version=\"11.0\">"
" <function_name val=\"depthShaderPluginInterpolantFragment\" />"
" <source><![CDATA["
"float depthShaderPluginInterpolantFragment(float depthValue) \n"
"{ \n"
" return depthValue; \n"
"} \n]]>"
" </source>"
" <vertex_source><![CDATA["
"float idepthShaderPluginInterpolantFragment(float3 Pm, float4x4 worldViewProj) \n"
"{ \n"
" float4 pCamera = mul(float4(Pm, 1.0f), worldViewProj); \n"
" return (pCamera.z - pCamera.w*2.0f); \n"
"} \n]]>"
" </vertex_source>"
" </implementation>"
" <implementation render=\"OGSRenderer\" language=\"GLSL\" lang_version=\"3.0\">"
" <function_name val=\"depthShaderPluginInterpolantFragment\" />"
" <source><![CDATA["
"float depthShaderPluginInterpolantFragment(float depthValue) \n"
"{ \n"
" return depthValue; \n"
"} \n]]>"
" </source>"
" <vertex_source><![CDATA["
"float idepthShaderPluginInterpolantFragment(vec3 Pm, mat4 worldViewProj) \n"
"{ \n"
" vec4 pCamera = worldViewProj * vec4(Pm, 1.0f); \n"
" return (pCamera.z - pCamera.w*2.0f); \n"
"} \n]]>"
" </vertex_source>"
" </implementation>"
" </implementation>"
"</fragment>";
static const MString sFragmentGraphName("depthShaderPluginGraph");
static const char* sFragmentGraphBody =
"<fragment_graph name=\"depthShaderPluginGraph\" ref=\"depthShaderPluginGraph\" class=\"FragmentGraph\" version=\"1.0\">"
" <fragments>"
" <fragment_ref name=\"depthShaderPluginFragment\" ref=\"depthShaderPluginFragment\" />"
" <fragment_ref name=\"depthShaderPluginInterpolantFragment\" ref=\"depthShaderPluginInterpolantFragment\" />"
" </fragments>"
" <connections>"
" <connect from=\"depthShaderPluginInterpolantFragment.outDepthValue\" to=\"depthShaderPluginFragment.depthValue\" />"
" </connections>"
" <properties>"
" <float3 name=\"Pm\" ref=\"depthShaderPluginInterpolantFragment.Pm\" semantic=\"Pm\" flags=\"varyingInputParam\" />"
" <float4x4 name=\"worldViewProj\" ref=\"depthShaderPluginInterpolantFragment.worldViewProj\" semantic=\"worldviewprojection\" />"
" <float3 name=\"color\" ref=\"depthShaderPluginFragment.color\" />"
" <float3 name=\"colorFar\" ref=\"depthShaderPluginFragment.colorFar\" />"
" <float name=\"near\" ref=\"depthShaderPluginFragment.near\" />"
" <float name=\"far\" ref=\"depthShaderPluginFragment.far\" />"
" </properties>"
" <values>"
" <float3 name=\"color\" value=\"0.0,1.0,0.0\" />"
" <float3 name=\"colorFar\" value=\"0.0,0.0,1.0\" />"
" <float name=\"near\" value=\"0.0\" />"
" <float name=\"far\" value=\"2.0\" />"
" </values>"
" <outputs>"
" <float3 name=\"outColor\" ref=\"depthShaderPluginFragment.outColor\" />"
" </outputs>"
"</fragment_graph>";
// Register fragments with the manager if needed
if (theRenderer)
{
theRenderer->getFragmentManager();
if (fragmentMgr)
{
// Add fragments if needed
bool fragAdded = fragmentMgr->hasFragment(sFragmentName);
bool vertFragAdded = fragmentMgr->hasFragment(sVertexFragmentName);
bool graphAdded = fragmentMgr->hasFragment(sFragmentGraphName);
if (!fragAdded)
{
fragAdded = (sFragmentName == fragmentMgr->addShadeFragmentFromBuffer(sFragmentBody, false));
}
if (!vertFragAdded)
{
// In DirectX, need to specify a semantic for the output of the vertex shader
MString vertBody;
if (theRenderer->drawAPI() == MHWRender::kDirectX11)
{
vertBody.format(MString(sVertexFragmentBody), MString("semantic=\"extraDepth\" "));
}
else
{
vertBody.format(MString(sVertexFragmentBody), MString(" "));
}
vertFragAdded = (sVertexFragmentName == fragmentMgr->addShadeFragmentFromBuffer(vertBody.asChar(), false));
}
if (!graphAdded)
{
graphAdded = (sFragmentGraphName == fragmentMgr->addFragmentGraphFromBuffer(sFragmentGraphBody));
}
// If we have them all, use the final graph for the override
if (fragAdded && vertFragAdded && graphAdded)
{
fFragmentName = sFragmentGraphName;
}
}
}
}
depthShaderOverride::~depthShaderOverride()
{
}
MHWRender::DrawAPI depthShaderOverride::supportedDrawAPIs() const
{
}
MString depthShaderOverride::fragmentName() const
{
return fFragmentName;
}
// Plugin Setup
static const MString sRegistrantId("depthShaderPlugin");
//
// DESCRIPTION:
MStatus initializePlugin( MObject obj )
{
const MString UserClassify( "shader/surface:drawdb/shader/surface/depthShader" );
MFnPlugin plugin(obj, PLUGIN_COMPANY, "4.5", "Any");
CHECK_MSTATUS( plugin.registerNode("depthShader", depthShader::id,
depthShader::creator, depthShader::initialize,
MPxNode::kDependNode, &UserClassify ) );
"drawdb/shader/surface/depthShader",
sRegistrantId,
depthShaderOverride::creator));
return MS::kSuccess;
}
//
// DESCRIPTION:
MStatus uninitializePlugin( MObject obj )
{
MFnPlugin plugin( obj );
CHECK_MSTATUS( plugin.deregisterNode( depthShader::id ) );
"drawdb/shader/surface/depthShader",
sRegistrantId));
return MS::kSuccess;
}
// =====================================================================
// Copyright 2018 Autodesk, Inc. All rights reserved.
//
// This computer source code and related instructions and comments are
// the unpublished confidential and proprietary information of Autodesk,
// Inc. and are protected under applicable copyright and trade secret
// law. They may not be disclosed to, copied or used by any third party
// without the prior written consent of Autodesk, Inc.
// =====================================================================