C++ API Reference
simpleNoiseShader/simpleNoiseShader.cpp
//
// Example Plugin: simpleNoiseShader.cpp
//
// Produces dependency graph node simpleNoise
// This node is an example of how to build a dependency node as a texture
// 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 outAlpha.
//
// The actual texture implemented here is based on Maya's "wave" noise type
// from the 2d procedural noise texture node.
//
// In addition to implementing the dependency node, this plug-in also shows a
// complete implementation of a texture shader for VP2. See
// simpleNoiseShaderOverride.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/MRenderUtil.h>
#include "simpleNoiseShaderOverride.h"
class SimpleNoiseShader : public MPxNode
{
public:
static void* creator();
static MStatus initialize();
static const MTypeId id;
static const MString nodeName;
static const MString drawDbClassification;
static const MString classification;
SimpleNoiseShader();
~SimpleNoiseShader() override;
MStatus compute(const MPlug&, MDataBlock&) override;
SchedulingType schedulingType() const override { return SchedulingType::kParallel; }
private:
// Output attributes
static MObject aOutColor;
static MObject aOutAlpha;
// Input attributes
static MObject aUVCoord;
static MObject aFilterSize;
static MObject aAmplitude;
static MObject aRatio;
static MObject aDepthMax;
static MObject aFrequency;
static MObject aFrequencyRatio;
static MObject aTime;
static MObject aNumWaves;
};
// Static data
const MTypeId SimpleNoiseShader::id(0x00080FFE);
const MString SimpleNoiseShader::nodeName("simpleNoise");
const MString SimpleNoiseShader::drawDbClassification("drawdb/shader/texture/2d/" + SimpleNoiseShader::nodeName);
const MString SimpleNoiseShader::classification("texture/2d:" + drawDbClassification);
// Attributes
MObject SimpleNoiseShader::aOutColor;
MObject SimpleNoiseShader::aOutAlpha;
MObject SimpleNoiseShader::aUVCoord;
MObject SimpleNoiseShader::aFilterSize;
MObject SimpleNoiseShader::aAmplitude;
MObject SimpleNoiseShader::aRatio;
MObject SimpleNoiseShader::aDepthMax;
MObject SimpleNoiseShader::aFrequency;
MObject SimpleNoiseShader::aFrequencyRatio;
MObject SimpleNoiseShader::aTime;
MObject SimpleNoiseShader::aNumWaves;
// 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
SimpleNoiseShader::SimpleNoiseShader()
{
}
SimpleNoiseShader::~SimpleNoiseShader()
{
}
void* SimpleNoiseShader::creator()
{
return new SimpleNoiseShader();
}
MStatus SimpleNoiseShader::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);
aOutAlpha = nAttr.create("outAlpha", "oa", MFnNumericData::kFloat);
MAKE_OUTPUT(nAttr);
// Inputs
MObject child1 = nAttr.create("uCoord", "u", MFnNumericData::kFloat);
MObject child2 = nAttr.create("vCoord", "v", MFnNumericData::kFloat);
aUVCoord = nAttr.create("uvCoord", "uv", child1, child2);
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setHidden(true));
child1 = nAttr.create("uvFilterSizeX", "fsx", MFnNumericData::kFloat);
child2 = nAttr.create("uvFilterSizeY", "fsy", MFnNumericData::kFloat);
aFilterSize = nAttr.create("uvFilterSize", "fs", child1, child2);
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setHidden(true));
aAmplitude = nAttr.create("amplitude", "a", MFnNumericData::kFloat);
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setMin(0.0f));
CHECK_MSTATUS(nAttr.setMax(1.0f));
CHECK_MSTATUS(nAttr.setDefault(1.0f));
aRatio = nAttr.create("ratio", "ra", MFnNumericData::kFloat);
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setMin(0.0f));
CHECK_MSTATUS(nAttr.setMax(1.0f));
CHECK_MSTATUS(nAttr.setDefault(0.707f));
aDepthMax = nAttr.create("depthMax", "dm", MFnNumericData::kShort);
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setMin(1));
CHECK_MSTATUS(nAttr.setMax(80));
aFrequency = nAttr.create("frequency", "fq", MFnNumericData::kFloat);
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setMin(0.0f));
CHECK_MSTATUS(nAttr.setMax(100.0f));
CHECK_MSTATUS(nAttr.setDefault(8.0f));
aFrequencyRatio = nAttr.create("frequencyRatio", "fr", MFnNumericData::kFloat);
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setMin(1.0f));
CHECK_MSTATUS(nAttr.setMax(10.0f));
CHECK_MSTATUS(nAttr.setDefault(2.0f));
aTime = nAttr.create("time", "ti", MFnNumericData::kFloat);
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setMin(0.0f));
CHECK_MSTATUS(nAttr.setMax(1.0f));
CHECK_MSTATUS(nAttr.setDefault(0.0f));
aNumWaves = nAttr.create("numWaves", "nw", MFnNumericData::kShort);
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setMin(1));
CHECK_MSTATUS(nAttr.setMax(20));
// Add Attributes
CHECK_MSTATUS(addAttribute(aOutColor));
CHECK_MSTATUS(addAttribute(aOutAlpha));
CHECK_MSTATUS(addAttribute(aUVCoord));
CHECK_MSTATUS(addAttribute(aFilterSize));
CHECK_MSTATUS(addAttribute(aAmplitude));
CHECK_MSTATUS(addAttribute(aRatio));
CHECK_MSTATUS(addAttribute(aDepthMax));
CHECK_MSTATUS(addAttribute(aFrequency));
CHECK_MSTATUS(addAttribute(aFrequencyRatio));
CHECK_MSTATUS(addAttribute(aTime));
CHECK_MSTATUS(addAttribute(aNumWaves));
// Attribute affects relationships
CHECK_MSTATUS(attributeAffects(aUVCoord, aOutColor));
CHECK_MSTATUS(attributeAffects(aUVCoord, aOutAlpha));
CHECK_MSTATUS(attributeAffects(aFilterSize, aOutColor));
CHECK_MSTATUS(attributeAffects(aFilterSize, aOutAlpha));
CHECK_MSTATUS(attributeAffects(aAmplitude, aOutColor));
CHECK_MSTATUS(attributeAffects(aAmplitude, aOutAlpha));
CHECK_MSTATUS(attributeAffects(aRatio, aOutColor));
CHECK_MSTATUS(attributeAffects(aRatio, aOutAlpha));
CHECK_MSTATUS(attributeAffects(aDepthMax, aOutColor));
CHECK_MSTATUS(attributeAffects(aDepthMax, aOutAlpha));
CHECK_MSTATUS(attributeAffects(aFrequency, aOutColor));
CHECK_MSTATUS(attributeAffects(aFrequency, aOutAlpha));
CHECK_MSTATUS(attributeAffects(aFrequencyRatio, aOutColor));
CHECK_MSTATUS(attributeAffects(aFrequencyRatio, aOutAlpha));
CHECK_MSTATUS(attributeAffects(aTime, aOutColor));
CHECK_MSTATUS(attributeAffects(aTime, aOutAlpha));
CHECK_MSTATUS(attributeAffects(aNumWaves, aOutColor));
CHECK_MSTATUS(attributeAffects(aNumWaves, aOutAlpha));
return MS::kSuccess;
}
MStatus SimpleNoiseShader::compute(const MPlug& plug, MDataBlock& block)
{
// Sanity check
if (plug != aOutColor && plug.parent() != aOutColor && plug != aOutAlpha)
{
return MS::kUnknownParameter;
}
MStatus status;
MFloatVector resultColor(0.0f, 0.0f, 0.0f);
float resultAlpha = 1.0f;
// Get attribute values
const float2& uv = block.inputValue(aUVCoord, &status).asFloat2();
CHECK_MSTATUS(status);
float amplitude = block.inputValue(aAmplitude, &status).asFloat();
CHECK_MSTATUS(status);
const float ratio = block.inputValue(aRatio, &status).asFloat();
CHECK_MSTATUS(status);
const unsigned int depthMax = block.inputValue(aDepthMax, &status).asShort();
CHECK_MSTATUS(status);
const float frequency = block.inputValue(aFrequency, &status).asFloat();
CHECK_MSTATUS(status);
const float frequencyRatio = block.inputValue(aFrequencyRatio, &status).asFloat();
CHECK_MSTATUS(status);
float time = block.inputValue(aTime, &status).asFloat();
CHECK_MSTATUS(status);
const unsigned int numWaves = block.inputValue(aNumWaves, &status).asShort();
CHECK_MSTATUS(status);
// Compute noise
static const float fM_PI = (float)M_PI;
static const float M_2PI = 2.0f*fM_PI;
const float timeRatio = sqrt(frequencyRatio);
float uvX = uv[0] * frequency;
float uvY = uv[1] * frequency;
float cosine = 0.0f;
float noise = 0.0f;
unsigned int depthId = 0;
unsigned int waveId = 0;
unsigned int seedOffset = 0;
while (depthId<depthMax && waveId<numWaves)
{
const unsigned int step = depthId;
const unsigned int seed = 50*step;
float dirX = MRenderUtil::valueInNoiseTable(seed + seedOffset++);
float dirY = MRenderUtil::valueInNoiseTable(seed + seedOffset++);
const float norm = sqrtf(dirX*dirX + dirY*dirY);
if (norm <= 0.0f) continue;
dirX /= norm;
dirY /= norm;
noise += cosf(
dirX*uvX*M_2PI +
dirY*uvY*M_2PI +
fM_PI*MRenderUtil::valueInNoiseTable(seed + seedOffset++) +
time*fM_PI);
++waveId;
if (waveId < numWaves) continue;
noise /= float(numWaves);
uvX *= frequencyRatio;
uvY *= frequencyRatio;
time *= timeRatio;
cosine += amplitude * noise;
amplitude *= ratio;
noise = 0.0f;
waveId = 0;
seedOffset = 0;
++depthId;
}
cosine = 0.5f*cosine + 0.5f;
const float noiseVal = (cosine > 1.0f) ? 1.0f : cosine;
// Set results
resultColor[0] = resultColor[1] = resultColor[2] = noiseVal;
resultAlpha = noiseVal;
// Set output 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 output alpha attribute
if (plug == aOutAlpha)
{
// Get the handle to the attribute
MDataHandle outAlphaHandle =
block.outputValue(aOutAlpha, &status);
CHECK_MSTATUS(status);
float& outAlpha = outAlphaHandle.asFloat();
// Set the result and mark it clean
outAlpha = resultAlpha;
outAlphaHandle.setClean();
}
return MS::kSuccess;
}
// Init/Un-init functions
static const MString sRegistrantId("simpleNoiseShaderPlugin");
MStatus initializePlugin(MObject obj)
{
MFnPlugin plugin(obj, PLUGIN_COMPANY, "1.0", "Any");
CHECK_MSTATUS(plugin.registerNode(
SimpleNoiseShader::nodeName,
SimpleNoiseShader::id,
SimpleNoiseShader::creator,
SimpleNoiseShader::initialize,
&SimpleNoiseShader::classification));
SimpleNoiseShader::drawDbClassification,
sRegistrantId,
simpleNoiseShaderOverride::creator));
CHECK_MSTATUS(simpleNoiseShaderOverride::registerFragments());
return MS::kSuccess;
}
MStatus uninitializePlugin(MObject obj)
{
MFnPlugin plugin(obj);
CHECK_MSTATUS(plugin.deregisterNode(SimpleNoiseShader::id));
SimpleNoiseShader::drawDbClassification,
sRegistrantId));
CHECK_MSTATUS(simpleNoiseShaderOverride::deregisterFragments());
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.
// =====================================================================