C++ API Reference
solidCheckerShader/solidCheckerShader.cpp
#include <math.h>
#include <maya/MGlobal.h>
#include <maya/MPxNode.h>
#include <maya/MString.h>
#include <maya/MTypeId.h>
#include <maya/MPlug.h>
#include <maya/MDataBlock.h>
#include <maya/MDataHandle.h>
#include <maya/MFnNumericAttribute.h>
#include <maya/MFnMatrixAttribute.h>
#include <maya/MFloatVector.h>
#include <maya/MFloatPoint.h>
#include <maya/MFloatMatrix.h>
#include <maya/MFnPlugin.h>
//
// DESCRIPTION:
// Produces dependency graph node SolidChecker
//
// This node is an example of a 3d checker texture.
//
// The output attributes of the SolidChecker node are called "outColor" and "outAlpha".
// To use this shader, create a SolidChecker node and connect its output to an input
// of a surface/shader node such as Color.
//
class mySChecker : public MPxNode
{
public:
mySChecker();
~mySChecker() 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 const MTypeId id;
private:
// Input attributes
static MObject aColor1;
static MObject aColor2;
static MObject aPlaceMat;
static MObject aPointWorld;
static MObject aBias;
// Output attributes
static MObject aOutColor;
static MObject aOutAlpha;
};
// Static data
const MTypeId mySChecker::id( 0x8100b );
// Attributes
MObject mySChecker::aColor1;
MObject mySChecker::aColor2;
MObject mySChecker::aPlaceMat;
MObject mySChecker::aPointWorld;
MObject mySChecker::aBias;
MObject mySChecker::aOutColor;
MObject mySChecker::aOutAlpha;
#define MAKE_INPUT(attr) \
attr.setKeyable(true); attr.setStorable(true); \
attr.setReadable(true); attr.setWritable(true);
#define MAKE_OUTPUT(attr) \
attr.setKeyable(false); attr.setStorable(false); \
attr.setReadable(true); attr.setWritable(false);
mySChecker::mySChecker()
{
}
mySChecker::~mySChecker()
{
}
// creates an instance of the node
void * mySChecker::creator()
{
return new mySChecker();
}
// initializes attribute information
MStatus mySChecker::initialize()
{
MObject x, y, z;
aColor1 = nAttr.createColor("color1", "c1");
MAKE_INPUT(nAttr);
nAttr.setDefault(0., .58824, .644); // Light blue
aColor2 = nAttr.createColor("color2", "c2");
MAKE_INPUT(nAttr);
nAttr.setDefault(1., 1., 1.); // White
aBias = nAttr.create( "bias", "b", MFnNumericData::k3Float);
MAKE_INPUT(nAttr);
nAttr.setMin(0.0f);
nAttr.setMax(1.0f);
nAttr.setDefault(0.5f, 0.5f, 0.5f);
aPlaceMat = mAttr.create("placementMatrix", "pm",
MAKE_INPUT(mAttr);
// Internal shading attribute, implicitely connected.
aPointWorld = nAttr.createPoint("pointWorld", "pw");
MAKE_INPUT(nAttr);
nAttr.setHidden(true);
// Create output attributes
aOutColor = nAttr.createColor("outColor", "oc");
MAKE_OUTPUT(nAttr);
aOutAlpha = nAttr.create( "outAlpha", "oa", MFnNumericData::kFloat);
MAKE_OUTPUT(nAttr);
// Add the attributes here
addAttribute(aColor1);
addAttribute(aColor2);
addAttribute(aPointWorld);
addAttribute(aPlaceMat);
addAttribute(aBias);
addAttribute(aOutColor);
addAttribute(aOutAlpha);
// all input affect the output color and alpha
attributeAffects (aColor1, aOutColor);
attributeAffects (aColor1, aOutAlpha);
attributeAffects (aColor2, aOutColor);
attributeAffects (aColor2, aOutAlpha);
attributeAffects (aPointWorld, aOutColor);
attributeAffects (aPointWorld, aOutAlpha);
attributeAffects (aPlaceMat, aOutColor);
attributeAffects (aPlaceMat, aOutAlpha);
attributeAffects (aBias, aOutColor);
attributeAffects (aBias, aOutAlpha);
return MS::kSuccess;
}
//
// This function gets called by Maya to evaluate the texture.
//
MStatus mySChecker::compute(const MPlug& plug, MDataBlock& block)
{
// outColor or individial R, G, B channel, or alpha
if((plug != aOutColor) && (plug.parent() != aOutColor) &&
(plug != aOutAlpha))
return MS::kUnknownParameter;
MFloatVector resultColor;
float3 & worldPos = block.inputValue(aPointWorld).asFloat3();
MFloatMatrix& mat = block.inputValue(aPlaceMat).asFloatMatrix();
float3 & bias = block.inputValue(aBias).asFloat3();
MFloatPoint pos(worldPos[0], worldPos[1], worldPos[2]);
pos *= mat; // Convert into solid space
// normalize the point
int count = 0;
if (pos.x - floor(pos.x) < bias[0]) count++;
if (pos.y - floor(pos.y) < bias[1]) count++;
if (pos.z - floor(pos.z) < bias[2]) count++;
if (count & 1)
resultColor = block.inputValue(aColor2).asFloatVector();
else
resultColor = block.inputValue(aColor1).asFloatVector();
// Set ouput color attribute
MDataHandle outColorHandle = block.outputValue( aOutColor );
MFloatVector& outColor = outColorHandle.asFloatVector();
outColor = resultColor;
outColorHandle.setClean();
// Set ouput alpha attribute
MDataHandle outAlphaHandle = block.outputValue( aOutAlpha );
float& outAlpha = outAlphaHandle.asFloat();
outAlpha = ( count & 1) ? 1.0f : 0.0f;
outAlphaHandle.setClean();
return MS::kSuccess;
}
MStatus initializePlugin( MObject obj )
{
const MString UserClassify( "texture/3d" );
MFnPlugin plugin( obj, PLUGIN_COMPANY, "4.5", "Any");
plugin.registerNode("solidChecker", mySChecker::id,
&mySChecker::creator, &mySChecker::initialize,
MPxNode::kDependNode, &UserClassify );
return MS::kSuccess;
}
MStatus uninitializePlugin( MObject obj )
{
MFnPlugin plugin( obj );
plugin.deregisterNode( mySChecker::id );
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.
// =====================================================================