C++ API Reference
cellShader/cellShader.cpp
// DESCRIPTION:
// 3D cell texture plugin node for Maya
// Produces dependency graph node Cells
// This node is an example of a solid texture that divides 3D space into cells.
//
// Inputs:
// colorOffset - output color offset
// colorGain - output color scale
// pointWorld - world space sample point
// placementMatrix - world to texture space transform
//
// Output:
// F0 - distance to nearest cell center
// F1 - distance to 2nd nearest cell center
// borderDistance - distance to border
// N0 - index of cell containing sample point
// outColor - colorGain * F0 + colorOffset
// To use this shader, create a Cell node and connect its output to an input of a surface/shader node such as Color.
//
#include <math.h>
#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/MFnNumericAttribute.h>
#include <maya/MFnMatrixAttribute.h>
#include <maya/MFloatVector.h>
#include <maya/MFloatPoint.h>
#include <maya/MFnPlugin.h>
#ifdef __linux__
#define fsqrt sqrtf
#include <stdlib.h>
#endif
class R3 {
public:
R3(float a, float b, float c): x(a), y(b), z(c) {}
R3() {}
public:
float x;
float y;
float z;
};
static void initCellFunc();
static void cellFunc(const R3 &, float &n0, float &f1, float &f2);
class Cell3D : public MPxNode
{
public:
Cell3D();
~Cell3D() 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 aColorGain;
static MObject aColorOffset;
static MObject aPointWorld;
static MObject aPlaceMat;
// Output attributes
static MObject aOutColor;
static MObject aOutAlpha;
static MObject aOutF0;
static MObject aOutF1;
static MObject aOutN0;
static MObject aOutBorderDist;
};
// Static data
MTypeId Cell3D::id(0x81017);
// Attributes
MObject Cell3D::aColorGain;
MObject Cell3D::aColorOffset;
MObject Cell3D::aOutF0;
MObject Cell3D::aOutF1;
MObject Cell3D::aOutN0;
MObject Cell3D::aOutBorderDist;
MObject Cell3D::aPointWorld;
MObject Cell3D::aPlaceMat;
MObject Cell3D::aOutColor;
MObject Cell3D::aOutAlpha;
#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:
Cell3D::Cell3D()
{
}
//
// DESCRIPTION:
Cell3D::~Cell3D()
{
}
//
// DESCRIPTION:
void * Cell3D::creator()
{
return new Cell3D();
}
//
// DESCRIPTION:
MStatus Cell3D::initialize()
{
// Input attributes
aColorGain = nAttr.createColor("colorGain", "cg");
MAKE_INPUT(nAttr);
CHECK_MSTATUS( nAttr.setDefault(1.0f,1.0f,1.0f) );
aColorOffset = nAttr.createColor("colorOffset", "co");
MAKE_INPUT(nAttr);
aPlaceMat = mAttr.create("placementMatrix", "pm",
MAKE_INPUT(mAttr);
// Implicit shading network attributes
aPointWorld = nAttr.createPoint("pointWorld", "pw");
MAKE_INPUT(nAttr);
CHECK_MSTATUS( nAttr.setHidden(true) );
// Create output attributes
aOutF0 = nAttr.create( "F0", "f0", MFnNumericData::kFloat);
MAKE_OUTPUT(nAttr);
aOutF1 = nAttr.create( "F1", "f1", MFnNumericData::kFloat);
MAKE_OUTPUT(nAttr);
aOutN0 = nAttr.create( "N0", "n0", MFnNumericData::kFloat);
MAKE_OUTPUT(nAttr);
aOutBorderDist = nAttr.create("borderDistance", "bd",
MAKE_OUTPUT(nAttr);
aOutColor = nAttr.createColor("outColor", "oc");
MAKE_OUTPUT(nAttr);
aOutAlpha = nAttr.create( "outAlpha", "oa", MFnNumericData::kFloat);
MAKE_OUTPUT(nAttr);
// Add attributes to the node database.
CHECK_MSTATUS( addAttribute(aColorGain) );
CHECK_MSTATUS( addAttribute(aColorOffset) );
CHECK_MSTATUS( addAttribute(aPointWorld) );
CHECK_MSTATUS( addAttribute(aPlaceMat) );
CHECK_MSTATUS( addAttribute(aOutAlpha) );
CHECK_MSTATUS( addAttribute(aOutColor) );
CHECK_MSTATUS( addAttribute(aOutF0) );
CHECK_MSTATUS( addAttribute(aOutF1) );
CHECK_MSTATUS( addAttribute(aOutN0) );
CHECK_MSTATUS( addAttribute(aOutBorderDist) );
// All input affect the output color and alpha
CHECK_MSTATUS( attributeAffects (aColorGain, aOutColor) );
CHECK_MSTATUS( attributeAffects (aColorOffset, aOutColor) );
CHECK_MSTATUS( attributeAffects (aPlaceMat, aOutColor) );
CHECK_MSTATUS( attributeAffects (aPointWorld, aOutColor) );
CHECK_MSTATUS( attributeAffects (aColorGain, aOutAlpha) );
CHECK_MSTATUS( attributeAffects (aColorOffset, aOutAlpha) );
CHECK_MSTATUS( attributeAffects (aPlaceMat, aOutAlpha) );
CHECK_MSTATUS( attributeAffects (aPointWorld, aOutAlpha) );
// Geometry attribute affect all other outputs.
CHECK_MSTATUS( attributeAffects (aPlaceMat, aOutF0) );
CHECK_MSTATUS( attributeAffects (aPointWorld, aOutF0) );
CHECK_MSTATUS( attributeAffects (aPlaceMat, aOutF1) );
CHECK_MSTATUS( attributeAffects (aPointWorld, aOutF1) );
CHECK_MSTATUS( attributeAffects (aPlaceMat, aOutN0) );
CHECK_MSTATUS( attributeAffects (aPointWorld, aOutN0) );
CHECK_MSTATUS( attributeAffects (aPlaceMat, aOutBorderDist) );
CHECK_MSTATUS( attributeAffects (aPointWorld, aOutBorderDist) );
return MS::kSuccess;
}
// DESCRIPTION:
// This function gets called by Maya to evaluate the texture.
//
MStatus Cell3D::compute(const MPlug& plug, MDataBlock& block)
{
if ( (plug != aOutColor) && (plug.parent() != aOutColor) &&
(plug != aOutAlpha) &&
(plug != aOutBorderDist) &&
(plug != aOutF0) && (plug != aOutF1) && (plug != aOutN0)
)
return MS::kUnknownParameter;
const float3& worldPos = block.inputValue(aPointWorld).asFloat3();
const MFloatMatrix& m = block.inputValue(aPlaceMat).asFloatMatrix();
const MFloatVector& cGain = block.inputValue(aColorGain).asFloatVector();
const MFloatVector& cOff = block.inputValue(aColorOffset).asFloatVector();
MFloatPoint q(worldPos[0], worldPos[1], worldPos[2]);
q *= m; // Convert into solid space
float n0, f0, f1;
cellFunc(R3(q.x, q.y, q.z), n0, f0, f1);
MDataHandle outHandle = block.outputValue(aOutF0);
outHandle.asFloat() = f0;
outHandle.setClean();
outHandle = block.outputValue(aOutF1);
outHandle.asFloat() = f1;
outHandle.setClean();
outHandle = block.outputValue(aOutN0);
outHandle.asFloat() = n0;
outHandle.setClean();
outHandle = block.outputValue(aOutBorderDist);
outHandle.asFloat() = 0.5f*(f1 - f0);
outHandle.setClean();
outHandle = block.outputValue( aOutColor );
MFloatVector & outColor = outHandle.asFloatVector();
outColor = cGain * f0 + cOff;
outHandle.setClean();
outHandle = block.outputValue(aOutAlpha);
outHandle.asFloat() = f0;
outHandle.setClean();
return MS::kSuccess;
}
MStatus initializePlugin( MObject obj )
{
const MString UserClassify( "texture/3d" );
MFnPlugin plugin( obj, PLUGIN_COMPANY, "4.5", "Any" );
CHECK_MSTATUS( plugin.registerNode("cells", Cell3D::id,
Cell3D::creator, Cell3D::initialize,
MPxNode::kDependNode, &UserClassify) );
initCellFunc();
return MS::kSuccess;
}
// DESCRIPTION:
MStatus uninitializePlugin( MObject obj )
{
MFnPlugin plugin( obj );
CHECK_MSTATUS( plugin.deregisterNode( Cell3D::id ) );
return MS::kSuccess;
}
#define N_CELLS 1000
static int permuteTable[N_CELLS*2];
//
// Initialize permutation table used by fold()
//
static void initPermute()
{
int i;
for (i = 0; i < N_CELLS; ++i) {
permuteTable[i] = i;
}
for (i = N_CELLS - 1; i >= 1; --i) {
int n = lrand48() % (i + 1);
int tmp = permuteTable[n];
permuteTable[n] = permuteTable[i];
permuteTable[i] = tmp;
}
for (i = 0; i < N_CELLS; ++i) {
permuteTable[i + N_CELLS] = permuteTable[i];
}
}
//
// Fold is a pseudo-random function mapping 3 integers
// into a single integer in the range [0, (N_CELLS-1)].
static int fold(int i, int j, int k)
{
//i %= N_CELLS; j %= N_CELLS; k %= N_CELLS;
if (i < 0) i = (i + N_CELLS*(i/N_CELLS + 1)) % N_CELLS;
else i %= N_CELLS;
if (j < 0) j = (j + N_CELLS*(j/N_CELLS + 1)) % N_CELLS;
else j %= N_CELLS;
if (k < 0) k = (k + N_CELLS*(k/N_CELLS + 1)) % N_CELLS;
else k %= N_CELLS;
return permuteTable[permuteTable[permuteTable[i] + j] + k];
}
#define N_CELLS 1000
static R3 CellSampleTable[N_CELLS];
static void initCellFunc()
{
int i;
srand48(10); // Make sure we always
// compute the same random
// numbers.
for (i = 0; i < N_CELLS; ++i) {
CellSampleTable[i] = R3((float)drand48(),
(float)drand48(),
(float)drand48());
}
initPermute();
}
static inline float sqr(float t) { return t*t; }
static inline float distance2(const R3 &a, const R3 &b)
{
float t = sqr(b.x - a.x) + sqr(b.y - a.y) + sqr(b.z - a.z);
return t;
}
static void cellFunc(const R3 &p, float &n0, float &f0, float &f1)
{
R3 q = p;
int i = (int)floorf(q.x);
int j = (int)floorf(q.y);
int k = (int)floorf(q.z);
q.x -= i;
q.y -= j;
q.z -= k;
int index = fold(i,j,k);
float minDist = distance2(CellSampleTable[index], q);
float minDist2 = 2.0;
int k0;
k0 = index;
// easy but slow way, check distance to point in each adjacent
// cell to find closest and second closest.
R3 q1;
for (int ii = -1; ii <= 1; ++ii) {
q1.x = q.x - ii;
int i1 = i + ii;
for (int jj = -1; jj <= 1; ++jj) {
q1.y = q.y - jj;
int j1 = j + jj;
for (int kk = -1; kk <= 1; ++kk) {
if (!ii && !jj && !kk) continue;
q1.z = q.z - kk;
int k1 = k + kk;
index = fold(i1, j1, k1);
float t = distance2(CellSampleTable[index], q1);
if (minDist > t) {
minDist2 = minDist;
minDist = t;
k0 = index;
}
else if (minDist2 > t) {
minDist2 = t;
}
}
}
}
f0 = sqrtf(minDist);
f1 = sqrtf(minDist2);
n0 = k0/(float)(N_CELLS);
}
// =====================================================================
// Copyright 2020 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.
// =====================================================================