C++ API Reference
flameShader/flameShader.cpp
#include <math.h>
#include <stdlib.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>
// DESCRIPTION:
// Produces dependency graph node Flame
// This node is an example of a solid texture that uses turbulence and an axis to animate the texture's movement.
// The output attributes of this node are "outColor" and "outAlpha."
// To use this shader, create a Flame node and connect its output to an input of a surface/shader node such as Color.
//
// Local functions
float Noise(float, float, float);
void Noise_init();
static float Omega(int i, int j, int k, float t[3]);
static float omega(float);
static double turbulence(double u,double v,double w,int octaves);
#define PI 3.14159265358979323846
#ifdef FLOOR
#undef FLOOR
#endif
#define FLOOR(x) ((int)floorf(x))
#define TABLELEN 512
#define TLD2 256 // TABLELEN
// Local variables
static int Phi[TABLELEN];
static char fPhi[TABLELEN];
static float G[TABLELEN][3];
class Flame3D : public MPxNode
{
public:
Flame3D();
~Flame3D() 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 aColorBase;
static MObject aColorFlame;
static MObject aRiseSpeed;
static MObject aFlickerSpeed;
static MObject aFlickerDeform;
static MObject aFlamePow;
static MObject aFlameFrame;
static MObject aRiseAxis;
static MObject aPlaceMat;
static MObject aPointWorld;
// Output attributes
static MObject aOutAlpha;
static MObject aOutColor;
};
// Static data
MTypeId Flame3D::id(0x81016);
// Attributes
MObject Flame3D::aColorBase;
MObject Flame3D::aColorFlame;
MObject Flame3D::aRiseSpeed;
MObject Flame3D::aFlickerSpeed;
MObject Flame3D::aFlickerDeform;
MObject Flame3D::aFlamePow;
MObject Flame3D::aFlameFrame;
MObject Flame3D::aRiseAxis;
MObject Flame3D::aPointWorld;
MObject Flame3D::aPlaceMat;
MObject Flame3D::aOutAlpha;
MObject Flame3D::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:
Flame3D::Flame3D()
{
}
//
// DESCRIPTION:
Flame3D::~Flame3D()
{
}
//
// DESCRIPTION:
void * Flame3D::creator()
{
return new Flame3D();
}
//
// DESCRIPTION:
MStatus Flame3D::initialize()
{
// Create input attributes
aRiseSpeed = nAttr.create( "Rise", "rs", MFnNumericData::kFloat);
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setDefault(0.1f));
CHECK_MSTATUS(nAttr.setMin(0.0f));
CHECK_MSTATUS(nAttr.setMax(1.0f));
aFlickerSpeed = nAttr.create( "Speed", "s", MFnNumericData::kFloat);
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setDefault(0.1f));
CHECK_MSTATUS(nAttr.setMin(0.0f));
CHECK_MSTATUS(nAttr.setMax(1.0f));
aFlickerDeform = nAttr.create( "Flicker", "f", MFnNumericData::kFloat);
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setDefault(0.5f));
CHECK_MSTATUS(nAttr.setMin(0.0f));
CHECK_MSTATUS(nAttr.setMax(1.0f));
aFlamePow = nAttr.create( "Power", "pow", MFnNumericData::kFloat);
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setDefault(1.0f));
CHECK_MSTATUS(nAttr.setMin(0.0f));
CHECK_MSTATUS(nAttr.setMax(1.0f));
aFlameFrame = nAttr.create( "Frame", "fr", MFnNumericData::kFloat);
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setDefault(1.0f));
CHECK_MSTATUS(nAttr.setMin(0.0f));
CHECK_MSTATUS(nAttr.setMax(1000.0f));
aRiseAxis = nAttr.createPoint( "Axis", "a");
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setDefault(0., 1., 0.));
aColorBase = nAttr.createColor("ColorBase", "cg");
MAKE_INPUT(nAttr);
aColorFlame = nAttr.createColor("ColorFlame", "cb");
MAKE_INPUT(nAttr);
CHECK_MSTATUS(nAttr.setDefault(1., 1., 1.));
aPlaceMat = mAttr.create("placementMatrix", "pm",
MAKE_INPUT(mAttr);
// Internal shading attribute, implicitely connected.
aPointWorld = nAttr.createPoint("pointWorld", "pw");
MAKE_INPUT(nAttr);
CHECK_MSTATUS(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
CHECK_MSTATUS(addAttribute(aColorBase));
CHECK_MSTATUS(addAttribute(aColorFlame));
CHECK_MSTATUS(addAttribute(aRiseSpeed));
CHECK_MSTATUS(addAttribute(aFlickerSpeed));
CHECK_MSTATUS(addAttribute(aFlickerDeform));
CHECK_MSTATUS(addAttribute(aFlamePow));
CHECK_MSTATUS(addAttribute(aFlameFrame));
CHECK_MSTATUS(addAttribute(aRiseAxis));
CHECK_MSTATUS(addAttribute(aPointWorld));
CHECK_MSTATUS(addAttribute(aPlaceMat));
CHECK_MSTATUS(addAttribute(aOutAlpha));
CHECK_MSTATUS(addAttribute(aOutColor));
// All input affect the output color and alpha
CHECK_MSTATUS(attributeAffects (aColorBase, aOutColor));
CHECK_MSTATUS(attributeAffects(aColorBase, aOutAlpha));
CHECK_MSTATUS(attributeAffects (aColorFlame, aOutColor));
CHECK_MSTATUS(attributeAffects(aColorFlame, aOutAlpha));
CHECK_MSTATUS(attributeAffects(aRiseSpeed, aOutColor));
CHECK_MSTATUS(attributeAffects(aRiseSpeed, aOutAlpha));
CHECK_MSTATUS(attributeAffects(aFlickerSpeed, aOutColor));
CHECK_MSTATUS(attributeAffects(aFlickerSpeed, aOutAlpha));
CHECK_MSTATUS(attributeAffects(aFlickerDeform, aOutColor));
CHECK_MSTATUS(attributeAffects(aFlickerDeform, aOutAlpha));
CHECK_MSTATUS(attributeAffects(aFlamePow, aOutColor));
CHECK_MSTATUS(attributeAffects(aFlamePow, aOutAlpha));
CHECK_MSTATUS(attributeAffects(aFlameFrame, aOutColor));
CHECK_MSTATUS(attributeAffects(aFlameFrame, aOutAlpha));
CHECK_MSTATUS(attributeAffects(aRiseAxis, aOutColor));
CHECK_MSTATUS(attributeAffects(aRiseAxis, aOutAlpha));
CHECK_MSTATUS(attributeAffects(aPointWorld, aOutColor));
CHECK_MSTATUS(attributeAffects (aPointWorld, aOutAlpha));
CHECK_MSTATUS(attributeAffects(aPlaceMat, aOutColor));
CHECK_MSTATUS(attributeAffects(aPlaceMat, aOutAlpha));
return MS::kSuccess;
}
// DESCRIPTION:
// This function gets called by Maya to evaluate the texture.
//
MStatus Flame3D::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;
float3 & worldPos = block.inputValue( aPointWorld).asFloat3();
const MFloatMatrix& mat = block.inputValue(aPlaceMat).asFloatMatrix();
const MFloatVector& cBase = block.inputValue(aColorBase).asFloatVector();
const MFloatVector& cFlame=block.inputValue(aColorFlame).asFloatVector();
const MFloatVector& axis = block.inputValue( aRiseAxis ).asFloatVector();
const float rise_speed = block.inputValue( aRiseSpeed ).asFloat();
const float flicker_speed = block.inputValue( aFlickerSpeed ).asFloat();
const float dscale = block.inputValue( aFlickerDeform ).asFloat();
const float frame = block.inputValue( aFlameFrame ).asFloat();
const float power = block.inputValue( aFlamePow ).asFloat();
MFloatPoint q(worldPos[0], worldPos[1], worldPos[2]);
q *= mat; // Convert into solid space
// Offset texture coord along the RiseAxis
float rise_distance = -1.0f * rise_speed * frame;
float u,v,w;
u = q.x + ( rise_distance * axis[0]);
v = q.y + ( rise_distance * axis[1]);
w = q.z + ( rise_distance * axis[2]);
// Generate a displaced point by moving along the
// displacement vector (currently the 1,1,1 vector)
// based on flicker speed.
float dist = flicker_speed * frame;
float au, av, aw;
au = u + dist;
av = v + dist;
aw = w + dist;
// Calculate 3 noise values
float ascale = Noise(au,av,aw);
// float bscale = Noise(au,-av,aw);
// float cscale = Noise(-au,av,-aw);
// add this noise as a vector to the texture coordinates
// (since we are only calculating one value, the
// displacement will be along the 1 1 1 vector ... this
// displacement generates the "flicker" movement as the
// value moves around the texture coordinate
u += ascale * dscale;
v += ascale * dscale;
w += ascale * dscale;
// Calculate a turbulence value for this point
float scalar = (float) (turbulence(u, v, w, 3) + 0.5);
// convert scalar into a point on the color curve
if (power != 1) scalar = powf (scalar, power);
MFloatVector resultColor;
if (scalar >= 1)
resultColor = cFlame;
else if (scalar < 0)
resultColor = cBase;
else
resultColor = ((cFlame-cBase)*scalar) + cBase;
MDataHandle outHandle = block.outputValue( aOutColor );
MFloatVector & outColor = outHandle.asFloatVector();
outColor = resultColor;
outHandle.setClean();
outHandle = block.outputValue(aOutAlpha);
outHandle.asFloat() = scalar;
outHandle.setClean();
return MS::kSuccess;
}
MStatus initializePlugin( MObject obj )
{
const MString UserClassify( "texture/3d" );
MFnPlugin plugin( obj, PLUGIN_COMPANY, "3.0", "Any" );
CHECK_MSTATUS( plugin.registerNode( "flame", Flame3D::id,
Flame3D::creator, Flame3D::initialize,
MPxNode::kDependNode, &UserClassify) );
Noise_init();
return MS::kSuccess;
}
// DESCRIPTION:
MStatus uninitializePlugin( MObject obj )
{
MFnPlugin plugin( obj );
CHECK_MSTATUS( plugin.deregisterNode( Flame3D::id ) );
return MS::kSuccess;
}
//
// REFERENCES:
// Perlin, K. An Image Synthesizer, Computer Graphics,
// Vol. 19, No. 3, July 1985.
//
// Perlin, K., Hoffert, E.M., Hypertexture, Computer Graphics,
// Vol. 23, No. 3, July 1989.
//
float Noise(float u, float v, float w)
{
int i;
int j;
int k;
int ul;
int vl;
int wl;
float ans;
float t[3];
ans = 0.0;
ul = FLOOR(u);
vl = FLOOR(v);
wl = FLOOR(w);
for(i = ul + 1; i >= ul; i--)
{
t[0] = u - i;
for(j = vl + 1; j >= vl; j--)
{
t[1] = v - j;
for(k = wl + 1; k >= wl; k--)
{
t[2] = w - k;
ans += Omega(i, j, k, t);
}
}
}
return ans;
}
static float Omega(int i, int j, int k, float t[3])
{
int ct;
ct = Phi[((i +
Phi[((j +
Phi[(k%TLD2)+TLD2]) % TLD2) + TLD2]) % TLD2) + TLD2];
return omega(t[0]) * omega(t[1]) * omega(t[2]) *
( G[ct][0]*t[0] + G[ct][1]*t[1] + G[ct][2]*t[2] );
}
static float omega(float t)
{
t = fabsf(t);
return (t * (t * (t * (float)2.0 - (float)3.0))) + (float)1.0;
}
void Noise_init()
{
int i;
float u, v, w, s, len;
static int first_time = 1;
if (first_time)
first_time = 0;
else
return;
(void)srand48(0l);
for(i = 0; i < TABLELEN; i++)
fPhi[i] = 0;
for(i = 0; i < TABLELEN; i++) {
Phi[i] = lrand48() % TABLELEN;
if (fPhi[Phi[i]])
i--;
else
fPhi[Phi[i]] = 1;
}
for(i = 0; i < TABLELEN; i++) {
u = (float) (2.0 * drand48() - 1.0);
v = (float) (2.0 * drand48() - 1.0);
w = (float) (2.0 * drand48() - 1.0);
if((s = u*u + v*v + w*w) > 1.0)
{ i--;
continue;
}
else
if (s == 0.0)
{ i--;
continue;
}
len = 1.0f / sqrtf(s);
G[i][0] = u * len;
G[i][1] = v * len;
G[i][2] = w * len;
}
}
static double turbulence(double u,double v,double w,int octaves)
{
double s,t;
s = 1.0;
t = 0.0;
while (octaves--) {
t += Noise((float)u, (float)v, (float)w)*s;
s *= 0.5;
u*=2.0; v*=2.0; w*=2.0;
}
return t;
}
// =====================================================================
// 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.
// =====================================================================