C++ API Reference
interpShader/interpShader.cpp
#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/MFloatVector.h>
#include <maya/MFnPlugin.h>
// DESCRIPTION:
// Produces dependency graph node InterpNode
// This node is an example of evaluating the surface normal on an object.
// The inputs for this node are two colors and an input value that modify the interpolation of color.
// The output attribute for this node is "outColor". It is a 3 float value that represents the
// interpolated color as a result of the surface normal. To use this shader, create a InterpNode and connect its
// output to an input of a surface/shader node such as Color or Transparency.
//
class InterpNode : public MPxNode
{
public:
InterpNode();
~InterpNode() override;
MStatus compute( const MPlug&, MDataBlock& ) override;
SchedulingType schedulingType() const override { return SchedulingType::kParallel; }
static void * creator();
static MStatus initialize();
static MTypeId id;
private:
static MObject aInputValue;
static MObject aColor1;
static MObject aColor2;
static MObject aNormalCamera;
static MObject aPointCamera;
static MObject aOutColor;
};
MTypeId InterpNode::id( 0x8100e );
MObject InterpNode::aInputValue;
MObject InterpNode::aColor1;
MObject InterpNode::aColor2;
MObject InterpNode::aNormalCamera;
MObject InterpNode::aPointCamera;
MObject InterpNode::aOutColor;
//
// DESCRIPTION:
InterpNode::InterpNode()
{
}
//
// DESCRIPTION:
InterpNode::~InterpNode()
{
}
//
// DESCRIPTION:
void* InterpNode::creator()
{
return new InterpNode();
}
//
// DESCRIPTION:
MStatus InterpNode::initialize()
{
// Inputs and Attributes
//
// User defined attributes require a long-name and short-name that
// are required to be unique within the node.
// (See the compound attribute color1 named "Sides".)
//
// Rendering attributes that your node wants to get from the sampler
// require them to be defined given the pre-defined unique long-name.
// (See the compound attribute aNormalCamera named "normalCamera".)
//
// User defined Attributes are generally something that you want
// to store in the Maya file. The setStorable(true) method enables
// an attribute to be stored into the Maya scene file.
//
// Rendering attributes are primarily data that is generated per sample and
// not something that you want to store in a file. To disable an
// attribute from being recorded to the Maya scene file use
// the setStorable(false) method.
//
// Simple attributes that represent a range of values can enable a
// slider on the Attribute Editor by using the methods setMin() and
// setMax().
// (See the simple attribute InputValue named "Power".)
//
// Compound attributes that represent a vector of 3 floats can enable
// a color swatch on the Attribute Editor that will launch a color picker
// tool by using the method setUsedAsColor(true).
// (See the compound attribute color1 name "Sides".)
//
// Both Simple and Compound attributes can be initialized with a
// default value using the method setDefault().
//
// Attributes by default show up in the Attribute Editor and
// in the Connection Editor unless they are specified as being hidden
// by using the method setHidden(true).
//
// Attributes by default have both read/write access in the dependency graph.
// To change an attributes behaviour you can use the methods
// setReadable() and setWritable(). The method setReadable(true)
// indicates that the attribute can be used as the source in
// a dependency graph connection. The method setWritable(true)
// indicates that the attribute can be used as the destination
// in a dependency graph connection.
// (See the compound attribute aOutColor named "outColor" below.
// It has been marked as a read-only attribute since it is
// the computed result of the node, it is not stored in the Maya file since
// it is always computed, and it is marked as hidden to prevent it
// from being displayed in the user interface.)
//
//
// User defined input value
aInputValue = nAttr.create( "power", "pow", MFnNumericData::kFloat);
CHECK_MSTATUS ( nAttr.setDefault(1.0f) );
CHECK_MSTATUS ( nAttr.setMin(0.0f) );
CHECK_MSTATUS ( nAttr.setMax(3.0f) );
CHECK_MSTATUS ( nAttr.setKeyable(true) );
CHECK_MSTATUS ( nAttr.setStorable(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(true) );
// User defined color attribute
aColor1 = nAttr.createColor( "sideColor", "sc");
CHECK_MSTATUS ( nAttr.setDefault(1.0f, 1.0f, 1.0f) );
CHECK_MSTATUS ( nAttr.setKeyable(true) );
CHECK_MSTATUS ( nAttr.setStorable(true) );
CHECK_MSTATUS ( nAttr.setUsedAsColor(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(true) );
aColor2 = nAttr.createColor( "facingColor", "fc");
CHECK_MSTATUS ( nAttr.setDefault(0.0f, 0.0f, 0.0f) );
CHECK_MSTATUS ( nAttr.setKeyable(true) );
CHECK_MSTATUS ( nAttr.setStorable(true) );
CHECK_MSTATUS ( nAttr.setUsedAsColor(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(true) );
// Surface Normal supplied by the render sampler
aNormalCamera = nAttr.createPoint( "normalCamera", "n");
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(true) );
// Point on surface in camera space, will be used to compute view vector
aPointCamera = nAttr.createPoint( "pointCamera", "p");
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(true) );
// Outputs
//
// Always set your output attributes to be read-only
// You should also mark any internal attributes that your node
// computes to be read-only also, this will prevent any connections.
aOutColor = nAttr.createColor( "outColor", "oc" );
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(false) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(false) );
CHECK_MSTATUS ( addAttribute(aInputValue) );
CHECK_MSTATUS ( addAttribute(aColor1) );
CHECK_MSTATUS ( addAttribute(aColor2) );
CHECK_MSTATUS ( addAttribute(aNormalCamera) );
CHECK_MSTATUS ( addAttribute(aPointCamera) );
CHECK_MSTATUS ( addAttribute(aOutColor) );
CHECK_MSTATUS ( attributeAffects (aInputValue, aOutColor) );
CHECK_MSTATUS ( attributeAffects (aColor1, aOutColor) );
CHECK_MSTATUS ( attributeAffects (aColor2, aOutColor) );
CHECK_MSTATUS ( attributeAffects (aNormalCamera, aOutColor) );
CHECK_MSTATUS ( attributeAffects (aPointCamera, aOutColor) );
return MS::kSuccess;
}
//
// DESCRIPTION:
MStatus InterpNode::compute(
const MPlug& plug,
MDataBlock& block )
{
if ((plug != aOutColor) && (plug.parent() != aOutColor))
return MS::kUnknownParameter;
MFloatVector resultColor;
MFloatVector& Side = block.inputValue( aColor1 ).asFloatVector();
MFloatVector& Face = block.inputValue( aColor2 ).asFloatVector();
MFloatVector& surfNorm = block.inputValue( aNormalCamera ).asFloatVector();
MFloatVector& viewVector = block.inputValue(aPointCamera).asFloatVector();
float power = block.inputValue( aInputValue ).asFloat();
// Normalize the view vector
CHECK_MSTATUS ( viewVector.normalize() );
// find dot product
float scalarNormal = (viewVector.x * surfNorm.x) +
(viewVector.y * surfNorm.y) +
(viewVector.z * surfNorm.z);
// take the absolute value
if (scalarNormal < 0.0) scalarNormal = -scalarNormal;
// Use InputValue to change interpolation
// power == 1.0 linear
// power >= 0.0 use gamma function
//
float scalar;
if (power > 0.0) {
scalar = powf(scalarNormal, 1.0f / power);
}
else { scalar = 0.0; }
// Interpolate the colors
resultColor = Side + ((Face - Side) * scalar);
// set ouput color attribute
MDataHandle outColorHandle = block.outputValue( aOutColor );
MFloatVector& outColor = outColorHandle.asFloatVector();
outColor = resultColor;
outColorHandle.setClean();
return MS::kSuccess;
}
//
// DESCRIPTION:
MStatus initializePlugin( MObject obj )
{
const MString UserClassify( "utility/general" );
MFnPlugin plugin( obj, PLUGIN_COMPANY, "4.5", "Any");
CHECK_MSTATUS ( plugin.registerNode( "interpNode", InterpNode::id,
InterpNode::creator, InterpNode::initialize,
MPxNode::kDependNode, &UserClassify ) );
return MS::kSuccess;
}
//
// DESCRIPTION:
MStatus uninitializePlugin( MObject obj )
{
MFnPlugin plugin( obj );
CHECK_MSTATUS ( plugin.deregisterNode( InterpNode::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.
// =====================================================================