C++ API Reference
lavaShader/lavaShader.cpp
//
// DESCRIPTION:
// Produces dependency graph node Lava
// This node is an example of a solid texture that uses turbulence.
// The output attributes of this node are called "outColor" and "outAlpha".
// To use this shader, create a Lava node and connect the output to an input of a surface/shader node such as Color.
//
#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>
// 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 Lava3D : public MPxNode
{
public:
Lava3D();
~Lava3D() 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 aDeform;
static MObject aWarp;
static MObject aSpeed;
static MObject aTurbulence;
static MObject aPower;
static MObject aFrame;
static MObject aPointWorld;
static MObject aPlaceMat;
// Output attributes
static MObject aOutColor;
static MObject aOutAlpha;
};
// Static data
MTypeId Lava3D::id(0x81015);
// Attributes
MObject Lava3D::aColorBase;
MObject Lava3D::aColorFlame;
MObject Lava3D::aDeform;
MObject Lava3D::aWarp;
MObject Lava3D::aSpeed;
MObject Lava3D::aTurbulence;
MObject Lava3D::aPower;
MObject Lava3D::aFrame;
MObject Lava3D::aPointWorld;
MObject Lava3D::aPlaceMat;
MObject Lava3D::aOutColor;
MObject Lava3D::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:
Lava3D::Lava3D()
{
}
//
// DESCRIPTION:
Lava3D::~Lava3D()
{
}
//
// DESCRIPTION:
void * Lava3D::creator()
{
return new Lava3D();
}
//
// DESCRIPTION:
MStatus Lava3D::initialize()
{
// Input attributes
aColorBase = nAttr.createColor("ColorBase", "cb");
MAKE_INPUT(nAttr);
aColorFlame = nAttr.createColor("ColorFlame", "cf");
MAKE_INPUT(nAttr);
CHECK_MSTATUS ( nAttr.setDefault(1., 1., 1.) );
aDeform = nAttr.create( "Deformation", "d", MFnNumericData::kLong);
MAKE_INPUT(nAttr);
CHECK_MSTATUS ( nAttr.setDefault(1) );
CHECK_MSTATUS (nAttr.setMin(1) );
CHECK_MSTATUS ( nAttr.setMax(10) );
aWarp = nAttr.create( "Warp", "w", MFnNumericData::kFloat);
MAKE_INPUT(nAttr);
CHECK_MSTATUS ( nAttr.setDefault(0.1f) );
CHECK_MSTATUS ( nAttr.setMin(0.0f) );
CHECK_MSTATUS ( nAttr.setMax(10.0f) );
aSpeed = nAttr.create( "Speed", "ws", MFnNumericData::kFloat);
MAKE_INPUT(nAttr);
CHECK_MSTATUS ( nAttr.setDefault(0.1f) );
CHECK_MSTATUS (nAttr.setMin(0.0f) );
CHECK_MSTATUS (nAttr.setMax(1.0f) );
aTurbulence = nAttr.create( "Turbulence", "t", MFnNumericData::kLong);
MAKE_INPUT(nAttr);
CHECK_MSTATUS ( nAttr.setDefault(2) );
CHECK_MSTATUS ( nAttr.setMin(1) );
CHECK_MSTATUS ( nAttr.setMax(10) );
aPower = 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(100.0f) );
aFrame = nAttr.create( "Frame", "f", MFnNumericData::kFloat);
MAKE_INPUT(nAttr);
CHECK_MSTATUS ( nAttr.setDefault(1.0f) );
CHECK_MSTATUS ( nAttr.setMin(0.0f) );
CHECK_MSTATUS ( nAttr.setMax(1000.0f) );
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
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(aColorBase) );
CHECK_MSTATUS ( addAttribute(aColorFlame) );
CHECK_MSTATUS ( addAttribute(aDeform) );
CHECK_MSTATUS ( addAttribute(aWarp) );
CHECK_MSTATUS ( addAttribute(aSpeed) );
CHECK_MSTATUS ( addAttribute(aTurbulence) );
CHECK_MSTATUS ( addAttribute(aPower) );
CHECK_MSTATUS ( addAttribute(aFrame) );
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( aColorFlame, aOutColor) );
CHECK_MSTATUS ( attributeAffects( aDeform, aOutColor) );
CHECK_MSTATUS ( attributeAffects( aWarp, aOutColor) );
CHECK_MSTATUS ( attributeAffects( aSpeed, aOutColor) );
CHECK_MSTATUS ( attributeAffects( aTurbulence, aOutColor) );
CHECK_MSTATUS ( attributeAffects( aPower, aOutColor) );
CHECK_MSTATUS ( attributeAffects( aFrame, aOutColor) );
CHECK_MSTATUS ( attributeAffects( aPointWorld, aOutColor) );
CHECK_MSTATUS ( attributeAffects( aPlaceMat, aOutColor) );
CHECK_MSTATUS ( attributeAffects (aColorBase, aOutAlpha) );
CHECK_MSTATUS ( attributeAffects (aColorFlame, aOutAlpha) );
CHECK_MSTATUS ( attributeAffects (aDeform, aOutAlpha) );
CHECK_MSTATUS ( attributeAffects (aWarp, aOutAlpha) );
CHECK_MSTATUS ( attributeAffects (aSpeed, aOutAlpha) );
CHECK_MSTATUS ( attributeAffects (aTurbulence, aOutAlpha) );
CHECK_MSTATUS ( attributeAffects (aPower, aOutAlpha) );
CHECK_MSTATUS ( attributeAffects (aFrame, aOutAlpha) );
CHECK_MSTATUS ( attributeAffects (aPointWorld, aOutAlpha) );
CHECK_MSTATUS ( attributeAffects (aPlaceMat, aOutAlpha) );
return MS::kSuccess;
}
// DESCRIPTION:
// This function gets called by Maya to evaluate the texture.
//
MStatus Lava3D::compute(const MPlug& plug, MDataBlock& block)
{
if ( (plug != aOutColor) && (plug.parent() != aOutColor) &&
(plug != aOutAlpha) )
return MS::kUnknownParameter;
const float3& worldPos = block.inputValue(aPointWorld).asFloat3();
const MFloatMatrix& m = block.inputValue(aPlaceMat).asFloatMatrix();
const MFloatVector& cBase = block.inputValue(aColorBase).asFloatVector();
const MFloatVector& cFlame =block.inputValue(aColorFlame).asFloatVector();
const int deform = block.inputValue( aDeform ).asInt();
const float warp = block.inputValue( aWarp ).asFloat();
const float speed = block.inputValue( aSpeed ).asFloat();
const int turbValue = block.inputValue( aTurbulence ).asInt();
const float power = block.inputValue( aPower ).asFloat();
const float frame = block.inputValue( aFrame ).asFloat();
MFloatPoint q(worldPos[0], worldPos[1], worldPos[2]);
q *= m; // Convert into solid space
float u, v, w;
u = q.x; v = q.y; w = q.z;
float dist = speed * frame;
float au, av, aw;
au = u + dist;
av = v + dist;
aw = w + dist;
// Calculate 3 noise values
float ascale = (float) turbulence( au, av, aw,(int)deform);
float bscale = (float) turbulence( au,-av, aw,(int)deform);
float cscale = (float) turbulence(-au, av,-aw,(int)deform);
float dscale = warp;
// Add this noise as a vector to the texture coordinates
// (since we are only calculating one value, the
// displacement will be alont the 1 1 1 vector ... this
// displacement generates the "flicker" movement as the
// value moves around the texture coordinate
u += ascale * dscale;
v += bscale * dscale;
w += cscale * dscale;
// Calculate a turbulence value for this point
float scalar = (float) (turbulence(u,v,w,(int)turbValue) + 0.5);
// convert scalar into a point on the color curve
if (power != 1) scalar = powf (scalar, power);
MDataHandle outHandle = block.outputValue( aOutColor );
MFloatVector & outColor = outHandle.asFloatVector();
outColor = ((cFlame-cBase)*scalar) + cBase;
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, "4.5", "Any" );
CHECK_MSTATUS ( plugin.registerNode( "lava", Lava3D::id,
Lava3D::creator, Lava3D::initialize,
MPxNode::kDependNode, &UserClassify) );
Noise_init();
return MS::kSuccess;
}
// DESCRIPTION:
MStatus uninitializePlugin( MObject obj )
{
MFnPlugin plugin( obj );
CHECK_MSTATUS ( plugin.deregisterNode( Lava3D::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.
// =====================================================================