C++ API Reference
shadowMatteShader/shadowMatteShader.cpp
#include <math.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/MArrayDataHandle.h>
#include <maya/MFnNumericAttribute.h>
#include <maya/MFnLightDataAttribute.h>
#include <maya/MFloatVector.h>
#include <maya/MFnPlugin.h>
// DESCRIPTION:
// Produces dependency graph node ShadowMatte
// This node will create a matte/mask through the transparency output, only in areas that are in the shadow of a light.
// You can optionally use a boolean input to see where the shadow areas are in the color channels instead of the mask.
// The output attributes of the ShadowMatte node are called "outColor" and "outTransparency". To use this shader,
// create a ShadowMatte node with Shading Group or connect its output to a Shading Group's "SurfaceShader" attribute.
//
class ShadowMatte : public MPxNode
{
public:
ShadowMatte();
~ShadowMatte() 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 aOutColor;
static MObject aOutTransparency;
static MObject aViewColor;
static MObject aLightDirection;
static MObject aLightIntensity;
static MObject aLightAmbient;
static MObject aLightDiffuse;
static MObject aLightSpecular;
static MObject aLightShadowFraction;
static MObject aPreShadowIntensity;
static MObject aLightBlindData;
static MObject aLightData;
};
MTypeId ShadowMatte::id( 0x81013 );
MObject ShadowMatte::aViewColor;
MObject ShadowMatte::aOutColor;
MObject ShadowMatte::aOutTransparency;
MObject ShadowMatte::aLightData;
MObject ShadowMatte::aLightDirection;
MObject ShadowMatte::aLightIntensity;
MObject ShadowMatte::aLightAmbient;
MObject ShadowMatte::aLightDiffuse;
MObject ShadowMatte::aLightSpecular;
MObject ShadowMatte::aLightShadowFraction;
MObject ShadowMatte::aPreShadowIntensity;
MObject ShadowMatte::aLightBlindData;
//
// DESCRIPTION:
ShadowMatte::ShadowMatte()
{
}
//
// DESCRIPTION:
ShadowMatte::~ShadowMatte()
{
}
//
// DESCRIPTION:
void * ShadowMatte::creator()
{
return new ShadowMatte();
}
//
// DESCRIPTION:
MStatus ShadowMatte::initialize()
{
// Outputs
aViewColor = nAttr.create( "viewColor", "vc", MFnNumericData::kBoolean);
nAttr.setKeyable(true);
nAttr.setStorable(true);
nAttr.setHidden(false);
nAttr.setDefault(true);
aOutColor = nAttr.createColor( "outColor", "oc");
nAttr.setStorable(false);
nAttr.setHidden(false);
nAttr.setReadable(true);
nAttr.setWritable(false);
aOutTransparency = nAttr.createColor( "outTransparency", "ot" );
nAttr.setStorable(false);
nAttr.setHidden(false);
nAttr.setReadable(true);
nAttr.setWritable(false);
// Inputs
aLightDirection = nAttr.createPoint( "lightDirection", "ld" );
nAttr.setStorable(false);
nAttr.setHidden(true);
nAttr.setReadable(true);
nAttr.setWritable(false);
nAttr.setDefault(1.0f, 1.0f, 1.0f);
aLightIntensity = nAttr.createColor( "lightIntensity", "li" );
nAttr.setStorable(false);
nAttr.setHidden(true);
nAttr.setReadable(true);
nAttr.setWritable(false);
nAttr.setDefault(1.0f, 1.0f, 1.0f);
aLightAmbient = nAttr.create( "lightAmbient", "la",
nAttr.setStorable(false);
nAttr.setHidden(true);
nAttr.setReadable(true);
nAttr.setWritable(false);
nAttr.setDefault(true);
aLightDiffuse = nAttr.create( "lightDiffuse", "ldf",
nAttr.setStorable(false);
nAttr.setHidden(true);
nAttr.setReadable(true);
nAttr.setWritable(false);
nAttr.setDefault(true);
aLightSpecular = nAttr.create( "lightSpecular", "ls",
nAttr.setStorable(false);
nAttr.setHidden(true);
nAttr.setReadable(true);
nAttr.setWritable(false);
nAttr.setDefault(false);
aLightShadowFraction = nAttr.create("lightShadowFraction", "lsf",
nAttr.setStorable(false);
nAttr.setHidden(true);
nAttr.setReadable(true);
nAttr.setWritable(false);
nAttr.setDefault(0.0f);
aPreShadowIntensity = nAttr.create("preShadowIntensity", "psi",
nAttr.setStorable(false);
nAttr.setHidden(true);
nAttr.setReadable(true);
nAttr.setWritable(false);
nAttr.setDefault(0.0f);
aLightBlindData = nAttr.createAddr("lightBlindData", "lbld");
nAttr.setStorable(false);
nAttr.setHidden(true);
nAttr.setReadable(true);
nAttr.setWritable(false);
aLightData = lAttr.create( "lightDataArray", "ltd",
aLightDirection, aLightIntensity, aLightAmbient,
aLightDiffuse, aLightSpecular,
aLightShadowFraction,
aPreShadowIntensity,
aLightBlindData);
lAttr.setArray(true);
lAttr.setStorable(false);
lAttr.setHidden(true);
lAttr.setDefault(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, true, true,
false, 0.0f, 1.0f, NULL);
addAttribute(aLightData);
addAttribute(aOutColor);
addAttribute(aOutTransparency);
addAttribute(aViewColor);
attributeAffects (aViewColor, aOutColor);
attributeAffects (aLightIntensity, aOutColor);
attributeAffects (aLightData, aOutColor);
attributeAffects (aLightAmbient, aOutColor);
attributeAffects (aLightSpecular, aOutColor);
attributeAffects (aLightDiffuse, aOutColor);
attributeAffects (aLightDirection, aOutColor);
attributeAffects (aLightShadowFraction, aOutColor);
attributeAffects (aPreShadowIntensity, aOutColor);
attributeAffects (aLightBlindData, aOutColor);
attributeAffects (aViewColor, aOutTransparency);
attributeAffects (aLightIntensity, aOutTransparency);
attributeAffects (aLightData, aOutTransparency);
attributeAffects (aLightAmbient, aOutTransparency);
attributeAffects (aLightSpecular, aOutTransparency);
attributeAffects (aLightDiffuse, aOutTransparency);
attributeAffects (aLightDirection, aOutTransparency);
attributeAffects (aLightShadowFraction, aOutTransparency);
attributeAffects (aPreShadowIntensity, aOutTransparency);
attributeAffects (aLightBlindData, aOutTransparency);
return MS::kSuccess;
}
//
// DESCRIPTION:
MStatus ShadowMatte::compute(
const MPlug& plug,
MDataBlock& block )
{
if ((plug != aOutColor) && (plug.parent() != aOutColor) &&
(plug != aOutTransparency) && (plug.parent() != aOutTransparency))
return MS::kUnknownParameter;
MFloatVector shadowColor(0.0,0.0,0.0);
bool ViewFlag = block.inputValue( aViewColor ).asBool();
// get light list
MArrayDataHandle lightData = block.inputArrayValue( aLightData );
int numLights = lightData.elementCount();
// iterate through light list and get ambient/diffuse values
for( int count=1; count <= numLights; count++ )
{
MDataHandle currentLight = lightData.inputValue();
float lightShadow = currentLight.child(aLightShadowFraction).asFloat();
// shadow fraction tells how much an object is in shadow:
// (1) totally in shadow
// (0-1) partially in shadow
// (0) not in shadow
shadowColor[0] += lightShadow;
shadowColor[1] += lightShadow;
shadowColor[2] += lightShadow;
if( !lightData.next() ) break;
}
// set ouput color attribute
MFloatVector ghostColor(0.0,0.0,0.0);
MDataHandle outColorHandle = block.outputValue( aOutColor );
MFloatVector& outColor = outColorHandle.asFloatVector();
if (ViewFlag)
outColor = shadowColor;
else
outColor = ghostColor;
outColorHandle.setClean();
// set ouput transparency
MDataHandle outTransHandle = block.outputValue( aOutTransparency );
MFloatVector& outTrans = outTransHandle.asFloatVector();
outTrans = shadowColor;
outTransHandle.setClean();
return MS::kSuccess;
}
//
// DESCRIPTION:
MStatus initializePlugin( MObject obj )
{
const MString UserClassify( "shader/surface" );
MFnPlugin plugin( obj, PLUGIN_COMPANY, "3.0", "Any");
plugin.registerNode( "shadowMatte", ShadowMatte::id,
ShadowMatte::creator, ShadowMatte::initialize,
MPxNode::kDependNode, &UserClassify );
return MS::kSuccess;
}
//
// DESCRIPTION:
MStatus uninitializePlugin( MObject obj )
{
MFnPlugin plugin( obj );
plugin.deregisterNode( ShadowMatte::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.
// =====================================================================