C++ API Reference
phongShader/phongShader.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/MArrayDataHandle.h>
#include <maya/MFnNumericAttribute.h>
#include <maya/MFnLightDataAttribute.h>
#include <maya/MFloatVector.h>
#include <maya/MFnPlugin.h>
#include <maya/MDrawRegistry.h>
// add for raytracing api enhancement
#include <maya/MRenderUtil.h>
#include "phongShaderOverride.h"
//
// DESCRIPTION:
//
// Produces dependency graph node PhongNode
// This node is an example of a Phong shader and how to build a dependency node as a surface shader in Maya.
// The inputs for this node can be found in the Maya UI on the Attribute Editor for the node.
// The output attribute of the node is called "outColor". It is a 3 float value that represents the resulting color produced by the node.
// To use this shader, create a phongNode with Shading Group or connect its output to a Shading Group’s "SurfaceShader" attribute.
//
class PhongNode : public MPxNode
{
public:
PhongNode();
~PhongNode() 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 aColor;
static MObject aTranslucenceCoeff;
static MObject aDiffuseReflectivity;
static MObject aIncandescence;
static MObject aPointCamera;
static MObject aNormalCamera;
static MObject aLightDirection;
static MObject aLightIntensity;
static MObject aPower;
static MObject aSpecularity;
static MObject aLightAmbient;
static MObject aLightDiffuse;
static MObject aLightSpecular;
static MObject aLightShadowFraction;
static MObject aPreShadowIntensity;
static MObject aLightBlindData;
static MObject aLightData;
static MObject aRayOrigin;
static MObject aRayDirection;
static MObject aObjectId;
static MObject aRaySampler;
static MObject aRayDepth;
static MObject aReflectGain;
static MObject aTriangleNormalCamera;
static MObject aOutColor;
};
// Static data
MTypeId PhongNode::id( 0x81001 );
// Attributes
MObject PhongNode::aColor;
MObject PhongNode::aTranslucenceCoeff;
MObject PhongNode::aDiffuseReflectivity;
MObject PhongNode::aIncandescence;
MObject PhongNode::aOutColor;
MObject PhongNode::aPointCamera;
MObject PhongNode::aNormalCamera;
MObject PhongNode::aLightData;
MObject PhongNode::aLightDirection;
MObject PhongNode::aLightIntensity;
MObject PhongNode::aLightAmbient;
MObject PhongNode::aLightDiffuse;
MObject PhongNode::aLightSpecular;
MObject PhongNode::aLightShadowFraction;
MObject PhongNode::aPreShadowIntensity;
MObject PhongNode::aLightBlindData;
MObject PhongNode::aPower;
MObject PhongNode::aSpecularity;
MObject PhongNode::aRayOrigin;
MObject PhongNode::aRayDirection;
MObject PhongNode::aObjectId;
MObject PhongNode::aRaySampler;
MObject PhongNode::aRayDepth;
MObject PhongNode::aReflectGain;
MObject PhongNode::aTriangleNormalCamera;
#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:
PhongNode::PhongNode()
{
}
//
// DESCRIPTION:
PhongNode::~PhongNode()
{
}
//
// DESCRIPTION:
void * PhongNode::creator()
{
return new PhongNode();
}
//
// DESCRIPTION:
MStatus PhongNode::initialize()
{
aTranslucenceCoeff = nAttr.create("translucenceCoeff", "tc",
MAKE_INPUT(nAttr);
aDiffuseReflectivity = nAttr.create("diffuseReflectivity", "drfl",
MAKE_INPUT(nAttr);
CHECK_MSTATUS ( nAttr.setDefault(0.8f) );
aColor = nAttr.createColor( "color", "c" );
MAKE_INPUT(nAttr);
CHECK_MSTATUS ( nAttr.setDefault(0.0f, 0.58824f, 0.644f) );
aIncandescence = nAttr.createColor( "incandescence", "ic" );
MAKE_INPUT(nAttr);
aOutColor = nAttr.createColor( "outColor", "oc" );
MAKE_OUTPUT(nAttr);
aPointCamera = nAttr.createPoint( "pointCamera", "pc" );
MAKE_INPUT(nAttr);
CHECK_MSTATUS ( nAttr.setDefault(1.0f, 1.0f, 1.0f) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
aPower = nAttr.create( "power", "pow", MFnNumericData::kFloat);
MAKE_INPUT(nAttr);
CHECK_MSTATUS ( nAttr.setMin(0.0f) );
CHECK_MSTATUS ( nAttr.setMax(200.0f) );
CHECK_MSTATUS ( nAttr.setDefault(10.0f) );
aSpecularity = nAttr.create( "specularity", "spc", MFnNumericData::kFloat);
MAKE_INPUT(nAttr);
CHECK_MSTATUS ( nAttr.setMin(0.0f) );
CHECK_MSTATUS ( nAttr.setMax(1.0f) ) ;
CHECK_MSTATUS ( nAttr.setDefault(0.5f) );
aReflectGain = nAttr.create( "reflectionGain", "rg", MFnNumericData::kFloat);
MAKE_INPUT(nAttr);
CHECK_MSTATUS ( nAttr.setMin(0.0f) );
CHECK_MSTATUS ( nAttr.setMax(1.0f) );
CHECK_MSTATUS ( nAttr.setDefault(0.5f) );
aNormalCamera = nAttr.createPoint( "normalCamera", "n" );
MAKE_INPUT(nAttr);
CHECK_MSTATUS ( nAttr.setDefault(1.0f, 1.0f, 1.0f) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
aTriangleNormalCamera = nAttr.createPoint( "triangleNormalCamera", "tn" );
MAKE_INPUT(nAttr);
CHECK_MSTATUS ( nAttr.setDefault(1.0f, 1.0f, 1.0f));
CHECK_MSTATUS ( nAttr.setHidden(true));
aLightDirection = nAttr.createPoint( "lightDirection", "ld" );
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(false) );
CHECK_MSTATUS ( nAttr.setDefault(1.0f, 1.0f, 1.0f) );
aLightIntensity = nAttr.createColor( "lightIntensity", "li" );
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(false) );
CHECK_MSTATUS ( nAttr.setDefault(1.0f, 1.0f, 1.0f) );
aLightAmbient = nAttr.create( "lightAmbient", "la",
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
aLightDiffuse = nAttr.create( "lightDiffuse", "ldf",
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(false) );
aLightSpecular = nAttr.create( "lightSpecular", "ls",
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(false) );
aLightShadowFraction = nAttr.create("lightShadowFraction", "lsf",
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(false) );
aPreShadowIntensity = nAttr.create("preShadowIntensity", "psi",
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(false) );
aLightBlindData = nAttr.createAddr("lightBlindData", "lbld");
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(true) );
CHECK_MSTATUS ( nAttr.setWritable(false) );
aLightData = lAttr.create( "lightDataArray", "ltd",
aLightDirection, aLightIntensity, aLightAmbient,
aLightDiffuse, aLightSpecular,
aLightShadowFraction,
aPreShadowIntensity,
aLightBlindData);
CHECK_MSTATUS ( lAttr.setArray(true) );
CHECK_MSTATUS ( lAttr.setStorable(false) );
CHECK_MSTATUS ( lAttr.setHidden(true) );
CHECK_MSTATUS ( lAttr.setDefault(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, true, true,
false, 0.0f, 1.0f, NULL) );
// rayOrigin
MObject RayX = nAttr.create( "rayOx", "rxo", MFnNumericData::kFloat, 0.0 );
MObject RayY = nAttr.create( "rayOy", "ryo", MFnNumericData::kFloat, 0.0 );
MObject RayZ = nAttr.create( "rayOz", "rzo", MFnNumericData::kFloat, 0.0 );
aRayOrigin = nAttr.create( "rayOrigin", "rog", RayX, RayY, RayZ );
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(false) );
// rayDirection
RayX = nAttr.create( "rayDirectionX", "rdx", MFnNumericData::kFloat, 1.0 );
RayY = nAttr.create( "rayDirectionY", "rdy", MFnNumericData::kFloat, 0.0 );
RayZ = nAttr.create( "rayDirectionZ", "rdz", MFnNumericData::kFloat, 0.0 );
aRayDirection = nAttr.create( "rayDirection", "rad", RayX, RayY, RayZ );
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(false) );
// objectId
aObjectId = nAttr.createAddr( "objectId", "oi" );
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(false) );
// raySampler
aRaySampler = nAttr.createAddr("raySampler", "rtr");
CHECK_MSTATUS ( nAttr.setStorable(false));
CHECK_MSTATUS ( nAttr.setHidden(true) );
CHECK_MSTATUS ( nAttr.setReadable(false) );
// rayDepth
aRayDepth = nAttr.create( "rayDepth", "rd", MFnNumericData::kShort, 0.0 );
CHECK_MSTATUS ( nAttr.setStorable(false) );
CHECK_MSTATUS (nAttr.setHidden(true) ) ;
CHECK_MSTATUS ( nAttr.setReadable(false) );
CHECK_MSTATUS ( addAttribute(aTranslucenceCoeff) );
CHECK_MSTATUS ( addAttribute(aDiffuseReflectivity) );
CHECK_MSTATUS ( addAttribute(aColor) );
CHECK_MSTATUS ( addAttribute(aIncandescence) );
CHECK_MSTATUS ( addAttribute(aPointCamera) );
CHECK_MSTATUS ( addAttribute(aNormalCamera) );
CHECK_MSTATUS ( addAttribute(aTriangleNormalCamera) );
CHECK_MSTATUS ( addAttribute(aLightData) );
CHECK_MSTATUS ( addAttribute(aPower) );
CHECK_MSTATUS ( addAttribute(aSpecularity) );
CHECK_MSTATUS ( addAttribute(aOutColor) );
CHECK_MSTATUS ( addAttribute(aRayOrigin) );
CHECK_MSTATUS ( addAttribute(aRayDirection) );
CHECK_MSTATUS ( addAttribute(aObjectId) );
CHECK_MSTATUS ( addAttribute(aRaySampler) );
CHECK_MSTATUS ( addAttribute(aRayDepth) );
CHECK_MSTATUS ( addAttribute(aReflectGain) );
CHECK_MSTATUS ( attributeAffects (aTranslucenceCoeff, aOutColor));
CHECK_MSTATUS ( attributeAffects (aDiffuseReflectivity, aOutColor));
CHECK_MSTATUS ( attributeAffects (aLightIntensity, aOutColor));
CHECK_MSTATUS ( attributeAffects (aIncandescence, aOutColor));
CHECK_MSTATUS ( attributeAffects (aPointCamera, aOutColor));
CHECK_MSTATUS ( attributeAffects (aNormalCamera, aOutColor));
CHECK_MSTATUS ( attributeAffects (aTriangleNormalCamera, aOutColor));
CHECK_MSTATUS ( attributeAffects (aLightData, aOutColor));
CHECK_MSTATUS ( attributeAffects (aLightAmbient, aOutColor));
CHECK_MSTATUS ( attributeAffects (aLightSpecular, aOutColor));
CHECK_MSTATUS ( attributeAffects (aLightDiffuse, aOutColor));
CHECK_MSTATUS ( attributeAffects (aLightDirection, aOutColor));
CHECK_MSTATUS ( attributeAffects (aLightShadowFraction, aOutColor));
CHECK_MSTATUS ( attributeAffects (aPreShadowIntensity, aOutColor));
CHECK_MSTATUS ( attributeAffects (aLightBlindData, aOutColor));
CHECK_MSTATUS ( attributeAffects (aPower, aOutColor));
CHECK_MSTATUS ( attributeAffects (aSpecularity, aOutColor));
CHECK_MSTATUS ( attributeAffects (aColor, aOutColor));
CHECK_MSTATUS ( attributeAffects (aRayOrigin,aOutColor));
CHECK_MSTATUS ( attributeAffects (aRayDirection,aOutColor));
CHECK_MSTATUS ( attributeAffects (aObjectId,aOutColor));
CHECK_MSTATUS ( attributeAffects (aRaySampler,aOutColor));
CHECK_MSTATUS ( attributeAffects (aRayDepth,aOutColor));
CHECK_MSTATUS ( attributeAffects (aReflectGain,aOutColor) );
return MS::kSuccess;
}
//
// DESCRIPTION:
MStatus PhongNode::compute(
const MPlug& plug,
MDataBlock& block )
{
if ((plug != aOutColor) && (plug.parent() != aOutColor))
return MS::kUnknownParameter;
MFloatVector resultColor(0.0,0.0,0.0);
// get sample surface shading parameters
MFloatVector& surfaceNormal = block.inputValue( aNormalCamera ).asFloatVector();
MFloatVector& cameraPosition = block.inputValue( aPointCamera ).asFloatVector();
// use for raytracing api enhancement below
MFloatVector point = cameraPosition;
MFloatVector normal = surfaceNormal;
MFloatVector& surfaceColor = block.inputValue( aColor ).asFloatVector();
MFloatVector& incandescence = block.inputValue( aIncandescence ).asFloatVector();
float diffuseReflectivity = block.inputValue( aDiffuseReflectivity ).asFloat();
// float translucenceCoeff = block.inputValue( aTranslucenceCoeff ).asFloat();
// User-defined Reflection Color Gain
float reflectGain = block.inputValue( aReflectGain ).asFloat();
// Phong shading attributes
float power = block.inputValue( aPower ).asFloat();
float spec = block.inputValue( aSpecularity ).asFloat();
float specularR, specularG, specularB;
float diffuseR, diffuseG, diffuseB;
diffuseR = diffuseG = diffuseB = specularR = specularG = specularB = 0.0;
// 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();
MFloatVector& lightIntensity = currentLight.child(aLightIntensity).asFloatVector();
// Find the blind data
void*& blindData = currentLight.child( aLightBlindData ).asAddr();
// find ambient component
if( currentLight.child(aLightAmbient).asBool() ) {
diffuseR += lightIntensity[0];
diffuseG += lightIntensity[1];
diffuseB += lightIntensity[2];
}
MFloatVector& lightDirection = currentLight.child(aLightDirection).asFloatVector();
if ( blindData == NULL )
{
// find diffuse and specular component
if( currentLight.child(aLightDiffuse).asBool() )
{
float cosln = lightDirection * surfaceNormal;;
if( cosln > 0.0f ) // calculate only if facing light
{
diffuseR += lightIntensity[0] * ( cosln * diffuseReflectivity );
diffuseG += lightIntensity[1] * ( cosln * diffuseReflectivity );
diffuseB += lightIntensity[2] * ( cosln * diffuseReflectivity );
}
CHECK_MSTATUS( cameraPosition.normalize() );
if( cosln > 0.0f ) // calculate only if facing light
{
float RV = ( ( (2*surfaceNormal) * cosln ) - lightDirection ) * cameraPosition;
if( RV > 0.0 ) RV = 0.0;
if( RV < 0.0 ) RV = -RV;
if ( power < 0 ) power = -power;
float s = spec * powf( RV, power );
specularR += lightIntensity[0] * s;
specularG += lightIntensity[1] * s;
specularB += lightIntensity[2] * s;
}
}
}
else
{
float cosln = MRenderUtil::diffuseReflectance( blindData, lightDirection, point, surfaceNormal, true );
if( cosln > 0.0f ) // calculate only if facing light
{
diffuseR += lightIntensity[0] * ( cosln * diffuseReflectivity );
diffuseG += lightIntensity[1] * ( cosln * diffuseReflectivity );
diffuseB += lightIntensity[2] * ( cosln * diffuseReflectivity );
}
CHECK_MSTATUS ( cameraPosition.normalize() );
if ( currentLight.child(aLightSpecular).asBool() )
{
MFloatVector specLightDirection = lightDirection;
MDataHandle directionH = block.inputValue( aRayDirection );
MFloatVector direction = directionH.asFloatVector();
float lightAttenuation = 1.0;
specLightDirection = MRenderUtil::maximumSpecularReflection( blindData,
lightDirection, point, surfaceNormal, direction );
lightAttenuation = MRenderUtil::lightAttenuation( blindData, point, surfaceNormal, false );
// Are we facing the light
if ( specLightDirection * surfaceNormal > 0.0f )
{
float power2 = block.inputValue( aPower ).asFloat();
MFloatVector rv = 2 * surfaceNormal * ( surfaceNormal * direction ) - direction;
float s = spec * powf( rv * specLightDirection, power2 );
specularR += lightIntensity[0] * s * lightAttenuation;
specularG += lightIntensity[1] * s * lightAttenuation;
specularB += lightIntensity[2] * s * lightAttenuation;
}
}
}
if( !lightData.next() ) break;
}
// factor incident light with surface color and add incandescence
resultColor[0] = ( diffuseR * surfaceColor[0] ) + specularR + incandescence[0];
resultColor[1] = ( diffuseG * surfaceColor[1] ) + specularG + incandescence[1];
resultColor[2] = ( diffuseB * surfaceColor[2] ) + specularB + incandescence[2];
// add the reflection color
if (reflectGain > 0.0) {
MStatus status;
// required attributes for using raytracer
// origin, direction, sampler, depth, and object id.
//
MDataHandle originH = block.inputValue( aRayOrigin, &status);
MFloatVector origin = originH.asFloatVector();
MDataHandle directionH = block.inputValue( aRayDirection, &status);
MFloatVector direction = directionH.asFloatVector();
MDataHandle samplerH = block.inputValue( aRaySampler, &status);
void*& samplerPtr = samplerH.asAddr();
MDataHandle depthH = block.inputValue( aRayDepth, &status);
short depth = depthH.asShort();
MDataHandle objH = block.inputValue( aObjectId, &status);
void*& objId = objH.asAddr();
MFloatVector reflectColor;
MFloatVector reflectTransparency;
MFloatVector& triangleNormal = block.inputValue( aTriangleNormalCamera ).asFloatVector();
// compute reflected ray
MFloatVector l = -direction;
float dot = l * normal;
if( dot < 0.0 ) dot = -dot;
MFloatVector refVector = 2 * normal * dot - l; // reflection ray
float dotRef = refVector * triangleNormal;
if( dotRef < 0.0 ) {
const float s = 0.01f;
MFloatVector mVec = refVector - dotRef * triangleNormal;
mVec.normalize();
refVector = mVec + s * triangleNormal;
}
CHECK_MSTATUS ( refVector.normalize() );
point, // origin
refVector, // direction
objId, // object id
samplerPtr, // sampler info
depth, // ray depth
reflectColor, // output color and transp
reflectTransparency);
// add in the reflection color
resultColor[0] += reflectGain * (reflectColor[0]);
resultColor[1] += reflectGain * (reflectColor[1]);
resultColor[2] += reflectGain * (reflectColor[2]);
}
// set ouput color attribute
MDataHandle outColorHandle = block.outputValue( aOutColor );
MFloatVector& outColor = outColorHandle.asFloatVector();
outColor = resultColor;
outColorHandle.setClean();
return MS::kSuccess;
}
static const MString sRegistrantId("phongShaderPlugin");
//
// DESCRIPTION:
MStatus initializePlugin( MObject obj )
{
const MString UserClassify( "shader/surface:drawdb/shader/surface/phongNode" );
MFnPlugin plugin( obj, PLUGIN_COMPANY, "4.5", "Any");
CHECK_MSTATUS ( plugin.registerNode( "phongNode", PhongNode::id,
PhongNode::creator, PhongNode::initialize,
MPxNode::kDependNode, &UserClassify ) );
"drawdb/shader/surface/phongNode",
sRegistrantId,
phongShaderOverride::creator));
return MS::kSuccess;
}
//
// DESCRIPTION:
MStatus uninitializePlugin( MObject obj )
{
MFnPlugin plugin( obj );
CHECK_MSTATUS ( plugin.deregisterNode( PhongNode::id ) );
"drawdb/shader/surface/phongNode", sRegistrantId));
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.
// =====================================================================