//- // ========================================================================== // Copyright (C) 1995 - 2005 Alias Systems Corp. and/or its licensors. All // rights reserved. // // The coded instructions, statements, computer programs, and/or related // material (collectively the "Data") in these files are provided by Alias // Systems Corp. ("Alias") and/or its licensors for the exclusive use of the // Customer (as defined in the Alias Software License Agreement that // accompanies this Alias software). Such Customer has the right to use, // modify, and incorporate the Data into other products and to distribute such // products for use by end-users. // // THE DATA IS PROVIDED "AS IS". ALIAS HEREBY DISCLAIMS ALL WARRANTIES // RELATING TO THE DATA, INCLUDING, WITHOUT LIMITATION, ANY AND ALL EXPRESS OR // IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND/OR FITNESS FOR A // PARTICULAR PURPOSE. IN NO EVENT SHALL ALIAS BE LIABLE FOR ANY DAMAGES // WHATSOEVER, WHETHER DIRECT, INDIRECT, SPECIAL, OR PUNITIVE, WHETHER IN AN // ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, OR IN EQUITY, // ARISING OUT OF ACCESS TO, USE OF, OR RELIANCE UPON THE DATA. // ========================================================================== //+ #include #include #include #include #include #include #include #include #include #include #include class brickTextureNode : public MPxNode { public: brickTextureNode(); virtual ~brickTextureNode(); virtual MStatus compute( const MPlug&, MDataBlock& ); virtual void postConstructor(); static void * creator(); static MStatus initialize(); // Id tag for use with binary file format static MTypeId id; private: // Input attributes static MObject aColor1; static MObject aColor2; static MObject aBlurFactor; static MObject aUVCoord; static MObject aFilterSize; // Output attributes static MObject aOutColor; }; // static data MTypeId brickTextureNode::id( 0x8100d ); // Attributes MObject brickTextureNode::aColor1; MObject brickTextureNode::aColor2; MObject brickTextureNode::aBlurFactor; MObject brickTextureNode::aUVCoord; MObject brickTextureNode::aFilterSize; MObject brickTextureNode::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) ); inline float step(float t, float c) { return (t < c) ? 0.0f : 1.0f; } inline float smoothstep(float t, float a, float b) { if (t < a) return 0.0; if (t > b) return 1.0; t = (t - a)/(b - a); return t*t*(3.0f - 2.0f*t); } inline float linearstep(float t, float a, float b) { if (t < a) return 0.0; if (t > b) return 1.0; return (t - a)/(b - a); } #if !defined(OSMac_MachO_) inline float MAX(float a, float b) { return (a < b) ? b : a; } inline float MIN(float a, float b) { return (a < b) ? a : b; } #endif void brickTextureNode::postConstructor( ) { setMPSafe(true); } // DESCRIPTION: // brickTextureNode::brickTextureNode() { } // DESCRIPTION: // brickTextureNode::~brickTextureNode() { } // DESCRIPTION: // creates an instance of the node void * brickTextureNode::creator() { return new brickTextureNode(); } // DESCRIPTION: // MStatus brickTextureNode::initialize() { MFnNumericAttribute nAttr; // Input attributes aColor1 = nAttr.createColor("brickColor", "bc"); MAKE_INPUT(nAttr); CHECK_MSTATUS( nAttr.setDefault(.75, .3, .1) ); // Brown aColor2 = nAttr.createColor("jointColor", "jc"); MAKE_INPUT(nAttr); CHECK_MSTATUS( nAttr.setDefault(.75, .75, .75) ); // Grey aBlurFactor = nAttr.create( "blurFactor", "bf", MFnNumericData::kFloat); MAKE_INPUT(nAttr); // Implicit shading network attributes MObject child1 = nAttr.create( "uCoord", "u", MFnNumericData::kFloat); MObject child2 = nAttr.create( "vCoord", "v", MFnNumericData::kFloat); aUVCoord = nAttr.create( "uvCoord", "uv", child1, child2); MAKE_INPUT(nAttr); CHECK_MSTATUS( nAttr.setHidden(true) ); child1 = nAttr.create( "uvFilterSizeX", "fsx", MFnNumericData::kFloat); child2 = nAttr.create( "uvFilterSizeY", "fsy", MFnNumericData::kFloat); aFilterSize = nAttr.create("uvFilterSize", "fs", child1, child2); MAKE_INPUT(nAttr); CHECK_MSTATUS( nAttr.setHidden(true) ); // Output attributes aOutColor = nAttr.createColor("outColor", "oc"); MAKE_OUTPUT(nAttr); // Add attributes to the node database. CHECK_MSTATUS( addAttribute(aColor1) ); CHECK_MSTATUS( addAttribute(aColor2) ); CHECK_MSTATUS( addAttribute(aBlurFactor) ); CHECK_MSTATUS( addAttribute(aFilterSize) ); CHECK_MSTATUS( addAttribute(aUVCoord) ); CHECK_MSTATUS( addAttribute(aOutColor) ); // All input affect the output color CHECK_MSTATUS( attributeAffects(aColor1, aOutColor) ); CHECK_MSTATUS( attributeAffects(aColor2, aOutColor) ); CHECK_MSTATUS( attributeAffects(aBlurFactor, aOutColor) ); CHECK_MSTATUS( attributeAffects(aFilterSize, aOutColor) ); CHECK_MSTATUS( attributeAffects(aUVCoord, aOutColor) ); return MS::kSuccess; } /////////////////////////////////////////////////////// // DESCRIPTION: // This function gets called by Maya to evaluate the texture. // // Get color1 and color2 from the input block. // Get UV coordinates from the input block. // Compute the color of our brick for a given UV coordinate. // Put the result into the output plug. /////////////////////////////////////////////////////// MStatus brickTextureNode::compute(const MPlug& plug, MDataBlock& block) { // outColor or individial R, G, B channel if((plug != aOutColor) && (plug.parent() != aOutColor)) return MS::kUnknownParameter; MFloatVector resultColor; float2 & uv = block.inputValue( aUVCoord ).asFloat2(); MFloatVector& surfaceColor1 = block.inputValue( aColor1 ).asFloatVector(); MFloatVector& surfaceColor2 = block.inputValue( aColor2 ).asFloatVector(); // normalize the UV coords uv[0] -= floorf(uv[0]); uv[1] -= floorf(uv[1]); float borderWidth = 0.1f; float brickHeight = 0.4f; float brickWidth = 0.9f; float & blur = block.inputValue( aBlurFactor ).asFloat(); float v1 = borderWidth/2; float v2 = v1 + brickHeight; float v3 = v2 + borderWidth; float v4 = v3 + brickHeight; float u1 = borderWidth/2; float u2 = brickWidth/2; float u3 = u2 + borderWidth; float u4 = u1 + brickWidth; float2& fs = block.inputValue( aFilterSize ).asFloat2(); float du = blur*fs[0]/2.0f; float dv = blur*fs[1]/2.0f; float t = MAX(MIN(linearstep(uv[1], v1 - dv, v1 + dv) - linearstep(uv[1], v2 - dv, v2 + dv), MAX(linearstep(uv[0], u3 - du, u3 + du), 1 - linearstep(uv[0], u2 - du, u2 + du))), MIN(linearstep(uv[1], v3 - dv, v3 + dv) - linearstep(uv[1], v4 - dv, v4 + dv), linearstep(uv[0], u1 - du, u1 + du) - linearstep(uv[0], u4 - du, u4 + du))); resultColor = t*surfaceColor1 + (1.0f - t)*surfaceColor2; // set ouput color attribute MDataHandle outColorHandle = block.outputValue( aOutColor ); MFloatVector& outColor = outColorHandle.asFloatVector(); outColor = resultColor; outColorHandle.setClean(); return MS::kSuccess; } MStatus initializePlugin( MObject obj ) { const MString UserClassify( "texture/2d" ); MFnPlugin plugin(obj, "Alias", "4.5", "Any"); CHECK_MSTATUS( plugin.registerNode("brickTexture", brickTextureNode::id, &brickTextureNode::creator, &brickTextureNode::initialize, MPxNode::kDependNode, &UserClassify ) ); return MS::kSuccess; } MStatus uninitializePlugin( MObject obj ) { MFnPlugin plugin( obj ); CHECK_MSTATUS( plugin.deregisterNode( brickTextureNode::id ) ); return MS::kSuccess; }