lambertShader.cpp

//-
// ==========================================================================
// Copyright 1995,2006,2008 Autodesk, Inc. All rights reserved.
//
// Use of this software is subject to the terms of the Autodesk
// license agreement provided at the time of installation or download,
// or which otherwise accompanies this software in either electronic
// or hard copy form.
// ==========================================================================
//+

// Example Plugin: lambertShader.cpp
//
// Produces dependency graph node LambertShader
// This node is an example of a Lambert shader and how to build a
// dependency node as a surface shader in Maya. The inputs for this node
// are many, and can be found in the Maya UI on the Attribute Editor for
// the node. The output attributes for the node are "outColor" and
// "outTransparency". To use this shader, create a lambertShader with
// Shading Group or connect the outputs to a Shading Group's
// "SurfaceShader" attribute.
//

#include <maya/MIOStream.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>
#include <maya/MGlobal.h>


// Plugin Lambert Shader Class //


// This class will create a new shader. Shaders are custom dependency
// graph objects so we will derive this class from the basic DG node
// type MPxNode
//

class lambert : public MPxNode
{
public:
                                        lambert();
        virtual                 ~lambert();

        static  void *  creator();
        virtual MStatus compute( const MPlug&, MDataBlock& );
        static  MStatus initialize();


        // postConstructor:
        // The postConstructor method allows us to call MPxNode member
        // functions during initialization. Internally maya creates two
        // objects when a user defined node is created, the internal MObject
        // and the user derived object. The association between the these
        // two objects is not made until after the MPxNode constructor is
        // called. This implies that no MPxNode member function can be called
        // from the MPxNode constructor. The postConstructor will get called
        // immediately after the constructor when it is safe to call any
        // MPxNode member function.
        //

        virtual void    postConstructor(); 

        static  MTypeId   id;  // The IFF type id

protected:

   // Translucence coefficient 
   static MObject  aTranslucenceCoeff;

   // Diffuse Reflectivity
   static MObject  aDiffuseReflectivity;

   // Red component of surface color
   static MObject  aColorR;

   // Green component of surface color
   static MObject  aColorG;

   // Blue component of surface color
   static MObject  aColorB;

   // Surface color
   static MObject  aColor;

   // Red component of incandescence
   static MObject  aIncandescenceR;

   // Green component of incandescence
   static MObject  aIncandescenceG;

   // Blue component of incandescence
   static MObject  aIncandescenceB;

   // Incandescence
   static MObject  aIncandescence;

   // Red component of surface transparency
   static MObject  aInTransR;

   // Green component of surface transparency
   static MObject  aInTransG;

   // Blue component of surface transparency
   static MObject  aInTransB;

   // Surface transparency
   static MObject  aInTransparency;

   // Red component of output color
   static MObject  aOutColorR;

   // Green component of output color
   static MObject  aOutColorG;

   // Blue component of output color
   static MObject  aOutColorB;

   // Output color
   static MObject  aOutColor;

   // Red component of output transparency
   static MObject  aOutTransR;

   // Green component of output transparency
   static MObject  aOutTransG;

   // Blue component of output transparency
   static MObject  aOutTransB;

   // Output transparency
   static MObject  aOutTransparency;

   // X component of surface normal
   static MObject  aNormalCameraX;

   // Y component of surface normal
   static MObject  aNormalCameraY;

   // Z component of surface normal
   static MObject  aNormalCameraZ;

   // Surface normal
   static MObject  aNormalCamera;

   // X component of light direction vector
   static MObject  aLightDirectionX;

   // Y component of light direction vector
   static MObject  aLightDirectionY;

   // Z component of light direction vector
   static MObject  aLightDirectionZ;

   // Light direction vector
   static MObject  aLightDirection;

   // Red component of light intensity
   static MObject  aLightIntensityR;

   // Green component of light intensity
   static MObject  aLightIntensityG;

   // Blue component of light intensity
   static MObject  aLightIntensityB;

   // Light Intensity vector
   static MObject  aLightIntensity;

   // Ambient flag
   static MObject  aLightAmbient;

   // Diffuse flag
   static MObject  aLightDiffuse;

   // Specular flag
   static MObject  aLightSpecular;

   // Shadow Fraction flag
   static MObject       aLightShadowFraction;

   // Pre Shadow Intensity
   static MObject       aPreShadowIntensity;

   // Light blind data
   static MObject       aLightBlindData;

   // Light data array
   static MObject       aLightData;
 
};


// IFF type ID
// Each node requires a unique identifier which is used by
// MFnDependencyNode::create() to identify which node to create, and by
// the Maya file format. 
//
// For local testing of nodes you can use any identifier between
// 0x00000000 and 0x0007ffff, but for any node that you plan to use for
// more permanent purposes, you should get a universally unique id from
// Autodesk Support. You will be assigned a unique range that you
// can manage on your own. 
//
MTypeId lambert::id( 0x81000 );


// the postConstructor() function is called immediately after the objects
// constructor. It is not safe to call MPxNode member functions from the
// constructor, instead they should be called here.
//
void lambert::postConstructor( )
{
        // setMPSafe indicates that this shader can be used for multiprocessor
        // rendering. For a shading node to be MP safe, it cannot access any
        // shared global data and should only use attributes in the datablock
        // to get input data and store output data.
        //
        setMPSafe( true );
}


// DESCRIPTION: attribute information
//
MObject  lambert::aTranslucenceCoeff;
MObject  lambert::aDiffuseReflectivity;
MObject  lambert::aInTransparency;
MObject  lambert::aInTransR;
MObject  lambert::aInTransG;
MObject  lambert::aInTransB;
MObject  lambert::aColor;
MObject  lambert::aColorR;
MObject  lambert::aColorG;
MObject  lambert::aColorB;
MObject  lambert::aIncandescence;
MObject  lambert::aIncandescenceR;
MObject  lambert::aIncandescenceG;
MObject  lambert::aIncandescenceB;
MObject  lambert::aOutColor;
MObject  lambert::aOutColorR;
MObject  lambert::aOutColorG;
MObject  lambert::aOutColorB;
MObject  lambert::aOutTransparency;
MObject  lambert::aOutTransR;
MObject  lambert::aOutTransG;
MObject  lambert::aOutTransB;
MObject  lambert::aNormalCamera;
MObject  lambert::aNormalCameraX;
MObject  lambert::aNormalCameraY;
MObject  lambert::aNormalCameraZ;
MObject  lambert::aLightData;
MObject  lambert::aLightDirection;
MObject  lambert::aLightDirectionX;
MObject  lambert::aLightDirectionY;
MObject  lambert::aLightDirectionZ;
MObject  lambert::aLightIntensity; 
MObject  lambert::aLightIntensityR;
MObject  lambert::aLightIntensityG;
MObject  lambert::aLightIntensityB;
MObject  lambert::aLightAmbient;
MObject  lambert::aLightDiffuse;
MObject  lambert::aLightSpecular;
MObject  lambert::aLightShadowFraction;
MObject  lambert::aPreShadowIntensity;
MObject  lambert::aLightBlindData;


// This node does not need to perform any special actions on creation or
// destruction
//

lambert::lambert() { }
lambert::~lambert() { }


// The creator() method allows Maya to instantiate instances of this node.
// It is called every time a new instance of the node is requested by
// either the createNode command or the MFnDependencyNode::create()
// method. 
//
// In this case creator simply returns a new lambert object.
//

void* lambert::creator()
{
        return new lambert();
}


// The initialize method is called only once when the node is first
// registered with Maya. In this method you define the attributes of the
// node, what data comes in and goes out of the node that other nodes may
// want to connect to. 
//

MStatus lambert::initialize()
{
        MFnNumericAttribute nAttr; 
        MFnLightDataAttribute lAttr;

        MStatus status; // Status will be used to hold the MStatus value
                                        // returned by each api function call. It is important
                                        // to check the status returned by a call to aid in
                                        // debugging. Failed API calls can result in subtle 
                                        // errors that can be difficult to track down, you may
                                        // wish to use the CHECK_MSTATUS macro for any API
                                        // call where you do not need to provide your own
                                        // error handling.
                                        //

        // Attribute Initialization:
        //
        // create      - The create function creates a new attribute for the
        //                               node, it takes a long name for the attribute, a short
        //                               name for the attribute, the type of the attribute,
        //                               and a status object to determine if the api call was
        //                               successful.
        //
        // setKeyable  - Sets whether this attribute should accept keyframe
        //                               data, Attributes are not keyable by default.
        //
        // setStorable - Sets whether this attribute should be storable. If an
        //                               attribute is storable, then it will be writen out
        //                               when the node is stored to a file. Attributes are 
        //               storable by default.
        //
        // setDefault  - Sets the default value for this attribute.
        //
        // setUsedAsColor - Sets whether this attribute should be presented as
        //                               a color in the UI.
        //
        // setHidden   - Sets whether this attribute should be hidden from the
        //                               UI. This is useful if the attribute is being used for
        //                               blind data, or if it is being used as scratch space
        //                               for a geometry calculation (should also be marked
        //                               non-connectable in that case). Attributes are not
        //                               hidden by default.
        //
        // setReadable - Sets whether this attribute should be readable. If an
        //                               attribute is readable, then it can be used as the
        //                               source in a dependency graph connection. Attributes
        //                               are readable by default.
        //
        // setWritable - Sets whether this attribute should be readable. If an
        //                               attribute is writable, then it can be used as the
        //                               destination in a dependency graph connection. If an
        //                           attribute is not writable then setAttr commands will
        //                               fail to change the attribute. If both keyable and
        //                               writable for an attribute are set to true it will be
        //                               displayed in the channel box when the node is
        //                               selected. Attributes are writable by default.
        //
        // setArray    - Sets whether this attribute should have an array of
        //                               data. This should be set to true if the attribute
        //                               needs to accept multiple incoming connections.
        //                               Attributes are single elements by default.
        //


        // Input Attributes
        //
        aTranslucenceCoeff = nAttr.create( "translucenceCoeff", "tc",
                        MFnNumericData::kFloat, 0, &status );
        CHECK_MSTATUS( status );        
        CHECK_MSTATUS( nAttr.setKeyable( true ) );
        CHECK_MSTATUS( nAttr.setStorable( true ) );
        CHECK_MSTATUS( nAttr.setDefault( 0.0f ) );

        aDiffuseReflectivity = nAttr.create( "diffuseReflectivity", "drfl",
                        MFnNumericData::kFloat, 0, &status );
        CHECK_MSTATUS( status );
        CHECK_MSTATUS( nAttr.setKeyable( true ) );
        CHECK_MSTATUS( nAttr.setStorable( true ) );
        CHECK_MSTATUS( nAttr.setDefault( 0.8f ) );

        aColorR = nAttr.create( "colorR", "cr",MFnNumericData::kFloat, 0,
                        &status );
        CHECK_MSTATUS( status );
        CHECK_MSTATUS( nAttr.setKeyable( true ) );
        CHECK_MSTATUS( nAttr.setStorable( true ) );
        CHECK_MSTATUS( nAttr.setDefault( 0.0f ) );

        aColorG = nAttr.create( "colorG", "cg", MFnNumericData::kFloat, 0,
                        &status );
        CHECK_MSTATUS( status );
        CHECK_MSTATUS( nAttr.setKeyable( true ) );
        CHECK_MSTATUS( nAttr.setStorable( true ) );
        CHECK_MSTATUS( nAttr.setDefault( 0.58824f ) );

        aColorB = nAttr.create( "colorB", "cb",MFnNumericData::kFloat, 0,
                        &status );
        CHECK_MSTATUS( status );
        CHECK_MSTATUS( nAttr.setKeyable( true ) );
        CHECK_MSTATUS( nAttr.setStorable( true ) );
        CHECK_MSTATUS( nAttr.setDefault( 0.644f ) );

        aColor = nAttr.create( "color", "c", aColorR, aColorG, aColorB,
                        &status );
        CHECK_MSTATUS( status );
        CHECK_MSTATUS( nAttr.setKeyable( true ) );
        CHECK_MSTATUS( nAttr.setStorable( true ) );
        CHECK_MSTATUS( nAttr.setDefault( 0.0f, 0.58824f, 0.644f ) );
        CHECK_MSTATUS( nAttr.setUsedAsColor( true ) );

        aIncandescenceR = nAttr.create( "incandescenceR", "ir",
                        MFnNumericData::kFloat, 0, &status );
        CHECK_MSTATUS( status );
        CHECK_MSTATUS( nAttr.setKeyable( true ) );
        CHECK_MSTATUS( nAttr.setStorable( true ) );
        CHECK_MSTATUS( nAttr.setDefault( 0.0f ) );

        aIncandescenceG = nAttr.create( "incandescenceG", "ig",
                        MFnNumericData::kFloat, 0, &status );
        CHECK_MSTATUS( status );
        CHECK_MSTATUS( nAttr.setKeyable( true ) );
        CHECK_MSTATUS( nAttr.setStorable( true ) );
        CHECK_MSTATUS( nAttr.setDefault( 0.0f ) );

        aIncandescenceB = nAttr.create( "incandescenceB", "ib",
                        MFnNumericData::kFloat, 0, &status );
        CHECK_MSTATUS( status);
        CHECK_MSTATUS( nAttr.setKeyable( true ) );
        CHECK_MSTATUS( nAttr.setStorable( true ) );
        CHECK_MSTATUS( nAttr.setDefault( 0.0f ) );

        aIncandescence = nAttr.create( "incandescence", "ic", aIncandescenceR,
                        aIncandescenceG, aIncandescenceB, &status );
        CHECK_MSTATUS( status );
        CHECK_MSTATUS( nAttr.setKeyable( true ) );
        CHECK_MSTATUS( nAttr.setStorable( true ) );
        CHECK_MSTATUS( nAttr.setDefault( 0.0f, 0.0f, 0.0f ) );
        CHECK_MSTATUS( nAttr.setUsedAsColor( true ) );

        aInTransR = nAttr.create( "transparencyR", "itr",
                        MFnNumericData::kFloat, 0, &status );
        CHECK_MSTATUS( status );
        CHECK_MSTATUS( nAttr.setKeyable( true ) );
        CHECK_MSTATUS( nAttr.setStorable( true ) );

        aInTransG = nAttr.create( "transparencyG", "itg",
                        MFnNumericData::kFloat, 0, &status );
        CHECK_MSTATUS( status );
        CHECK_MSTATUS( nAttr.setKeyable( true ) );
        CHECK_MSTATUS( nAttr.setStorable( true ) );

        aInTransB = nAttr.create( "transparencyB", "itb",
                        MFnNumericData::kFloat, 0, &status );
        CHECK_MSTATUS( status);
        CHECK_MSTATUS( nAttr.setKeyable( true ) );
        CHECK_MSTATUS( nAttr.setStorable( true ) );

        aInTransparency = nAttr.create( "transparency", "it", aInTransR,
                        aInTransG, aInTransB, &status );
        CHECK_MSTATUS( status );
        CHECK_MSTATUS( nAttr.setKeyable( true ) );
        CHECK_MSTATUS( nAttr.setStorable( true ) );
        CHECK_MSTATUS( nAttr.setDefault( 0.0f, 0.0f, 0.0f ) );
        CHECK_MSTATUS( nAttr.setUsedAsColor( true ) );

        
        // Output Attributes
        //

        // Color Output
        //
        aOutColorR = nAttr.create( "outColorR", "ocr", MFnNumericData::kFloat,
                        0, &status );
        CHECK_MSTATUS( status );
        
        aOutColorG = nAttr.create( "outColorG", "ocg", MFnNumericData::kFloat,
                        0, &status );
        CHECK_MSTATUS( status );
        
        aOutColorB = nAttr.create( "outColorB", "ocb", MFnNumericData::kFloat,
                        0, &status );
        CHECK_MSTATUS( status );
        
        aOutColor = nAttr.create( "outColor", "oc", aOutColorR, aOutColorG,
                        aOutColorB, &status );
        CHECK_MSTATUS( status );
        
        CHECK_MSTATUS( nAttr.setHidden( false ) );
        CHECK_MSTATUS( nAttr.setReadable( true ) );
        CHECK_MSTATUS( nAttr.setWritable( false ) );

        
        // Transparency Output
        //
        aOutTransR = nAttr.create( "outTransparencyR", "otr",
                        MFnNumericData::kFloat, 0, &status );
        CHECK_MSTATUS( status );

        aOutTransG = nAttr.create( "outTransparencyG", "otg",
                        MFnNumericData::kFloat, 0, &status );
        CHECK_MSTATUS( status );

        aOutTransB = nAttr.create( "outTransparencyB", "otb",
                        MFnNumericData::kFloat, 0, &status );
        CHECK_MSTATUS( status );

        aOutTransparency = nAttr.create( "outTransparency", "ot",
                        aOutTransR,aOutTransG,aOutTransB, &status );
        CHECK_MSTATUS( status );

        CHECK_MSTATUS( nAttr.setHidden( false ) );
        CHECK_MSTATUS( nAttr.setReadable( true ) );
        CHECK_MSTATUS( nAttr.setWritable( false ) );


        // Camera Normals
        //
        aNormalCameraX = nAttr.create( "normalCameraX", "nx",
                        MFnNumericData::kFloat, 0, &status );
        CHECK_MSTATUS( status );
        CHECK_MSTATUS( nAttr.setStorable( false ) );
        CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );

        aNormalCameraY = nAttr.create( "normalCameraY", "ny",
                        MFnNumericData::kFloat, 0, &status );
        CHECK_MSTATUS( status );
        CHECK_MSTATUS( nAttr.setStorable( false ) );
        CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );

        aNormalCameraZ = nAttr.create( "normalCameraZ", "nz",
                        MFnNumericData::kFloat, 0, &status );
        CHECK_MSTATUS( status );
        CHECK_MSTATUS( nAttr.setStorable( false ) );
        CHECK_MSTATUS( nAttr.setDefault( 1.0f ) );

        aNormalCamera = nAttr.create( "normalCamera","n", aNormalCameraX,
                        aNormalCameraY, aNormalCameraZ, &status );
        CHECK_MSTATUS( status );
        CHECK_MSTATUS( nAttr.setStorable( false ) );
        CHECK_MSTATUS( nAttr.setDefault( 1.0f, 1.0f, 1.0f ) );
        CHECK_MSTATUS( nAttr.setHidden( true ) );


        // Light Direction
        //
        aLightDirectionX = nAttr.create( "lightDirectionX", "ldx",
                        MFnNumericData::kFloat, 0, &status );
        CHECK_MSTATUS( status );
    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 ) );

        aLightDirectionY = nAttr.create( "lightDirectionY", "ldy",
                        MFnNumericData::kFloat, 0, &status );
        CHECK_MSTATUS( status );
    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 ) );

        aLightDirectionZ = nAttr.create( "lightDirectionZ", "ldz",
                        MFnNumericData::kFloat, 0, &status );
        CHECK_MSTATUS( status );
    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 ) );

        aLightDirection = nAttr.create( "lightDirection", "ld",
                        aLightDirectionX, aLightDirectionY, aLightDirectionZ,
                        &status );
        CHECK_MSTATUS( status );
    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 ) );


        // Light Intensity
        //
        aLightIntensityR = nAttr.create( "lightIntensityR", "lir",
                        MFnNumericData::kFloat, 0, &status );
        CHECK_MSTATUS( status );
    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 ) );

        aLightIntensityG = nAttr.create( "lightIntensityG", "lig",
                        MFnNumericData::kFloat, 0, &status );
        CHECK_MSTATUS( status );
    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 ) );

        aLightIntensityB = nAttr.create( "lightIntensityB", "lib",
                        MFnNumericData::kFloat, 0, &status );
        CHECK_MSTATUS( status );
    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 ) );

        aLightIntensity = nAttr.create( "lightIntensity", "li", 
                        aLightIntensityR, aLightIntensityG, aLightIntensityB,
                        &status );
        CHECK_MSTATUS( status );
    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 ) );

   
        // Light
        //
        aLightAmbient = nAttr.create( "lightAmbient", "la",
                        MFnNumericData::kBoolean, 0, &status );
        CHECK_MSTATUS( status );
    CHECK_MSTATUS ( nAttr.setStorable(false) );
    CHECK_MSTATUS ( nAttr.setHidden(true) );
    CHECK_MSTATUS ( nAttr.setReadable(true) );
    CHECK_MSTATUS ( nAttr.setWritable(false) );
        CHECK_MSTATUS( nAttr.setDefault( true ) );

        aLightDiffuse = nAttr.create( "lightDiffuse", "ldf",
                        MFnNumericData::kBoolean, 0, &status );
        CHECK_MSTATUS( status );
    CHECK_MSTATUS ( nAttr.setStorable(false) );
    CHECK_MSTATUS ( nAttr.setHidden(true) );
    CHECK_MSTATUS ( nAttr.setReadable(true) );
    CHECK_MSTATUS ( nAttr.setWritable(false) );
        CHECK_MSTATUS( nAttr.setDefault( true ) );

        aLightSpecular = nAttr.create( "lightSpecular", "ls",
                        MFnNumericData::kBoolean, 0, &status );
        CHECK_MSTATUS( status );
    CHECK_MSTATUS ( nAttr.setStorable(false) );
    CHECK_MSTATUS ( nAttr.setHidden(true) );
    CHECK_MSTATUS ( nAttr.setReadable(true) );
    CHECK_MSTATUS ( nAttr.setWritable(false) );
        CHECK_MSTATUS( nAttr.setDefault( false ) );

        aLightShadowFraction = nAttr.create( "lightShadowFraction", "lsf",
                        MFnNumericData::kFloat, 0, &status );
        CHECK_MSTATUS( status );
    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 ) );

        aPreShadowIntensity = nAttr.create( "preShadowIntensity", "psi",
                        MFnNumericData::kFloat, 0, &status );
        CHECK_MSTATUS( status );
    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 ) );

        aLightBlindData = nAttr.createAddr( "lightBlindData", "lbld",
            &status );
        CHECK_MSTATUS( status );
    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,
                        &status );
        CHECK_MSTATUS( status );
        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, 1.0f, 1.0f, NULL ) );


        // Next we will add the attributes we have defined to the node
        //
        CHECK_MSTATUS( addAttribute( aTranslucenceCoeff ) );
        CHECK_MSTATUS( addAttribute( aDiffuseReflectivity ) );
        CHECK_MSTATUS( addAttribute( aColor ) );
        CHECK_MSTATUS( addAttribute( aIncandescence ) );
        CHECK_MSTATUS( addAttribute( aInTransparency ) );
        CHECK_MSTATUS( addAttribute( aOutColor ) );
        CHECK_MSTATUS( addAttribute( aOutTransparency ) );
        CHECK_MSTATUS( addAttribute( aNormalCamera ) );

        // Only add the parent of the compound
        CHECK_MSTATUS( addAttribute( aLightData ) );

        // The attributeAffects() method is used to indicate when the input
        // attribute affects the output attribute. This knowledge allows Maya
        // to optimize dependencies in the graph in more complex nodes where
        // there may be several inputs and outputs, but not all the inputs
        // affect all the outputs.
        //
        CHECK_MSTATUS( attributeAffects( aTranslucenceCoeff, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aDiffuseReflectivity, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aColorR, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aColorG, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aColorB, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aColor, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aInTransR, aOutTransparency ) );
        CHECK_MSTATUS( attributeAffects( aInTransG, aOutTransparency ) );
        CHECK_MSTATUS( attributeAffects( aInTransB, aOutTransparency ) );
        CHECK_MSTATUS( attributeAffects( aInTransparency, aOutTransparency ) );
        CHECK_MSTATUS( attributeAffects( aInTransparency, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aIncandescenceR, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aIncandescenceG, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aIncandescenceB, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aIncandescence, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aLightIntensityR, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aLightIntensityB, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aLightIntensityG, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aLightIntensity, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aNormalCameraX, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aNormalCameraY, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aNormalCameraZ, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aNormalCamera, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aLightDirectionX, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aLightDirectionY, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aLightDirectionZ, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aLightDirection, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aLightAmbient, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aLightSpecular, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aLightDiffuse, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aLightShadowFraction, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aPreShadowIntensity, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aLightBlindData, aOutColor ) );
        CHECK_MSTATUS( attributeAffects( aLightData, aOutColor ) );

        return( MS::kSuccess );
}


// The compute() method does the actual work of the node using the inputs
// of the node to generate its output. 
//
// Compute takes two parameters: plug and data.
// - Plug is the the data value that needs to be recomputed
// - Data provides handles to all of the nodes attributes, only these
//   handles should be used when performing computations.
//
MStatus lambert::compute( const MPlug& plug, MDataBlock& block ) 
{ 
        // The plug parameter will allow us to determine which output attribute
        // needs to be calculated.
        //
        if( plug == aOutColor
                        || plug == aOutColorR
                        || plug == aOutColorG
                        || plug == aOutColorB
                        || plug == aOutTransparency
                        || plug == aOutTransR
                        || plug == aOutTransG
                        || plug == aOutTransB )
        {
                MStatus status;
                MFloatVector resultColor( 0.0, 0.0, 0.0 ); 

        
                // Get surface shading parameters from input block
                //
                MFloatVector& surfaceNormal = block.inputValue( aNormalCamera,
                                &status ).asFloatVector();
                CHECK_MSTATUS( status );

                MFloatVector& surfaceColor = block.inputValue( aColor,
                                &status ).asFloatVector();
                CHECK_MSTATUS( status );

                MFloatVector& incandescence = block.inputValue( aIncandescence,
                                &status ).asFloatVector();
                CHECK_MSTATUS( status );

                float diffuseReflectivity = block.inputValue(
                                aDiffuseReflectivity, &status ).asFloat();
                CHECK_MSTATUS( status );
        
//              float translucenceCoeff = block.inputValue( aTranslucenceCoeff,
//                              &status ).asFloat();
//              CHECK_MSTATUS( status );
  

                // Get light list
                //
                MArrayDataHandle lightData = block.inputArrayValue( aLightData,
                                &status );
                CHECK_MSTATUS( status );

                int numLights = lightData.elementCount( &status );
                CHECK_MSTATUS( status );


                // Calculate the effect of the lights in the scene on the color
                //

                // Iterate through light list and get ambient/diffuse values
                //
                for( int count=1; count <= numLights; count++ )
                {
                        // Get the current light out of the array
                        //
                        MDataHandle currentLight = lightData.inputValue( &status ); 
                        CHECK_MSTATUS( status );


                        // Get the intensity of that light
                        //
                        MFloatVector& lightIntensity = currentLight.child(
                                        aLightIntensity ).asFloatVector();

         
                        // Find ambient component
                        //
                        if ( currentLight.child( aLightAmbient ).asBool() )
                        {
                                resultColor += lightIntensity;
                        }


                        // Find diffuse component
                        //
                        if ( currentLight.child( aLightDiffuse ).asBool() )
                        {
                                MFloatVector& lightDirection = currentLight.child(
                                                aLightDirection ).asFloatVector();
                                float cosln = lightDirection * surfaceNormal;
   
                           if ( cosln > 0.0f ) {
                                        resultColor += lightIntensity
                                                        * ( cosln * diffuseReflectivity );
                           }
                        }


                        // Advance to the next light.
                        //
                        if ( count < numLights ) {
                                status = lightData.next();
                                CHECK_MSTATUS( status );
                        }
                }


                // Factor incident light with surface color and add incandescence
                //
                resultColor[0] = resultColor[0] * surfaceColor[0] + incandescence[0];
                resultColor[1] = resultColor[1] * surfaceColor[1] + incandescence[1];
                resultColor[2] = resultColor[2] * surfaceColor[2] + incandescence[2];


                // Set ouput color attribute
                //
                if ( plug == aOutColor || plug == aOutColorR || plug == aOutColorG
                                || plug == aOutColorB)
                {
                        // Get the handle to the attribute
                        //
                        MDataHandle outColorHandle = block.outputValue( aOutColor,
                                        &status );
                        CHECK_MSTATUS( status );
                        MFloatVector& outColor = outColorHandle.asFloatVector();
                
                        outColor = resultColor;         // Set the output value
                        outColorHandle.setClean(); // Mark the output value as clean
                }


                // Set ouput transparency
                //
                if ( plug == aOutTransparency || plug == aOutTransR
                                || plug == aOutTransG || plug == aOutTransB )
                {
                        MFloatVector& transparency = block.inputValue(
                                        aInTransparency, &status ).asFloatVector();
                        CHECK_MSTATUS( status );


                        // Get the handle to the attribute
                        //
                        MDataHandle outTransHandle = block.outputValue(
                                        aOutTransparency, &status );
                        CHECK_MSTATUS( status );
                        MFloatVector& outTrans = outTransHandle.asFloatVector();
                        
                        outTrans = transparency;   // Set the output value
                        outTransHandle.setClean(); // Mark the output value as clean
                }
        } 
        else
        {
                return( MS::kUnknownParameter ); // We got an unexpected plug
        }

        return( MS::kSuccess );
}


// These methods load and unload the plugin, registerNode registers the
// new node type with maya
//

MStatus initializePlugin( MObject obj )
{ 
        const MString   UserClassify( "shader/surface" );

        MString command( "if( `window -exists createRenderNodeWindow` ) {refreshCreateRenderNodeWindow(\"" );

        MFnPlugin plugin( obj, PLUGIN_COMPANY, "4.5", "Any" );

        CHECK_MSTATUS( plugin.registerNode( "lambertShader", lambert::id, 
                        lambert::creator, lambert::initialize, MPxNode::kDependNode,
                        &UserClassify ) );

   command += UserClassify;
   
   command += "\");}\n";

   CHECK_MSTATUS( MGlobal::executeCommand( command ) );

   return( MS::kSuccess );
}

MStatus uninitializePlugin( MObject obj )
{
        const MString UserClassify( "shader/surface" );

        MString command( "if( `window -exists createRenderNodeWindow` ) {refreshCreateRenderNodeWindow(\"" );

        MFnPlugin plugin( obj );
   
        CHECK_MSTATUS( plugin.deregisterNode( lambert::id ) );

        command += UserClassify;
        command += "\");}\n";

        CHECK_MSTATUS( MGlobal::executeCommand( command ) );

        return MS::kSuccess;
}

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