depthShader/depthShader.cpp
 
 
 
depthShader/depthShader.cpp
//-
// ===========================================================================
// Copyright 2012 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.
// ===========================================================================
//+

#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>
#include <maya/MPxSurfaceShadingNodeOverride.h>
#include <maya/MViewport2Renderer.h>
#include <maya/MFragmentManager.h>

// Plugin Depth Shader Class Declaration

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

    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 aColorNear;
    static MObject aColorFar;
    static MObject aNear;
    static MObject aFar;
    static MObject aPointCamera;

        // Output attributes
        static MObject aOutColor;
};

// Plugin Depth Shader Override Class Declaration

class depthShaderOverride : public MHWRender::MPxSurfaceShadingNodeOverride
{
public:
        static MHWRender::MPxSurfaceShadingNodeOverride* creator(const MObject& obj);

        virtual ~depthShaderOverride();

        virtual MHWRender::DrawAPI supportedDrawAPIs() const;

        virtual MString fragmentName() const;

private:
        depthShaderOverride(const MObject& obj);

        MString fFragmentName;
};

// Plugin Depth Shader Class Implementation

// static data
MTypeId depthShader::id( 0x81002 );

// Attributes
MObject depthShader::aColorNear;
MObject depthShader::aColorFar;
MObject depthShader::aNear;
MObject depthShader::aFar;
MObject depthShader::aPointCamera;

MObject depthShader::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));

void depthShader::postConstructor( )
{
        setMPSafe(true);
}

//
// DESCRIPTION:
depthShader::depthShader()
{
}

//
// DESCRIPTION:
depthShader::~depthShader()
{
}

//
// DESCRIPTION:
void* depthShader::creator()
{
    return new depthShader();
}

//
// DESCRIPTION:
MStatus depthShader::initialize()
{
    MFnNumericAttribute nAttr;

    // Create input attributes

        aColorNear = nAttr.createColor("color", "c");
        MAKE_INPUT(nAttr);
    CHECK_MSTATUS(nAttr.setDefault(0., 1., 0.));                        // Green

        aColorFar = nAttr.createColor("colorFar", "cf");
        MAKE_INPUT(nAttr);
    CHECK_MSTATUS(nAttr.setDefault(0., 0., 1.));                        // Blue

    aNear = nAttr.create("near", "n", MFnNumericData::kFloat);
        MAKE_INPUT(nAttr);
    CHECK_MSTATUS(nAttr.setMin(0.0f));
        CHECK_MSTATUS(nAttr.setSoftMax(1000.0f));

    aFar = nAttr.create("far", "f", MFnNumericData::kFloat);
        MAKE_INPUT(nAttr);
    CHECK_MSTATUS(nAttr.setMin(0.0f));
        CHECK_MSTATUS(nAttr.setSoftMax(1000.0f));
    CHECK_MSTATUS(nAttr.setDefault(2.0f));

    aPointCamera = nAttr.createPoint("pointCamera", "p");
        MAKE_INPUT(nAttr);
        CHECK_MSTATUS(nAttr.setHidden(true));

        // Create output attributes
    aOutColor = nAttr.createColor("outColor", "oc");
        MAKE_OUTPUT(nAttr);

    CHECK_MSTATUS(addAttribute(aColorNear));
    CHECK_MSTATUS(addAttribute(aColorFar));
    CHECK_MSTATUS(addAttribute(aNear) );
    CHECK_MSTATUS(addAttribute(aFar));
    CHECK_MSTATUS(addAttribute(aPointCamera));
    CHECK_MSTATUS(addAttribute(aOutColor));

    CHECK_MSTATUS(attributeAffects(aColorNear, aOutColor));
    CHECK_MSTATUS(attributeAffects(aColorFar, aOutColor));
    CHECK_MSTATUS(attributeAffects(aNear, aOutColor));
    CHECK_MSTATUS(attributeAffects(aFar, aOutColor));
    CHECK_MSTATUS(attributeAffects(aPointCamera, aOutColor));

    return MS::kSuccess;
}

//
// DESCRIPTION:
MStatus depthShader::compute(
const MPlug&      plug,
      MDataBlock& block )
{
        // outColor or individial R, G, B channel
    if((plug != aOutColor) && (plug.parent() != aOutColor))
                return MS::kUnknownParameter;

        MFloatVector resultColor;

        // get sample surface shading parameters
        MFloatVector& pCamera = block.inputValue(aPointCamera).asFloatVector();
        MFloatVector& cNear   = block.inputValue(aColorNear).asFloatVector();
        MFloatVector& cFar    = block.inputValue(aColorFar).asFloatVector();
        float nearClip        = block.inputValue(aNear).asFloat();
        float farClip         = block.inputValue(aFar).asFloat();

        // pCamera.z is negative
        float ratio = (farClip + pCamera.z) / ( farClip - nearClip);
        resultColor = cNear * ratio + cFar*(1.f - ratio);

        // set ouput color attribute
        MDataHandle outColorHandle = block.outputValue( aOutColor );
        MFloatVector& outColor = outColorHandle.asFloatVector();
        outColor = resultColor;
        outColorHandle.setClean();

    return MS::kSuccess;
}

// Plugin Depth Shader Override Class Implementation

MHWRender::MPxSurfaceShadingNodeOverride* depthShaderOverride::creator(
        const MObject& obj)
{
        return new depthShaderOverride(obj);
}

depthShaderOverride::depthShaderOverride(const MObject& obj)
: MPxSurfaceShadingNodeOverride(obj)
, fFragmentName("")
{
        // Define fragments needed for VP2 version of shader, this could also be
        // defined in a separate XML file
        //
        // Define the input and output parameter names to match the input and
        // output attribute names so that the values are automatically populated
        // on the shader.
        //
        // Define a separate fragment for computing the camera space position so
        // that the operation can be done in the vertex shader rather than the
        // pixel shader. Then connect the two fragments together in a graph.
        static const MString sFragmentName("depthShaderPluginFragment");
        static const char* sFragmentBody =
                "<fragment uiName=\"depthShaderPluginFragment\" name=\"depthShaderPluginFragment\" type=\"plumbing\" class=\"ShadeFragment\" version=\"1.0\">"
                "       <description><![CDATA[Depth shader fragment]]></description>"
                "       <properties>"
                "               <float name=\"depthValue\" />"
                "               <float3 name=\"color\" />"
                "               <float3 name=\"colorFar\" />"
                "               <float name=\"near\" />"
                "               <float name=\"far\" />"
                "       </properties>"
                "       <values>"
                "               <float name=\"depthValue\" value=\"0.0\" />"
                "               <float3 name=\"color\" value=\"0.0,1.0,0.0\" />"
                "               <float3 name=\"colorFar\" value=\"0.0,0.0,1.0\" />"
                "               <float name=\"near\" value=\"0.0\" />"
                "               <float name=\"far\" value=\"2.0\" />"
                "       </values>"
                "       <outputs>"
                "               <float3 name=\"outColor\" />"
                "       </outputs>"
                "       <implementation>"
                "       <implementation render=\"OGSRenderer\" language=\"Cg\" lang_version=\"2.1\">"
                "               <function_name val=\"depthShaderPluginFragment\" />"
                "               <source><![CDATA["
                "float3 depthShaderPluginFragment(float depthValue, float3 cNear, float3 cFar, float nearClip, float farClip) \n"
                "{ \n"
                "       float ratio = (farClip + depthValue)/(farClip - nearClip); \n"
                "       return cNear*ratio + cFar*(1.0f - ratio); \n"
                "} \n]]>"
                "               </source>"
                "       </implementation>"
                "       <implementation render=\"OGSRenderer\" language=\"HLSL\" lang_version=\"11.0\">"
                "               <function_name val=\"depthShaderPluginFragment\" />"
                "               <source><![CDATA["
                "float3 depthShaderPluginFragment(float depthValue, float3 cNear, float3 cFar, float nearClip, float farClip) \n"
                "{ \n"
                "       float ratio = (farClip + depthValue)/(farClip - nearClip); \n"
                "       return cNear*ratio + cFar*(1.0f - ratio); \n"
                "} \n]]>"
                "               </source>"
                "       </implementation>"
                "       </implementation>"
                "</fragment>";

        static const MString sVertexFragmentName("depthShaderPluginInterpolantFragment");
        static const char* sVertexFragmentBody =
                "<fragment uiName=\"depthShaderPluginInterpolantFragment\" name=\"depthShaderPluginInterpolantFragment\" type=\"interpolant\" class=\"ShadeFragment\" version=\"1.0\">"
                "       <description><![CDATA[Depth shader vertex fragment]]></description>"
                "       <properties>"
                "               <float3 name=\"Pm\" semantic=\"Pm\" flags=\"varyingInputParam\" />"
                "               <float4x4 name=\"worldViewProj\" semantic=\"worldviewprojection\" />"
                "       </properties>"
                "       <values>"
                "       </values>"
                "       <outputs>"
                "               <float name=\"outDepthValue\" ^1s/>"
                "       </outputs>"
                "       <implementation>"
                "       <implementation render=\"OGSRenderer\" language=\"Cg\" lang_version=\"2.1\">"
                "               <function_name val=\"depthShaderPluginInterpolantFragment\" />"
                "               <source><![CDATA["
                "float depthShaderPluginInterpolantFragment(float depthValue) \n"
                "{ \n"
                "       return depthValue; \n"
                "} \n]]>"
                "               </source>"
                "               <vertex_source><![CDATA["
                "float idepthShaderPluginInterpolantFragment(float3 Pm, float4x4 worldViewProj) \n"
                "{ \n"
                "       float4 pCamera = mul(worldViewProj, float4(Pm, 1.0f)); \n"
                "       return (pCamera.z - pCamera.w*2.0f); \n"
                "} \n]]>"
                "               </vertex_source>"
                "       </implementation>"
                "       <implementation render=\"OGSRenderer\" language=\"HLSL\" lang_version=\"11.0\">"
                "               <function_name val=\"depthShaderPluginInterpolantFragment\" />"
                "               <source><![CDATA["
                "float depthShaderPluginInterpolantFragment(float depthValue) \n"
                "{ \n"
                "       return depthValue; \n"
                "} \n]]>"
                "               </source>"
                "               <vertex_source><![CDATA["
                "float idepthShaderPluginInterpolantFragment(float3 Pm, float4x4 worldViewProj) \n"
                "{ \n"
                "       float4 pCamera = mul(float4(Pm, 1.0f), worldViewProj); \n"
                "       return (pCamera.z - pCamera.w*2.0f); \n"
                "} \n]]>"
                "               </vertex_source>"
                "       </implementation>"
                "       </implementation>"
                "</fragment>";

        static const MString sFragmentGraphName("depthShaderPluginGraph");
        static const char* sFragmentGraphBody =
                "<fragment_graph name=\"depthShaderPluginGraph\" ref=\"depthShaderPluginGraph\" class=\"FragmentGraph\" version=\"1.0\">"
                "       <fragments>"
                "                       <fragment_ref name=\"depthShaderPluginFragment\" ref=\"depthShaderPluginFragment\" />"
                "                       <fragment_ref name=\"depthShaderPluginInterpolantFragment\" ref=\"depthShaderPluginInterpolantFragment\" />"
                "       </fragments>"
                "       <connections>"
                "               <connect from=\"depthShaderPluginInterpolantFragment.outDepthValue\" to=\"depthShaderPluginFragment.depthValue\" />"
                "       </connections>"
                "       <properties>"
        "               <float3 name=\"Pm\" ref=\"depthShaderPluginInterpolantFragment.Pm\" semantic=\"Pm\" flags=\"varyingInputParam\" />"
        "               <float4x4 name=\"worldViewProj\" ref=\"depthShaderPluginInterpolantFragment.worldViewProj\" semantic=\"worldviewprojection\" />"
                "               <float3 name=\"color\" ref=\"depthShaderPluginFragment.color\" />"
                "               <float3 name=\"colorFar\" ref=\"depthShaderPluginFragment.colorFar\" />"
                "               <float name=\"near\" ref=\"depthShaderPluginFragment.near\" />"
                "               <float name=\"far\" ref=\"depthShaderPluginFragment.far\" />"
                "       </properties>"
                "       <values>"
                "               <float3 name=\"color\" value=\"0.0,1.0,0.0\" />"
                "               <float3 name=\"colorFar\" value=\"0.0,0.0,1.0\" />"
                "               <float name=\"near\" value=\"0.0\" />"
                "               <float name=\"far\" value=\"2.0\" />"
                "       </values>"
                "       <outputs>"
                "               <float3 name=\"outColor\" ref=\"depthShaderPluginFragment.outColor\" />"
                "       </outputs>"
                "</fragment_graph>";

        // Register fragments with the manager if needed
        MHWRender::MRenderer* theRenderer = MHWRender::MRenderer::theRenderer();
        if (theRenderer)
        {
                MHWRender::MFragmentManager* fragmentMgr =
                        theRenderer->getFragmentManager();
                if (fragmentMgr)
                {
                        // Add fragments if needed
                        bool fragAdded = fragmentMgr->hasFragment(sFragmentName);
                        bool vertFragAdded = fragmentMgr->hasFragment(sVertexFragmentName);
                        bool graphAdded = fragmentMgr->hasFragment(sFragmentGraphName);
                        if (!fragAdded)
                        {
                                fragAdded = (sFragmentName == fragmentMgr->addShadeFragmentFromBuffer(sFragmentBody, false));
                        }
                        if (!vertFragAdded)
                        {
                                // In DirectX, need to specify a semantic for the output of the vertex shader
                                MString vertBody;
                                if (theRenderer->drawAPI() == MHWRender::kDirectX11)
                                {
                                        vertBody.format(MString(sVertexFragmentBody), MString("semantic=\"extraDepth\" "));
                                }
                                else
                                {
                                        vertBody.format(MString(sVertexFragmentBody), MString(" "));
                                }
                                vertFragAdded = (sVertexFragmentName == fragmentMgr->addShadeFragmentFromBuffer(vertBody.asChar(), false));
                        }
                        if (!graphAdded)
                        {
                                graphAdded = (sFragmentGraphName == fragmentMgr->addFragmentGraphFromBuffer(sFragmentGraphBody));
                        }

                        // If we have them all, use the final graph for the override
                        if (fragAdded && vertFragAdded && graphAdded)
                        {
                                fFragmentName = sFragmentGraphName;
                        }
                }
        }
}

depthShaderOverride::~depthShaderOverride()
{
}

MHWRender::DrawAPI depthShaderOverride::supportedDrawAPIs() const
{
        return MHWRender::kOpenGL | MHWRender::kDirectX11;
}

MString depthShaderOverride::fragmentName() const
{
        return fFragmentName;
}


// Plugin Setup

static const MString sRegistrantId("depthShaderPlugin");

//
// DESCRIPTION:
MStatus initializePlugin( MObject obj )
{
        const MString UserClassify( "shader/surface:drawdb/shader/surface/depthShader" );

        MFnPlugin plugin(obj, PLUGIN_COMPANY, "4.5", "Any");
        CHECK_MSTATUS( plugin.registerNode("depthShader", depthShader::id,
                                                depthShader::creator, depthShader::initialize,
                                                MPxNode::kDependNode, &UserClassify ) );

        CHECK_MSTATUS(
                MHWRender::MDrawRegistry::registerSurfaceShadingNodeOverrideCreator(
                        "drawdb/shader/surface/depthShader",
                        sRegistrantId,
                        depthShaderOverride::creator));

        return MS::kSuccess;
}

//
// DESCRIPTION:
MStatus uninitializePlugin( MObject obj )
{
        MFnPlugin plugin( obj );
        CHECK_MSTATUS( plugin.deregisterNode( depthShader::id ) );

        CHECK_MSTATUS(
                MHWRender::MDrawRegistry::deregisterSurfaceShadingNodeOverrideCreator(
                        "drawdb/shader/surface/depthShader",
                        sRegistrantId));

        return MS::kSuccess;
}