class dl_displacement(deluxe.Displacement): typeid = 0x00320000 includes = ["displacement_utils.h"] globalScale = deluxe.Float(min=0, max=1, default=1, storage='uniform') globalOffset = deluxe.Float(softmin=-1, softmax=1, default=0, storage='uniform') useShadingNormals = deluxe.Boolean( default=False, help="""When a displacement map is used, this shader calls calculatenormal(). This causes polygonal data to appear faceted. This parameter causes the original shading normal offset to be added to the calculated normal, generally re-smoothing polygonal data.""" ) useNormalMap = deluxe.Boolean( default=False, storage='uniform', help= "If on, the normal is set by an input to the normalMap parameter, typically a texture." ) normalMap = deluxe.Color( default=0, storage='varying', help="""If the useNormalMap parameter is on, this sets the normal. Typically you would input a colour texture of a worldspace normal map. """) # per input parameters name = deluxe.String(default="input", help="Name of this displacement layer.", norsl=True) enable = deluxe.Boolean(default=True, help="Enable/disable this layer of displacement.") alpha = deluxe.Float(shortname="alpha", default=1, min=0, max=1, help="Alpha for this layer of displacement.") scale = deluxe.Float(default=1, softmin=-1, softmax=1, help="Scale this layer of displacement.") offset = deluxe.Float(default=0, softmin=-1, softmax=1, help="Offset this layer of displacement.") bumpOrDisplace = deluxe.Float( default=1, min=0, max=1, help="Only modifies the normal if 0, displaces at 1, blends between.") recalculateNormal = deluxe.Float( default=1, min=0, max=1, help="Recalculates the normal if 1, does not if 0, blends between.") amount = deluxe.Float(min=0, max=1, help="Plug utility nodes in here to displace.") lip = deluxe.Float(shortname="lip", min=0, max=1, help="it's a lip.") lipRimSharp = deluxe.Float(shortname="liprs", min=0, max=1, help="it's a lip.") inputs = deluxe.Compound([ name, enable, alpha, scale, offset, bumpOrDisplace, recalculateNormal, amount, lip, lipRimSharp ], array=True) selectedInput = deluxe.Integer(hidden=True) # notes: # need # - some kind of list representation for displacement layers # - way to add and remove layers # - way to move layers up and down # - per-input parameters must be connected to array attributes when a layer is selected template = \ r""" eval("source \"dl_dgLib.mel\";"); proc rebuildList(string $inputs) { textScrollList -edit -deselectAll inputsList; textScrollList -edit -removeAll -deselectAll inputsList; int $ix[] = dl_dgPlugArrayGetIndices($inputs); int $i; for ($i in $ix) { textScrollList -edit -append `getAttr ($inputs +"[" + $i + "].name")` inputsList; } } proc addNewInput(string $inputs) { int $new_index = dl_dgPlugArrayAddNew($inputs); string $plugName = $inputs + "[" + $new_index + "]"; setAttr -type "string" ($plugName + ".name") ("input" + ($new_index +1) ); if ($new_index>0) { int $i= getSelectedIndex($inputs); rebuildList($inputs); setSelectedIndex($inputs,$i); } } proc int getSelectedScrollIndex(string $inputs) { int $selectedScrollIndexArray[] = `textScrollList -query -selectIndexedItem inputsList`; return $selectedScrollIndexArray[0]; } proc setSelectedScrollIndex(string $inputs,int $index) { textScrollList -edit -selectIndexedItem $index inputsList; selectInput ($inputs); } proc int getSelectedIndex(string $inputs) { int $indexList[] = dl_dgPlugArrayGetIndices($inputs); int $selectedScrollIndex = getSelectedScrollIndex($inputs); if (!$selectedScrollIndex) { return -1; } $selectedScrollIndex--; return $indexList[$selectedScrollIndex]; } proc setSelectedIndex(string $inputs,int $index ) { int $scrollIndex = 1; int $indexList[] = dl_dgPlugArrayGetIndices($inputs); int $i; for ($i in $indexList) { if ($index == $i) { break; } else { $scrollIndex++; } } setSelectedScrollIndex($inputs,$scrollIndex); } proc deleteSelectedInput(string $inputs) { if (size(dl_dgPlugArrayGetIndices($inputs)) > 1) { int $i= getSelectedIndex($inputs); textScrollList -edit -deselectAll inputsList; if ($i>=0) { removeMultiInstance -b true ($inputs+"["+$i+"]"); rebuildList($inputs); } } } proc moveUp(string $inputs) { int $i= getSelectedIndex($inputs); if ($i>=0) { int $ix =dl_dgPlugArraySwapWithPrev($inputs,$i); rebuildList($inputs); setSelectedIndex($inputs,$ix); } } proc moveDown(string $inputs) { int $i= getSelectedIndex($inputs); if ($i>=0) { int $ix = dl_dgPlugArraySwapWithNext($inputs,$i); rebuildList($inputs); setSelectedIndex($inputs,$ix); } } proc selectInput (string $inputs) { int $i= getSelectedIndex($inputs); if ($i<0) { return; } AEreplaceString nameGrp ($inputs+"["+$i+"].name") ""; attrFieldSliderGrp -e -at ($inputs+"["+$i+"].alpha") alphaGrp; attrFieldSliderGrp -e -at ($inputs+"["+$i+"].scale") scaleGrp; attrFieldSliderGrp -e -at ($inputs+"["+$i+"].offset") offsetGrp; attrFieldSliderGrp -e -attribute ($inputs+"["+$i+"].bumpOrDisplace") bumpOrdisplaceGrp; attrFieldSliderGrp -e -at ($inputs+"["+$i+"].recalculateNormal") recalculateNormalGrp; attrFieldSliderGrp -e -at ($inputs+"["+$i+"].amount") amountGrp; attrFieldSliderGrp -e -at ($inputs+"["+$i+"].lip") lipGrp; attrFieldSliderGrp -e -at ($inputs+"["+$i+"].lipRimSharp") lipRimSharpGrp; } global proc AEdl_displacement_inputs_New(string $inputs) { if (!size(dl_dgPlugArrayGetIndices($inputs))) { addNewInput($inputs); } columnLayout -adj true -cal "center"; rowLayout -nc 2 -adj 1 -cw 2 80; textScrollList -sc ("selectInput \""+ $inputs + "\"") -height 150 inputsList; rebuildList($inputs); textScrollList -e -selectIndexedItem 1 inputsList; columnLayout -cal "center" ; button -label " up " -command ("moveUp \""+ $inputs + "\"") upBtn; button -label "down" -command ("moveDown \""+ $inputs + "\"") downBtn; setParent..; setParent..; button -label "Add new input" -command ("addNewInput \""+ $inputs + "\"") addBtn; button -label "Delete selected input" -command ("deleteSelectedInput \""+ $inputs + "\"") delBtn; textFieldGrp -label "Name" -cc ("rebuildList " + $inputs) nameGrp; connectControl -index 2 nameGrp ($inputs+"[0].name"); attrFieldSliderGrp -label "Alpha" -attribute ($inputs+"[0].alpha") -hideMapButton false alphaGrp; attrFieldSliderGrp -label "Scale" -attribute ($inputs+"[0].scale") -hideMapButton false scaleGrp; attrFieldSliderGrp -label "Offset" -attribute ($inputs+"[0].offset") -hideMapButton false offsetGrp; attrFieldSliderGrp -label "Bump or Displace" -attribute ($inputs+"[0].bumpOrDisplace") -hideMapButton false bumpOrdisplaceGrp; attrFieldSliderGrp -label "Recalculate Normal" -attribute ($inputs+"[0].recalculateNormal") -hideMapButton false recalculateNormalGrp; attrFieldSliderGrp -label "Amount" -attribute ($inputs+"[0].amount") -hideMapButton false amountGrp; attrFieldSliderGrp -label "Lip" -attribute ($inputs+"[0].lip") -hideMapButton false lipGrp; attrFieldSliderGrp -label "LipRimSharp" -attribute ($inputs+"[0].lipRimSharp") -hideMapButton false lipRimSharpGrp; setParent..; } global proc AEdl_displacement_inputs_Replace(string $inputs) { int $selectedIndex = getSelectedIndex($inputs); int $indexList[] = dl_dgPlugArrayGetIndices($inputs); if (!size($indexList)) { addNewInput($inputs); } rebuildList($inputs); textScrollList -e -sc ("selectInput \""+ $inputs + "\"") inputsList; button -e -command ("moveUp \""+ $inputs + "\"") upBtn; button -e -command ("moveDown \""+ $inputs + "\"") downBtn; button -e -command ("addNewInput \""+ $inputs + "\"") addBtn; button -e -command ("deleteSelectedInput \""+ $inputs + "\"") delBtn; textFieldGrp -e -cc ("rebuildList " + $inputs) nameGrp; int $i; if ($selectedIndex>=0) { $i = $selectedIndex; } else { $i = $indexList[0]; } setSelectedIndex($inputs,$i); connectControl -index 2 nameGrp ($inputs+"["+$i+"].name"); attrFieldSliderGrp -e -attribute ($inputs+"["+$i+"].alpha") alphaGrp; attrFieldSliderGrp -e -attribute ($inputs+"["+$i+"].scale") scaleGrp; attrFieldSliderGrp -e -attribute ($inputs+"["+$i+"].offset") offsetGrp; attrFieldSliderGrp -e -attribute ($inputs+"["+$i+"].bumpOrDisplace") bumpOrdisplaceGrp; attrFieldSliderGrp -e -attribute ($inputs+"["+$i+"].recalculateNormal") recalculateNormalGrp; attrFieldSliderGrp -e -attribute ($inputs+"["+$i+"].amount") amountGrp; attrFieldSliderGrp -e -attribute ($inputs+"["+$i+"].lip") lipGrp; attrFieldSliderGrp -e -attribute ($inputs+"["+$i+"].lipRimSharp") lipRimSharpGrp; } global proc AEdl_displacementTemplate(string $node) { AEswatchDisplay $node; editorTemplate -beginScrollLayout; editorTemplate -beginLayout "Displacement Attributes" -collapse 0; editorTemplate -addControl "globalScale"; editorTemplate -addControl "globalOffset"; editorTemplate -addControl "useShadingNormals"; editorTemplate -addControl "useNormalMap"; editorTemplate -addControl "normalMap"; editorTemplate -beginLayout "Inputs" -collapse 0; editorTemplate -callCustom "AEdl_displacement_inputs_New" "AEdl_displacement_inputs_Replace" "inputs"; editorTemplate -endLayout; editorTemplate -endLayout; // include/call base class/node attributes AEdependNodeTemplate $node; editorTemplate -addExtraControls; editorTemplate -endScrollLayout; } """ rsl = \ r"""
class dl_blendByNormal(deluxe.Utility): typeid = 0x00300337 description = "Blend by normal." globalCoordsys = deluxe.CoordinateSystem( shortname='gcs', label='Global Coordsys', default='world', description= "Coordsys to use if an axis' Coordsys To Use is set to Global Coordsys (default)." ) globalWarpMode = deluxe.Enum(shortname='gm', default='Off', choices=['Off', 'Noise', 'Input']) globalWarpNoiseAmount = deluxe.Float(shortname='gwna', default=1) globalWarpNoiseFreq = deluxe.Float(shortname='gwnf', default=1) globalWarpNoiseOffset = deluxe.Vector(shortname='gwno', default=0) globalWarpInput = deluxe.Vector(shortname='gwi', default=0) globalWarp = deluxe.Group([ globalWarpMode, globalWarpNoiseAmount, globalWarpNoiseFreq, globalWarpNoiseOffset, globalWarpInput ]) blendWidth = deluxe.Float(default=1) label = deluxe.String(shortname='lbl', description=""" label of this axis. """) colour = deluxe.Color(shortname='clr', description=""" See help for "direction" parm. """) coordsysToUse = deluxe.Enum( shortname='cstu', default='Global Coordsys', choices=['Global Coordsys', 'Coordsys For This Axis'], description=""" Which coordinate system to use, Global Coordsys parm or Coordsys For This Axis """) coordsysForThisAxis = deluxe.String( shortname='cs', default='world', description=""" Coordinate system of the "direction" parm. """) direction = deluxe.Vector(shortname='dir', default=(0, 1, 0), description=""" Where the normal is closest to this direction (or its reverse, see help for "orientation" parm), the corresponding "colour" parameter will have the greatest influence. """) orientation = deluxe.Enum( default='positive and negative', choices=['positive', 'positive and negative', 'negative'], description=""" Choose whether this axis affects the surface where N is aligned with the axis direction ("positive"), opposite to it ("negative"), or both ("positive and negative"). """) hemispheres = deluxe.Float( default=1, min=0, max=2, description= "How many hemispheres this axis affects, 1=half the sphere, 2=the whole sphere" ) weight = deluxe.Float(shortname='wt', default=1, description="The relative influence of this axis.") warpToUse = deluxe.Enum(shortname='wtu', default='Global', choices=['Global', 'Local']) warpMode = deluxe.Enum(shortname='wm', default='Off', choices=['Off', 'Noise', 'Input']) warpNoiseAmount = deluxe.Float(shortname='wna', default=1) warpNoiseFreq = deluxe.Float(shortname='wnf', default=1) warpNoiseOffset = deluxe.Vector(shortname='wno', default=0) warpInput = deluxe.Vector(shortname='wi', default=0) axes = deluxe.Compound([ label, colour, coordsysToUse, coordsysForThisAxis, direction, orientation, hemispheres, weight, warpToUse, warpMode, warpNoiseAmount, warpNoiseFreq, warpNoiseOffset, warpInput ], shortname='xs', array=True) outColor = deluxe.Color(output=True) element0outColor = deluxe.Color(output=True) element1outColor = deluxe.Color(output=True) element2outColor = deluxe.Color(output=True) element3outColor = deluxe.Color(output=True) element4outColor = deluxe.Color(output=True) element5outColor = deluxe.Color(output=True) element6outColor = deluxe.Color(output=True) element7outColor = deluxe.Color(output=True) element0outAlpha = deluxe.Float(output=True) element1outAlpha = deluxe.Float(output=True) element2outAlpha = deluxe.Float(output=True) element3outAlpha = deluxe.Float(output=True) element4outAlpha = deluxe.Float(output=True) element5outAlpha = deluxe.Float(output=True) element6outAlpha = deluxe.Float(output=True) element7outAlpha = deluxe.Float(output=True) # TODO: Uncomment and fix this so that when it's first # instantiated, the node has 3 elements in the axes[] array, each # in world space, each with orientation = positive and negative, with # axisVector = (1,0,0), (0,1,0), and (0,0,1), respectively. # #def postConstructor(self): # axesPlug = MPlug(self.thisMObject(), self.axes.obj) # for i in range(0, 3): # axes0Plug = axesPlug.elementByLogicalIndex(i) # axesColorPlug = axes0Plug.child(self.axisColor.obj) # axesColorPlug.setMObject(MFnStringData().create('whatever')) # # super(dl_blendByNormal, self).postConstructor() rsl = \ """ #define assingElement(type, i, val) \ if (i == 0) o_element0out##type = val; \ else if (i == 1) o_element1out##type = val; \ else if (i == 2) o_element2out##type = val; \ else if (i == 3) o_element3out##type = val; \ else if (i == 4) o_element4out##type = val; \ else if (i == 5) o_element5out##type = val; \ else if (i == 6) o_element6out##type = val; \ else if (i == 7) o_element7out##type = val; void warpV( float warpMode; float warpNoiseAmount; float warpNoiseFreq; vector warpNoiseOffset; vector warpInput; point Pp; output vector v) { if (warpMode == 1) { v += (1-2*(vector noise((Pp + warpNoiseOffset)*warpNoiseFreq)))*warpNoiseAmount; } else if (warpMode == 2) { v += warpInput; } v = normalize(v); } float weights[30]; float nAxes = arraylength(i_colour); extern normal N; uniform float i; float wtTotal = 0; for (i = 0; i < nAxes; i += 1) { string coordsys = i_coordsysToUse[i] == 0 ? i_globalCoordsys : i_coordsysForThisAxis[i]; coordsys = coordsys == "" ? "world" : coordsys; normal Nn = normalize(ntransform(coordsys, N)); extern point P; point Pp = transform(coordsys, P); vector dir = i_direction[i]; float warpMode = i_globalWarpMode; float warpNoiseAmount = i_globalWarpNoiseAmount; float warpNoiseFreq = i_globalWarpNoiseFreq; vector warpNoiseOffset = i_globalWarpNoiseOffset; vector warpInput = i_globalWarpInput; if (i_warpToUse[i] == 1) { warpMode = i_warpMode[i]; warpNoiseAmount = i_warpNoiseAmount[i]; warpNoiseOffset = i_warpNoiseOffset[i]; warpNoiseFreq = i_warpNoiseFreq[i]; warpInput = i_warpInput[i]; } warpV(warpMode, warpNoiseAmount, warpNoiseFreq, warpNoiseOffset, warpInput, Pp, dir); float dot = Nn.normalize(dir); float posWt = smoothstep(1-i_hemispheres[i], 1, dot); float negWt = smoothstep(1-i_hemispheres[i], 1, -dot); float weight = i_orientation[i] == 0 ? posWt : i_orientation[i] == 1 ? posWt + negWt : negWt; weights[i] = i_weight[i]*pow(weight, 1/max(.01, i_blendWidth)); wtTotal += weights[i]; } color clrTotal = 0; if (wtTotal > 0) { for (i = 0; i < nAxes; i += 1) { clrTotal += i_colour[i] * weights[i]/wtTotal; assingElement(Color, i, i_colour[i]*weights[i]/wtTotal); assingElement(Alpha, i, weights[i]/wtTotal); } } o_outColor = clrTotal; """ rslpost = ""
class dl_blendByAxis(deluxe.Utility): typeid = 0x00300338 description = "Blend by axis." coordsys = deluxe.CoordinateSystem(shortname='cs', default='world') axis = deluxe.Enum(default='Y', choices=['X', 'Y', 'Z']) globalWarpMode = deluxe.Enum(shortname='gm', default='Off', choices=['Off', 'Noise','Input']) globalWarpNoiseAmount = deluxe.Float(shortname='gwna', default=1) globalWarpNoiseFreq = deluxe.Float(shortname='gwnf', default=1) globalWarpNoiseOffset = deluxe.Vector(shortname='gwno', default=0) globalWarpInput = deluxe.Vector(shortname='gwi', default=0) globalWarp = deluxe.Group([globalWarpMode, globalWarpNoiseAmount, globalWarpNoiseFreq, globalWarpNoiseOffset, globalWarpInput]) label = deluxe.String(shortname='lbl') colour = deluxe.Color(shortname='clr') value = deluxe.Float(default=0) blend = deluxe.Enum(default='smooth', choices=['smooth', 'linear', 'step']) warpToUse = deluxe.Enum(shortname='wtu', default='Global', choices=['Global','Local']) warpMode = deluxe.Enum(shortname='wm', default='Off', choices=['Off', 'Noise','Input']) warpNoiseAmount = deluxe.Float(shortname='wna', default=1) warpNoiseFreq = deluxe.Float(shortname='wnf', default=1) warpNoiseOffset = deluxe.Vector(shortname='wno', default=0) warpInput = deluxe.Vector(shortname='wi', default=0) entries = deluxe.Compound([label, colour, value, blend, warpToUse, warpMode, warpNoiseAmount, warpNoiseFreq, warpNoiseOffset, warpInput], array=True) outColor = deluxe.Color(output=True) element0outColor = deluxe.Color(output=True) element1outColor = deluxe.Color(output=True) element2outColor = deluxe.Color(output=True) element3outColor = deluxe.Color(output=True) element4outColor = deluxe.Color(output=True) element5outColor = deluxe.Color(output=True) element6outColor = deluxe.Color(output=True) element7outColor = deluxe.Color(output=True) element0outAlpha = deluxe.Float(output=True) element1outAlpha = deluxe.Float(output=True) element2outAlpha = deluxe.Float(output=True) element3outAlpha = deluxe.Float(output=True) element4outAlpha = deluxe.Float(output=True) element5outAlpha = deluxe.Float(output=True) element6outAlpha = deluxe.Float(output=True) element7outAlpha = deluxe.Float(output=True) # TODO: Uncomment and fix this so that when it's first # instantiated, the node has 3 elements in the axes[] array, each # in world space, each with orientation = positive and negative, with # axisVector = (1,0,0), (0,1,0), and (0,0,1), respectively. # #def postConstructor(self): # axesPlug = MPlug(self.thisMObject(), self.axes.obj) # for i in range(0, 3): # axes0Plug = axesPlug.elementByLogicalIndex(i) # axesColorPlug = axes0Plug.child(self.axisColor.obj) # axesColorPlug.setMObject(MFnStringData().create('whatever')) # # super(dl_blendByAxis, self).postConstructor() rsl = \ """ #define assingElement(type, i, val) \ if (i == 0) o_element0out##type = val; \ else if (i == 1) o_element1out##type = val; \ else if (i == 2) o_element2out##type = val; \ else if (i == 3) o_element3out##type = val; \ else if (i == 4) o_element4out##type = val; \ else if (i == 5) o_element5out##type = val; \ else if (i == 6) o_element6out##type = val; \ else if (i == 7) o_element7out##type = val; float linInterp (float start, end, val) { return clamp((val-start)/(end-start), 0, 1); } float interp (float start, end, val, mode) { float result; if (mode < .5) { result = smoothstep(start, end, val); } else if (mode < 1.5) { result = linInterp(start, end, val); } else { result = filterstep(end, val); } return result; } float nElements = arraylength(i_colour); color result = 0; if (nElements > 0) { float nextI=0; float prevI=0; float nextVal=0; float prevVal=0; color nextClr=0; color prevClr=0; float nextBnd=0; float i; string coordsys = i_coordsys == "" ? "world" : i_coordsys; extern point P; point Pcs = transform(coordsys, P); float coord = Pcs[i_axis]; point Pnoise = Pcs; Pnoise[i_axis] = 0; float warpedValues[nElements]; for (i = 0; i < nElements; i += 1) { float warpMode = i_globalWarpMode; float warpNoiseAmount = i_globalWarpNoiseAmount; float warpNoiseFreq = i_globalWarpNoiseFreq; vector warpNoiseOffset = i_globalWarpNoiseOffset; vector warpInput = i_globalWarpInput; if (i_warpToUse[i] == 1) { warpMode = i_warpMode[i]; warpNoiseAmount = i_warpNoiseAmount[i]; warpNoiseFreq = i_warpNoiseFreq[i]; warpNoiseOffset = i_warpNoiseOffset[i]; warpInput = i_warpInput[i]; } float warp = warpMode == 0 ? 0 : warpMode == 2 ? warpInput[i_axis] : warpNoiseAmount * (1-2*(float noise((Pnoise + warpNoiseOffset) * warpNoiseFreq))); warpedValues[i] = i_value[i] + warp; } float foundPrev = 0; float foundNext = 0; for (i = 0; i < nElements; i += 1) { if (warpedValues[i] > coord) { if (foundNext < .5 || warpedValues[i] < nextVal) { foundNext = 1; nextVal = warpedValues[i]; nextClr = i_colour[i]; nextBnd = i_blend[i]; nextI = i; } } else { if (foundPrev < .5 || warpedValues[i] > prevVal) { foundPrev = 1; prevVal = warpedValues[i]; prevClr = i_colour[i]; prevI = i; } } } if (foundPrev < .5) { result = nextClr; assingElement(Color, nextI, result); assingElement(Alpha, nextI, 1); } else if (foundNext < .5) { result = prevClr; assingElement(Color, prevI, result); assingElement(Alpha, prevI, 1); } else { float mixer = interp(prevVal, nextVal, coord, nextBnd); result = mix(prevClr, nextClr, mixer); assingElement(Color, nextI, nextClr * mixer); assingElement(Color, prevI, prevClr * (1-mixer)); assingElement(Alpha, nextI, mixer); assingElement(Alpha, prevI, 1-mixer); } } o_outColor = result; """ rslpost = ""
class dl_blocker(deluxe.Utility): typeid = 0x00300201 includes = ["shadow_utils.h"] color = deluxe.Color(default=1, storage="varying", help="Color to tint the fake shadow.", prepare=True) intensity = deluxe.Float(default=1, storage="varying", help="Intensity of the fake shadow.", prepare=True) coordsys = deluxe.CoordinateSystem(default="", shortname="cs", label="coordinateSystem") width = deluxe.Float(storage="uniform", default=1, help="Width of the blocker's superellipse.") height = deluxe.Float(storage="uniform", default=1, help="Height of the blocker's superellipse.") wedge = deluxe.Float(storage="uniform", shortname="wg", default=0.1, help="Defines horizontal edge fuzziness.") hedge = deluxe.Float(storage="uniform", shortname="hg", default=0.1, help="Defines vertical edge fuzziness.") roundness = deluxe.Float( default=1, storage="uniform", help="""Controls how rounded the corners of the superellipse are. If this value is 0, the cross-section will be a perfect rectangle. If the value is 1, the cross-section will be a perfect circle.""" ) cutOn = deluxe.Float(shortname="con", storage="uniform", default=0.01, help="Cut-on setting from light.", notemplate=True, connectable=True) lightType = deluxe.Enum(default='Spot', choices=['Spot', 'Point', 'Distant'], help="Light type setting from light.", notemplate=True, connectable=True) blockerColor = deluxe.Color(output=True, notemplate=True, hidden=True) blockerValue = deluxe.Float(output=True, notemplate=True, hidden=True) blocker = deluxe.Compound([blockerColor, blockerValue], notemplate=True) rslprepare = \ """ extern point Ps; extern point P; extern vector L; extern float ss; extern float tt; if (i_coordsys != "") { point Pl = transform ("shader", Ps); point shadoworigin; if (i_lightType == 2) { // Parallel rays shadoworigin = point "shader" (xcomp(Pl), ycomp(Pl), i_cutOn); } else { shadoworigin = point "shader" (0,0,0); } vector sAx = normalize(vtransform(i_coordsys, "current", vector (1, 0, 0))); vector tAx = normalize(vtransform(i_coordsys, "current", vector (0, 1, 0))); point cOrg = transform(i_coordsys, "current", point (0, 0, 0)); vector soToP = Ps - shadoworigin; vector Nplane = sAx^tAx; float t = ((-Nplane).(shadoworigin-cOrg)) / (Nplane.(Ps - shadoworigin)); point Pint = shadoworigin + t*(shadoworigin-Ps); vector cOrgToPint = Pint - cOrg; point PintCs = transform(i_coordsys, Pint); float sBk = (1+PintCs[0])/2; float tBk = 1-(1+PintCs[1])/2; ss = sBk; tt = tBk; } """ rsl = \ """
class dl_layer(deluxe.ShadingCodeComponent): typeid = 0x00310010 classification = "rendernode/3delight/material:shader/surface" description = "Generic layered shader." # includes = ["blend_utils.h", "displacement_utils.h"] # Used for easy code generation replacement _codetokens = {} # Utility functions parameters (in dl_layer.h) blendLightsetsFgInputs = [deluxe.Color(longname='fg_opacity')] blendLightsetsBgInputs = [deluxe.Color(longname='bg_opacity')] blendLightsetsOutputs = [] # Input and output component compound attributes children layerComponentChildren = [] # Shading component channels, build compound attributes children and utility functions parameters channels = deluxe.ComponentData.channels for channel in channels: inmsg = 'component_%s' % channel.longname if channel.array: exec 'blendLightsetsFgInputs.append(deluxe.%s(longname="fg_%s", utility=True))' % ( channel.apitype, channel.longname) exec 'blendLightsetsBgInputs.append(deluxe.%s(longname="bg_%s", utility=True))' % ( channel.apitype, channel.longname) exec 'blendLightsetsOutputs.append(deluxe.%s(longname="%s", output=True, utility=True))' % ( channel.apitype, channel.longname) exec '%s = deluxe.%s(shortname="l%s", norsl=True)' % ( inmsg, channel.type, channel.shortname) exec 'layerComponentChildren.append(%s)' % inmsg # UTILITY FUNCTIONS utilfuncs = [] for type in ['Float', 'Color']: blendBase = 'blend%ss' % type blendFunc = '%sFunc' % blendBase blendCode = '\tcolor resultColor, resultOpacity;\n' if type == 'Float': blendCode += '\tfloat premult = mix(1, luminance(i_fga), i_premult);\n' blendCode += '\tblend(i_mode, color(i_fg) * premult, i_fga, color(i_bg), i_bga, resultColor, resultOpacity);\n' blendCode += '\treturn comp(resultColor, 0);' else: blendCode += '\tcolor premult = mix(color 1, i_fga, i_premult);\n' blendCode += '\tblend(i_mode, i_fg * premult, i_fga, i_bg, i_bga, resultColor, resultOpacity);\n' blendCode += '\treturn resultColor;' exec "%s = deluxe.Function(name='%s', type='%s', inputs=[deluxe.Float(longname='mode', storage='uniform'), deluxe.Float(longname='premult'), deluxe.%s(longname='fg'), deluxe.Color(longname='fga'), deluxe.%s(longname='bg'), deluxe.Color(longname='bga')])" % ( blendFunc, blendBase, type.lower(), type, type) exec "%s.rsl = blendCode" % blendFunc exec "utilfuncs.append(%s)" % blendFunc accumBase = 'accumulate%ss' % type accumFunc = '%sFunc' % accumBase accumCode = """\ uniform float size = arraylength(i_inputs); uniform float i; %s total = 0; for(i = 0; i < size; i+= 1) { total += i_inputs[i]; } return total; """ % type.lower() exec "%s = deluxe.Function(name='%s', type='%s', inputs=[deluxe.%s(longname='inputs', array=True)])" % ( accumFunc, accumBase, type.lower(), type) exec "%s.rsl = accumCode" % accumFunc exec "utilfuncs.append(%s)" % accumFunc copyBase = 'copy%ss' % type copyFunc = '%sFunc' % copyBase copyCode = """\ uniform float isize = arraylength(i_inputs); uniform float osize = arraylength(o_outputs); uniform float i; for(i = 0; i < isize && i < osize ; i += 1) { o_outputs[i] = i_inputs[i]; } """ exec "%s = deluxe.Function(name='%s', inputs=[deluxe.%s(longname='inputs', array=True)], outputs=[deluxe.%s(longname='outputs', array=True, output=True)])" % ( copyFunc, copyBase, type, type) exec "%s.rsl = copyCode" % copyFunc exec "utilfuncs.append(%s)" % copyFunc # blendLightsetsInputs = [ deluxe.Float(longname='mode', storage='uniform'), deluxe.Float(longname='premult') ] blendLightsetsInputs.extend(blendLightsetsFgInputs) blendLightsetsInputs.extend(blendLightsetsBgInputs) blendLightsetsFunc = deluxe.Function(name='blendLightsets', inputs=blendLightsetsInputs, outputs=blendLightsetsOutputs) for channel in filter(lambda msg: msg.array, channels): blendLightsetsFunc.rsl += '\to_%s = blend%ss(i_mode, i_premult, i_fg_%s, i_fg_opacity, i_bg_%s, i_bg_opacity);\n' % ( channel.longname, channel.apitype, channel.longname, channel.longname) utilfuncs.append(blendLightsetsFunc) puzzleAuxInputs = [] puzzleDefaults = [[1, 0, 0], [0, 1, 0], [0, 0, 1]] for i in range(0, len(puzzleDefaults)): id = i + 1 baseName = 'puzzle%d' % id exec '%s = deluxe.Color(shortname="pz%d", default=%s)' % ( baseName, id, str(puzzleDefaults[i])) exec 'puzzleAuxInputs.append(%s)' % baseName calculateAuxiliariesInputs = [ deluxe.Color(longname='opacity'), deluxe.Float(longname='premult'), deluxe.Color(longname='layerOpacities', array=True), deluxe.String(longname='layerNames', array=True) ] calculateAuxiliariesInputs.extend(puzzleAuxInputs) calculateAuxiliariesFunc = deluxe.Function( name='calculateAuxiliaries', inputs=calculateAuxiliariesInputs) calculateAuxiliariesFunc.rsl = """ extern point P; extern normal N; extern vector I; extern float u, v; extern float s, t; vector In = normalize(I); normal Nn = normalize(N); color premult = mix(color 1, i_opacity, i_premult); """ auxAOVs = filter(lambda channel: channel.auxiliary, deluxe.components.channels) for aov in auxAOVs: calculateAuxiliariesFunc.rsl += '\n\textern %s %s;\n' % (aov.rsltype, aov.longname) calculateAuxiliariesFunc.rsl += '\t%s = %s;\n' % (aov.longname, aov.code) utilfuncs.append(calculateAuxiliariesFunc) # ATTRIBUTES # displayOpacity = deluxe.Color(shortname='do', norsl=True) displayColor = deluxe.Color(shortname='dc', norsl=True) # A global opacity multiplier globalOpacity = deluxe.Color(shortname='go', default=1.0, affect=False) # Global displacement scale displacementGlobalScale = deluxe.Float(shortname='dsc', default=1.0, affect=False) # Global displacement offset displacementGlobalOffset = deluxe.Float(shortname='dof', default=0.0, affect=False) # displacementCompensateScale = deluxe.Boolean(shortname='dcs', default=False, affect=False) # # displacementUseNormalMap = deluxe.Boolean(default=False, storage='uniform', # help="If on, the normal is set by an input to the normalMap parameter, typically a texture.") # # displacementNormalMap = deluxe.Color(default=0, storage='varying', # help="""If the useNormalMap parameter is on, this sets the normal. # Typically you would input a colour texture of a worldspace normal map. # """) # Arbitrary max lightset count lightSetsCount = deluxe.Integer(shortname='lsc', norsl=True, default=1, min=1, max=16, affect=False) # Layers blend order order = deluxe.IntArray(shortname='ord', affect=False, norsl=True) actualOrder = deluxe.IntArray(shortname='aord', output=True, internal=True, norsl=True) # Layer compound attribute children # Layer name, mostly used as a label but could be used to name per layer AOVs if we decide to output them layer_name = deluxe.String(shortname='lnm', utility=True, affect=False) # blendModes = [ 'Over', 'Under', 'In', 'Out', 'Atop', 'Xor', 'Cover', 'Add', 'Subtract', 'Multiply', 'Difference', 'Lighten', 'Darken', 'Saturate', 'Desaturate', 'Illuminate', 'None' ] # From blend function in blend_utils.h, Over=0, ...Illuminate=15 layer_mode = deluxe.Enum(shortname='lmde', choices=blendModes, default=blendModes[0], utility=True, affect=False) # Blend opacity layer_opacity = deluxe.Color(shortname='lo', default=1.0, utility=True, affect=False) # layer_premult = deluxe.Float(shortname='lpm', default=1.0, utility=True, affect=False, hidden=True) # layer_blendOpacity = deluxe.Boolean(shortname='lbo', default=True, utility=True, affect=False) # When turned off, no code is generated for this layer, don't use this to dynamically turn layer on and off, use layer_opacity layer_enable = deluxe.Boolean(shortname='len', default=True, norsl=True, affect=False) # Layer input components layer_components = deluxe.ComponentData(shortname='lcmp', children=layerComponentChildren, array=True, norsl=True, affect=False) # layer_displacement_name = deluxe.String(shortname='ldn', norsl=True, affect=False) layer_displacement_enable = deluxe.Boolean(shortname='lde', default=True, norsl=True, affect=False) layer_displacement_amount = deluxe.Float(shortname='lda', default=0.0, norsl=True, utility=True, affect=False) layer_displacement_scale = deluxe.Float(shortname='ldsc', default=1.0, softmin=-1, softmax=1, norsl=True, utility=True, affect=False) layer_displacement_alpha = deluxe.Float(shortname='ldal', default=1.0, min=0, max=1, norsl=True, utility=True, affect=False) layer_displacement_offset = deluxe.Float(shortname='ldo', default=0.0, softmin=-1, softmax=1, norsl=True, utility=True, affect=False) layer_displacement_type = deluxe.Enum(shortname='ldty', choices=['Bump', 'Displace'], default='Displace', utility=True, affect=False) layer_displacement_recalcNorm = deluxe.Boolean(shortname='ldrn', default=True, norsl=True, utility=True, affect=False) layer_displacement_useShadNorm = deluxe.Boolean(shortname='ldun', default=False, norsl=True, utility=True, affect=False) layer_displacement_useNormMap = deluxe.Boolean(shortname='ldum', default=False, norsl=True, utility=True, affect=False) layer_displacement_normMap = deluxe.Color(shortname='ldnm', default=False, norsl=True, utility=True, affect=False) layer_displacement_lip = deluxe.Float(shortname='ldl', min=0, max=1, default=0.0, norsl=True, utility=True, affect=False) layer_displacement_lipRim = deluxe.Float(shortname='ldls', min=0, max=1, norsl=True, utility=True, affect=False) layer_displacement_children = [ layer_displacement_name, layer_displacement_enable, layer_displacement_amount, layer_displacement_scale, layer_displacement_alpha, layer_displacement_offset, layer_displacement_type, layer_displacement_recalcNorm, layer_displacement_useShadNorm, layer_displacement_useNormMap, layer_displacement_normMap, layer_displacement_lip, layer_displacement_lipRim, ] # layer_displacements = deluxe.Compound(layer_displacement_children, shortname='lds', array=True, utility=True, affect=False) layer_displacement_mode = deluxe.Enum(shortname='ldmo', choices=['Add', 'Over'], default='Add', utility=True, affect=False) layer_displacement_layerScale = deluxe.Float(shortname='ldlc', default=1.0, utility=True, affect=False) layer_displacement_layerOffset = deluxe.Float(shortname='ldlo', default=0.0, utility=True, affect=False) layer_displacements_order = deluxe.IntArray(shortname='ldor', affect=False, norsl=True) layer_displacements_actualOrder = deluxe.IntArray(shortname='ldao', output=True, internal=True, affect=False, norsl=True) # Layers layers = deluxe.Compound([ layer_name, layer_enable, layer_mode, layer_opacity, layer_premult, layer_blendOpacity, layer_components, layer_displacement_mode, layer_displacement_layerScale, layer_displacement_layerOffset, layer_displacements, layer_displacements_order, layer_displacements_actualOrder ], array=True, utility=True, affect=False) # primaryModes = [msg.longname for msg in channels] + [aov.longname for aov in auxAOVs] # The primary display output, should always be color unless for debugging or when someone know what he's doing... primaryMode = deluxe.Enum(shortname='pmo', choices=primaryModes, default='beauty', affect=False, norsl=True) # The primary display lightset index is used for debugging, it should stay to -1 (disabled) otherwise primaryLightSetIndex = deluxe.Integer(shortname='pls', default=-1, min=-1, max=16, affect=False, norsl=True) # premultAux = deluxe.Boolean(shortname='pma', default=True) # Values of custom float AOVs customFloat = deluxe.Float(array=True, utility=True, affect=False) # Names of custom float AOVs customFloatName = deluxe.String(array=True, utility=True, affect=False) # Values of custom color AOVs customColor = deluxe.Color(default=0, array=True, utility=True, affect=False) # Names of custom color AOVs customColorName = deluxe.String(array=True, utility=True, affect=False) # collapseComponents = deluxe.Boolean(shortname='clc', hidden=True, default=False, affect=False) collapseDisplacements = deluxe.Boolean(shortname='cld', hidden=True, default=False, affect=False) # displacement = deluxe.Float(output=True, shortname='od') # Used to initialise stupid attrFieldSliderGrp to get map button! phonyFloat = deluxe.Float(hidden=True, utility=True, affect=False) @classmethod def setCodeToken(cls, key, value): cls._codetokens[key] = value @classmethod def getCode(cls, code): result = code for key in cls._codetokens.keys(): result = result.replace(key, cls._codetokens[key]) return result @classmethod def getLine(cls, code): return '%s;\n' % cls.getCode(code) @classmethod def cleanupParamName(cls, name): cleanname = '' for c in name: if c in map(chr, range(48, 58) + range(65, 91) + range(97, 123) + [95]): cleanname += c return cleanname @classmethod def getLayerId(cls, layer): return 'layers%d' % layer.logicalIndex() @classmethod def getLayerName(cls, layer): layerName = cls.cleanupParamName( layer.child(cls.layer_name.obj).asString()) if len(layerName): return layerName return cls.getLayerId(layer) @classmethod def getLayerAttr(cls, layer): return 'layers[%d]' % layer.logicalIndex() @classmethod def setLayer(cls, layer): cls.setCodeToken('LAYERID', cls.getLayerId(layer)) cls.setCodeToken('LAYERNAME', cls.getLayerName(layer)) cls.setCodeToken('LAYERATTR', cls.getLayerAttr(layer)) @classmethod def setChannel(cls, channel, lightsetindex=None): cls.setCodeToken( 'CHANNELDECLARE', channel.rsltype + ['', '[]'][channel.array != None and channel.array]) cls.setCodeToken('CHANNELAOVTYPE', channel.rsltype) cls.setCodeToken('CHANNELNAME', channel.longname) cls.setCodeToken('CHANNELLIGHTSET', channel.getLightsetSuffix(lightsetindex)) @classmethod def setVarPrefix(cls, varprefix): cls.setCodeToken('VARPREFIX', varprefix) def isSurfaceShader(self): # HUMM VERY VERY HACKY # Using this MEL global variable (from $DELIGHT/maya/scripts/DL_translateMayaToSl.mel) to know if this node is the actual shader or just an utility try: result = [] MGlobal.executeCommand('$dl_layer_bogus = $g_final_color_plug;', result) plugnode = result[0].split('.')[0] return plugnode == MFnDependencyNode(self.thisMObject()).name() except: pass return True def isDisplacementShader(self): # HUMM VERY VERY HACKY # Using this MEL global variable (from $DELIGHT/maya/scripts/DL_translateMayaToSl.mel) to know if this node is the actual shader or just an utility result = [] MGlobal.executeCommand( 'string $dl_layer_bogus_array[]; $dl_layer_bogus_array = $g_src_plugs;', result) node, attr = result[0].split('.') return attr == 'displacement' and node == MFnDependencyNode( self.thisMObject()).name() def getPlugArray(self, plug, order=[], connectedOnly=False, checkChildren=False): # get existing idxs = MIntArray() plug.getExistingArrayAttributeIndices(idxs) # try to use order to sort existing idxs sortedIdxs = [] for idx in order: if idx in idxs: sortedIdxs.append(idx) for idx in idxs: if idx not in sortedIdxs: sortedIdxs.append(idx) plugs = [] for idx in sortedIdxs: idxplug = plug.elementByLogicalIndex(idx) if connectedOnly: incommingPlugs = MPlugArray() if checkChildren: hasConnectedChild = False for i in range(0, idxplug.numChildren()): childplug = idxplug.child(i) if childplug.connectedTo(incommingPlugs, 1, 0): hasConnectedChild = True break if not hasConnectedChild: continue else: if not idxplug.connectedTo(incommingPlugs, 1, 0): continue plugs.append(idxplug) return plugs def getLayers(self, enabled=True): thisObj = self.thisMObject() order = MFnIntArrayData(MPlug(thisObj, self.order.obj).asMObject()).array() allLayers = self.getPlugArray(MPlug(thisObj, self.layers.obj), order) layers = [] for layer in allLayers: if layer.child(self.layer_enable.obj).asBool() or not enabled: layers.append(layer) return layers def getDisplacements(self, layerPlug, enabled=True): order = MFnIntArrayData( layerPlug.child( self.layer_displacements_order.obj).asMObject()).array() allDisplacements = self.getPlugArray( layerPlug.child(self.layer_displacements.obj), order) displacements = [] for displacement in allDisplacements: if displacement.child(self.layer_displacement_enable.obj).asBool( ) or not enabled: displacements.append(displacement) return displacements # def getCustoms(self, type, allCustomParams, code=False, shaderOutput=True): customStr = '' attrName = 'custom%s' % type.capitalize() if not code: customStr += '%s[] %s[]\n' % (type, attrName) idx = 0 namePlug = MPlug(self.thisMObject(), getattr(self.__class__, '%sName' % attrName).obj) for plug in self.getPlugArray(namePlug): paramName = self.cleanupParamName(plug.asString()) if len(paramName) and paramName not in allCustomParams: if code: mult = 'opacity' if type == 'float': mult = 'luminance(%s)' % mult customStr += '%s = %s[%d] * %s;\n' % (paramName, attrName, idx, mult) elif shaderOutput: customStr += 'shader_output varying %s %s\n' % (type, paramName) allCustomParams.append(paramName) idx += 1 return customStr # Override from ShadingCodeComponent def getShadingCode(self): # shadingCode = '' # Include this class file for utility functions shadingCode += '#include "%s.h"\n' % self.__class__.__name__ thisObj = self.thisMObject() # if self.isDisplacementShader(): shadingCode += """ extern point P; extern normal N; extern normal Ng; extern point __Porig; extern normal __Norig; // save P and N for use when raytracing without displacements __Porig = P; __Norig = N; normal Nn = normalize(N); normal deltaN = Nn - normalize(Ng); point Pnew = P + Nn * displacementGlobalOffset; normal Nnew = Nn; float scaleComp = 1.0; if(displacementCompensateScale){ vector v0 = vtransform("object", vector(1, 0, 0)); vector v1 = vtransform("object", vector(0, 1, 0)); vector v2 = vtransform("object", vector(0, 0, 1)); float compensate = (length(v0) + length(v1) + length(v2)) / 3; if(compensate) scaleComp = scaleComp / compensate; } float amount = 0; """ layers = self.getLayers() for layer in reversed(layers): substractOverLayers = '' for toplayer in layers[layer.logicalIndex() + 1:]: if toplayer.child( self.layer_displacement_mode.obj).asShort() == 1: self.setLayer(toplayer) substractOverLayers += self.getCode(' - LAYERID_alpha') self.setLayer(layer) shadingCode += self.getLine( 'float LAYERID_alpha = clamp(luminance(LAYERID_layer_opacity)%s, 0, 1)' % (substractOverLayers)) for layer in layers: self.setLayer(layer) for displacement in self.getDisplacements(layer): varbase = 'LAYERID_layer_displacements%i_layer_displacement' % displacement.logicalIndex( ) shadingCode += self.getLine( 'amount = getLip(%s_lip, %s_lipRim, %s_amount)' % (varbase, varbase, varbase)) shadingCode += self.getLine( 'amount = (amount * scaleComp * %s_scale * LAYERID_layer_displacement_layerScale * displacementGlobalScale + ((%s_offset + LAYERID_layer_displacement_layerOffset) * scaleComp)) * LAYERID_alpha * clamp(%s_alpha, 0, 1)' % (varbase, varbase, varbase)) if displacement.child( self.layer_displacement_useNormMap.obj).asShort(): shadingCode += self.getLine( 'Nnew += ntransform("object", "current", normal(%s_normMap))' % (varbase)) shadingCode += self.getLine( 'getDisplacement(amount, %s_type, %s_recalcNorm, %s_useShadNorm, Pnew, normalize(Nnew), deltaN, Pnew, Nnew)' % (varbase, varbase, varbase)) shadingCode += """ P = Pnew; N = Nnew; """ else: # shadingCode += self.getLine('color resultColor, resultOpacity') # Add one cause lightset arrays are actually one based since index 0 is reserved for default lightset i.e. no lightset lightSetsCount = MPlug(thisObj, self.lightSetsCount.obj).asInt() if lightSetsCount < 1: lightSetsCount = 1 # If this node is used as an actual shader we need the AOVs isSurfaceShader = self.isSurfaceShader() if isSurfaceShader: self.setVarPrefix('') else: # If not we declare local vars self.setVarPrefix('local_') shadingCode += self.getLine('color VARPREFIXopacity = 0') for channel in self.channels: self.setChannel(channel) if channel.array: for i in range(0, lightSetsCount): self.setChannel(channel, i) shadingCode += self.getLine( 'color VARPREFIXCHANNELNAMECHANNELLIGHTSET = 0' ) else: shadingCode += self.getLine( 'color VARPREFIXCHANNELNAME = 0') # Loop into enabled layers for layer in self.getLayers(): # Get all connected components to this layer components = self.getPlugArray(layer.child( self.layer_components.obj), connectedOnly=True) self.setLayer(layer) # Mult layer opacity shadingCode += self.getLine( 'color LAYERNAME_opacity = LAYERID_layer_opacity') if not len(components): continue # Blend opacity if layer.child(self.layer_blendOpacity.obj).asBool(): shadingCode += self.getLine( 'blend(LAYERID_layer_mode, 1, LAYERNAME_opacity, 1, VARPREFIXopacity, resultColor, VARPREFIXopacity)' ) # for channel in filter(lambda msg: not msg.array, self.channels): self.setChannel(channel) componentList = [ 'LAYERID_layer_components%d_component_CHANNELNAME' % (comp.logicalIndex()) for comp in components ] shadingCode += self.getLine( 'VARPREFIXCHANNELNAME = blend%ss(LAYERID_layer_mode, LAYERID_layer_premult, %s, LAYERNAME_opacity, VARPREFIXCHANNELNAME, VARPREFIXopacity)' % (channel.apitype, string.join(componentList, ' + '))) # Blend all lightsets separatly for i in range(0, lightSetsCount): # Build blendLightsets parameter list blendFgInputs = [self.getCode('LAYERNAME_opacity')] for channel in filter(lambda msg: msg.array, self.channels): self.setChannel(channel) # Add up all components componentList = [ 'LAYERID_layer_components%d_component_CHANNELNAME[%d]' % (comp.logicalIndex(), i) for comp in components ] blendFgInputs.append( self.getCode(string.join(componentList, ' + '))) blendBgInputs = [self.getCode('VARPREFIXopacity')] blendOutputs = [] for channel in filter(lambda msg: msg.array, self.channels): self.setChannel(channel, i) blendBgInputs.append( self.getCode( 'VARPREFIXCHANNELNAMECHANNELLIGHTSET')) blendOutputs.append( self.getCode( 'VARPREFIXCHANNELNAMECHANNELLIGHTSET')) # blendParams = [ self.getCode('LAYERID_layer_mode'), self.getCode('LAYERID_layer_premult') ] + blendFgInputs + blendBgInputs + blendOutputs shadingCode += 'blendLightsets(\n\t%s);\n' % string.join( blendParams, ',\n\t') # shadingCode += self.getLine('VARPREFIXopacity *= globalOpacity') # Add (or substract) all channels to out color per light set for channel in self.channels: self.setChannel(channel) if channel.array: accum_lightsets = [] for i in range(0, lightSetsCount): self.setChannel(channel, i) shadingCode += self.getLine( 'VARPREFIXCHANNELNAMECHANNELLIGHTSET *= globalOpacity' ) accum_lightsets.append( self.getCode( 'VARPREFIXCHANNELNAMECHANNELLIGHTSET')) shadingCode += self.getLine( 'color CHANNELNAME_lightsets[] = {%s}' % string.join(accum_lightsets, ', ')) if isSurfaceShader: shadingCode += self.getLine( 'VARPREFIXCHANNELNAME = accumulateColors(CHANNELNAME_lightsets)' ) else: shadingCode += self.getLine( 'copyColors(CHANNELNAME_lightsets, outputComponent_output_CHANNELNAME)' ) else: shadingCode += self.getLine( 'VARPREFIXCHANNELNAME *= globalOpacity') if not isSurfaceShader: shadingCode += self.getLine( 'outputComponent_output_CHANNELNAME = local_CHANNELNAME' ) if isSurfaceShader: layernames = [] layeropacs = [] for layer in self.getLayers(): self.setLayer(layer) layernames.append(self.getCode('LAYERNAME')) layeropacs.append(self.getCode('LAYERNAME_opacity')) puzzleParamStr = string.join( [p.longname for p in self.puzzleAuxInputs], ', ') shadingCode += self.getLine('color layerOpacities[] = {%s}' % string.join(layeropacs, ',')) shadingCode += self.getLine('string layerNames[] = {"%s"}' % string.join(layernames, '", "')) shadingCode += self.getLine( 'calculateAuxiliaries(opacity, premultAux, layerOpacities, layerNames, %s)' % puzzleParamStr) allCustomParams = [] shadingCode += self.getCustoms('float', allCustomParams, code=True) shadingCode += self.getCustoms('color', allCustomParams, code=True) # primaryModeIdx = MPlug(thisObj, self.primaryMode.obj).asShort() primaryMode = self.primaryModes[primaryModeIdx] primaryLightSetIndex = MPlug( thisObj, self.primaryLightSetIndex.obj).asInt() if primaryLightSetIndex >= 0 and primaryMode not in [ obj.longname for obj in self.auxAOVs ]: primaryMode += '_ls%d' % primaryLightSetIndex shadingCode += self.getLine('outColor = VARPREFIX%s' % primaryMode) shadingCode += self.getLine( 'outTransparency = 1 - VARPREFIXopacity') return shadingCode # Override from ShadingCodeComponent def getShadingParameters(self): shadingParameters = '' thisObj = self.thisMObject() lightSetsCount = MPlug(thisObj, self.lightSetsCount.obj).asInt() if lightSetsCount < 1: lightSetsCount = 1 isSurfaceShader = self.isSurfaceShader() isDisplacementShader = self.isDisplacementShader() # if isDisplacementShader: for attr in self.getShadingParametersAttributes(): if not attr.output and attr.longname.startswith( 'displacement'): shadingParameters += '%s %s\n' % (attr.rsltype, attr.longname) else: shadingParameters += super(dl_layer, self).getShadingParameters() # for layer in self.getLayers(): self.setLayer(layer) shadingParameters += self.getCode( 'color LAYERATTR.layer_opacity\n') if isDisplacementShader: shadingParameters += self.getCode( 'float LAYERATTR.layer_displacement_layerScale\n') shadingParameters += self.getCode( 'float LAYERATTR.layer_displacement_layerOffset\n') else: shadingParameters += self.getCode( 'uniform float LAYERATTR.layer_mode\n') if isDisplacementShader: for displacement in self.getDisplacements(layer): displacementIndex = displacement.logicalIndex() for child in self.layer_displacement_children: if child.utility: shadingParameters += self.getCode( '%s LAYERATTR.layer_displacements[%d].%s\n' % (child.rsltype, displacementIndex, child.longname)) else: shadingParameters += self.getCode( 'float LAYERATTR.layer_premult\n') for component in self.getPlugArray(layer.child( self.layer_components.obj), connectedOnly=True): componentIndex = component.logicalIndex() shadingParameters += self.getCode( 'void%d LAYERATTR.layer_components[%d]\n' % (lightSetsCount, componentIndex)) for channel in self.channels: self.setChannel(channel) shadingParameters += self.getCode( 'CHANNELDECLARE LAYERATTR.layer_components[%d].component_CHANNELNAME\n' % componentIndex) if isSurfaceShader: shadingParameters += self.getCode( 'shader_output varying color opacity\n') for channel in self.channels: self.setChannel(channel) shadingParameters += self.getCode( 'shader_output varying CHANNELAOVTYPE CHANNELNAME\n') if channel.array: for i in range(0, lightSetsCount): self.setChannel(channel, i) shadingParameters += self.getCode( 'shader_output varying CHANNELAOVTYPE CHANNELNAMECHANNELLIGHTSET\n' ) for auxAOV in self.auxAOVs: shadingParameters += self.getCode( 'shader_output varying %s %s\n' % (auxAOV.rsltype, auxAOV.longname)) if isDisplacementShader: shadingParameters += 'shader_output varying point __Porig\n' shadingParameters += 'shader_output varying normal __Norig\n' # if not isDisplacementShader: allCustomParams = [] shadingParameters += self.getCustoms('float', allCustomParams, shaderOutput=isSurfaceShader) shadingParameters += self.getCustoms('color', allCustomParams, shaderOutput=isSurfaceShader) return shadingParameters def getInternalValueInContext(self, plug, dataHandle, ctx): if plug.attribute() == self.__class__.actualOrder.obj: layers = self.getLayers(enabled=False) order = MIntArray() for layer in layers: order.append(layer.logicalIndex()) dataHandle.setMObject(MFnIntArrayData().create(order)) return True elif plug.attribute( ) == self.__class__.layer_displacements_actualOrder.obj: displacements = self.getDisplacements(plug.parent(), enabled=False) order = MIntArray() for displacement in displacements: order.append(displacement.logicalIndex()) dataHandle.setMObject(MFnIntArrayData().create(order)) return True return super(dl_layer, self).getInternalValueInContext(plug, dataHandle, ctx) def compute(self, plug, data): if plug == self.outColor.obj: r, g, b = data.inputValue(self.displayColor.obj).asFloat3() data.outputValue(plug).set3Float(r, g, b) return data.setClean(plug) elif plug == self.outTransparency.obj: r, g, b = data.inputValue(self.displayOpacity.obj).asFloat3() data.outputValue(plug).set3Float(1.0 - r, 1.0 - g, 1.0 - b) return data.setClean(plug) return super(dl_layer, self).compute(plug, data) def postConstructor(self): # We always have at least one layer # TODO: maybe make this less systematic layerPlug = MPlug(self.thisMObject(), self.layers.obj) layer0Plug = layerPlug.elementByLogicalIndex(0) layerNamePlug = layer0Plug.child(self.layer_name.obj) layerNamePlug.setMObject(MFnStringData().create('layer0')) super(dl_layer, self).postConstructor() template = 'source dl_layer'