LightMaterialOverride::LightMaterialOverride(const MObject& obj) : MPxSurfaceShadingNodeOverride(obj) { MHWRender::MRenderer* theRenderer = MHWRender::MRenderer::theRenderer(); if (theRenderer) { MHWRender::MFragmentManager* fragmentMgr = theRenderer->getFragmentManager(); if (fragmentMgr) { for (uint i = 0; i < MayaTo::getWorldPtr()->shaderSearchPath.length(); i++) fragmentMgr->addFragmentPath(MayaTo::getWorldPtr()->shaderSearchPath[i]); MString fragment = "CoronaLight"; bool fragAdded = fragmentMgr->hasFragment(fragment); if (!fragAdded) { fragAdded = (fragment == fragmentMgr->addShadeFragmentFromFile(fragment + ".xml", false)); if (fragAdded) { MGlobal::displayInfo(MString("Successfully loaded fragment ") + fragment + ".xml"); } else{ MGlobal::displayInfo(MString("Could not load fragment ") + fragment + ".xml"); } } } } }
MStatus simpleNoiseShaderOverride::deregisterFragments() { // Get fragment manager for deregistration MHWRender::MFragmentManager* fragmentMgr = MHWRender::MRenderer::theRenderer() ? MHWRender::MRenderer::theRenderer()->getFragmentManager() : NULL; // No fragment manager, fail if (!fragmentMgr) return MS::kFailure; // Remove fragments from library on plugin unload if (!fragmentMgr->removeFragment("simpleNoiseOutput")) return MS::kFailure; if (!fragmentMgr->removeFragment("simpleNoiseBase")) return MS::kFailure; if (!fragmentMgr->removeFragment(sFinalFragmentGraphName)) return MS::kFailure; return MS::kSuccess; }
CheckerNodeOverride::CheckerNodeOverride(const MObject& obj) : MPxShadingNodeOverride(obj) , fFragmentName("") { // Fragments are defined in separate XML files, add the checker node // directory to the search path and load from the files. static const MString sFragmentName("checkerNodePluginFragment"); static const MString sFragmentOutputName("checkerNodePluginFragmentOutput"); static const MString sFragmentGraphName("checkerNodePluginGraph"); MHWRender::MRenderer* theRenderer = MHWRender::MRenderer::theRenderer(); if (theRenderer) { MHWRender::MFragmentManager* fragmentMgr = theRenderer->getFragmentManager(); if (fragmentMgr) { // Add search path (once only) static bool sAdded = false; if (!sAdded) { MString location; if( ! MGlobal::executeCommand(MString("getModulePath -moduleName \"devkit\""), location, false) ) { location = MString(getenv("MAYA_LOCATION")) + MString("/devkit"); } location += "/plug-ins/checkerShader"; fragmentMgr->addFragmentPath(location); sAdded = true; } // Add fragments if needed bool fragAdded = fragmentMgr->hasFragment(sFragmentName); bool structAdded = fragmentMgr->hasFragment(sFragmentOutputName); bool graphAdded = fragmentMgr->hasFragment(sFragmentGraphName); if (!fragAdded) { fragAdded = (sFragmentName == fragmentMgr->addShadeFragmentFromFile(sFragmentName + ".xml", false)); } if (!structAdded) { structAdded = (sFragmentOutputName == fragmentMgr->addShadeFragmentFromFile(sFragmentOutputName + ".xml", false)); } if (!graphAdded) { graphAdded = (sFragmentGraphName == fragmentMgr->addFragmentGraphFromFile(sFragmentGraphName + ".xml")); } // If we have them all, use the final graph for the override if (fragAdded && structAdded && graphAdded) { fFragmentName = sFragmentGraphName; } } } }
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 render=\"OGSRenderer\" language=\"GLSL\" lang_version=\"3.0\">" " <function_name val=\"depthShaderPluginFragment\" />" " <source><![CDATA[" "vec3 depthShaderPluginFragment(float depthValue, vec3 cNear, vec3 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 render=\"OGSRenderer\" language=\"GLSL\" lang_version=\"3.0\">" " <function_name val=\"depthShaderPluginInterpolantFragment\" />" " <source><![CDATA[" "float depthShaderPluginInterpolantFragment(float depthValue) \n" "{ \n" " return depthValue; \n" "} \n]]>" " </source>" " <vertex_source><![CDATA[" "float idepthShaderPluginInterpolantFragment(vec3 Pm, mat4 worldViewProj) \n" "{ \n" " vec4 pCamera = worldViewProj * vec4(Pm, 1.0f); \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; } } } }
GammaOverride::GammaOverride(const MObject& obj) : MPxShadingNodeOverride(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. static const MString sFragmentName("gammaShaderPluginFragment"); static const char* sFragmentBody = "<fragment uiName=\"gammaShaderPluginFragment\" name=\"gammaShaderPluginFragment\" type=\"plumbing\" class=\"ShadeFragment\" version=\"1.0\">" " <description><![CDATA[Gamma utility fragment]]></description>" " <properties>" " <float3 name=\"color\" />" " <float3 name=\"gamma\" />" " </properties>" " <values>" " <float3 name=\"color\" value=\"0.5,0.5,0.5\" />" " <float3 name=\"gamma\" value=\"1.0,1.0,1.0\" />" " </values>" " <outputs>" " <float3 name=\"outColor\" />" " </outputs>" " <implementation>" " <implementation render=\"OGSRenderer\" language=\"Cg\" lang_version=\"2.1\">" " <function_name val=\"gammaShaderPluginFragment\" />" " <source><![CDATA[" "float3 gammaShaderPluginFragment(float3 icol, float3 igam) \n" "{ \n" " float3 result; \n" " result.r = pow(icol.r, 1.0f/igam.r); \n" " result.g = pow(icol.g, 1.0f/igam.g); \n" " result.b = pow(icol.b, 1.0f/igam.b); \n" " return result; \n" "} \n]]>" " </source>" " </implementation>" " <implementation render=\"OGSRenderer\" language=\"HLSL\" lang_version=\"11.0\">" " <function_name val=\"gammaShaderPluginFragment\" />" " <source><![CDATA[" "float3 gammaShaderPluginFragment(float3 icol, float3 igam) \n" "{ \n" " float3 result; \n" " result.r = pow(icol.r, 1.0f/igam.r); \n" " result.g = pow(icol.g, 1.0f/igam.g); \n" " result.b = pow(icol.b, 1.0f/igam.b); \n" " return result; \n" "} \n]]>" " </source>" " </implementation>" " <implementation render=\"OGSRenderer\" language=\"GLSL\" lang_version=\"3.0\">" " <function_name val=\"gammaShaderPluginFragment\" />" " <source><![CDATA[" "vec3 gammaShaderPluginFragment(vec3 icol, vec3 igam) \n" "{ \n" " vec3 result; \n" " result.r = pow(icol.r, 1.0f/igam.r); \n" " result.g = pow(icol.g, 1.0f/igam.g); \n" " result.b = pow(icol.b, 1.0f/igam.b); \n" " return result; \n" "} \n]]>" " </source>" " </implementation>" " </implementation>" "</fragment>"; // 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); if (!fragAdded) { fragAdded = (sFragmentName == fragmentMgr->addShadeFragmentFromBuffer(sFragmentBody, false)); } // Use the fragment on successful add if (fragAdded) { fFragmentName = sFragmentName; } } } }
// Static fragment registration/deregistration methods called from plugin // init/unint functions. Only need to be called once. MStatus simpleNoiseShaderOverride::registerFragments() { // Get fragment manager for registration MHWRender::MFragmentManager* fragmentMgr = MHWRender::MRenderer::theRenderer() ? MHWRender::MRenderer::theRenderer()->getFragmentManager() : NULL; // No fragment manager, fail if (!fragmentMgr) return MS::kFailure; // Fragments are already registered, return success if (fragmentMgr->hasFragment(sFinalFragmentGraphName)) return MS::kSuccess; MString fragmentName; char* fragmentBody = NULL; // ------------------------------------------------------------------------ // Struct declaration fragment. This fragment provides the declaration of // the output structure of the simple noise fragment graph giving support // for multiple outputs. The struct fragment must be a part of the final // fragment graph in order to ensure that the fragment system includes // the declaration of the struct in the final effect. // fragmentName = "simpleNoiseOutput"; fragmentBody = "<fragment uiName=\"simpleNoiseOutput\" name=\"simpleNoiseOutput\" type=\"structure\" class=\"ShadeFragment\" version=\"1.0\"> \r\n" " <description><![CDATA[Struct output for simple noise shader]]></description> \r\n" " <properties> \r\n" " <struct name=\"simpleNoiseOutput\" struct_name=\"simpleNoiseOutput\" /> \r\n" " </properties> \r\n" " <values> \r\n" " </values> \r\n" " <outputs> \r\n" " <alias name=\"simpleNoiseOutput\" struct_name=\"simpleNoiseOutput\" /> \r\n" " <float3 name=\"outColor\" /> \r\n" " <float name=\"outAlpha\" /> \r\n" " </outputs> \r\n" " <implementation> \r\n" " <implementation render=\"OGSRenderer\" language=\"Cg\" lang_version=\"2.1\"> \r\n" " <function_name val=\"\" /> \r\n" " <declaration name=\"simpleNoiseOutput\"><![CDATA[ \r\n" "struct simpleNoiseOutput \r\n" "{ \r\n" " float3 outColor; \r\n" " float outAlpha; \r\n" "}; \r\n" " ]]></declaration> \r\n" " </implementation> \r\n" " <implementation render=\"OGSRenderer\" language=\"HLSL\" lang_version=\"11.0\"> \r\n" " <function_name val=\"\" /> \r\n" " <declaration name=\"simpleNoiseOutput\"><![CDATA[ \r\n" "struct simpleNoiseOutput \r\n" "{ \r\n" " float3 outColor; \r\n" " float outAlpha; \r\n" "}; \r\n" " ]]></declaration> \r\n" " </implementation> \r\n" " <implementation render=\"OGSRenderer\" language=\"GLSL\" lang_version=\"3.0\"> \r\n" " <function_name val=\"\" /> \r\n" " <declaration name=\"simpleNoiseOutput\"><![CDATA[ \r\n" "struct simpleNoiseOutput \r\n" "{ \r\n" " vec3 outColor; \r\n" " float outAlpha; \r\n" "}; \r\n" " ]]></declaration> \r\n" " </implementation> \r\n" " </implementation> \r\n" "</fragment> \r\n"; if (fragmentName != fragmentMgr->addShadeFragmentFromBuffer(fragmentBody, false)) return MS::kFailure; // ------------------------------------------------------------------------ // Actual noise computation fragment. Based on Maya's "wave" noise type // from the 2d procedural noise texture node. Computes a struct output // containing both color and alpha to match the outputs of the DG node. // Uses a 3D texture loaded with the entire Maya noise table for generating // results consistent with the compute() method of the associated node. // fragmentName = "simpleNoiseBase"; fragmentBody = "<fragment uiName=\"simpleNoiseBase\" name=\"simpleNoiseBase\" type=\"plumbing\" class=\"ShadeFragment\" version=\"1.0\"> \r\n" " <description><![CDATA[Computes simple 2D procedural noise]]></description> \r\n" " <properties> \r\n" " <float2 name=\"uvCoord\" semantic=\"mayaUvCoordSemantic\" flags=\"varyingInputParam\" /> \r\n" " <texture3 name=\"noiseLookupMap\" /> \r\n" " <sampler name=\"noiseLookupMapSampler\" /> \r\n" " <float name=\"amplitude\" /> \r\n" " <float name=\"ratio\" /> \r\n" " <int name=\"depthMax\" /> \r\n" " <float name=\"frequency\" /> \r\n" " <float name=\"frequencyRatio\" /> \r\n" " <float name=\"time\" /> \r\n" " <int name=\"numWaves\" /> \r\n" " </properties> \r\n" " <values> \r\n" " <float name=\"amplitude\" value=\"1.0\" /> \r\n" " <float name=\"ratio\" value=\"0.707000\" /> \r\n" " <int name=\"depthMax\" value=\"3\" /> \r\n" " <float name=\"frequency\" value=\"8.0\" /> \r\n" " <float name=\"frequencyRatio\" value=\"2.0\" /> \r\n" " <float name=\"time\" value=\"0.0\" /> \r\n" " <int name=\"numWaves\" value=\"5\" /> \r\n" " </values> \r\n" " <outputs> \r\n" " <struct name=\"simpleNoiseBase\" struct_name=\"simpleNoiseOutput\" /> \r\n" " </outputs> \r\n" " <implementation> \r\n" " <implementation render=\"OGSRenderer\" language=\"Cg\" lang_version=\"2.1\"> \r\n" " <function_name val=\"simpleNoise\" /> \r\n" " <source><![CDATA[ \r\n" "float simpleNoise_RawNoiseLookup( \r\n" " int index, \r\n" " texture3D noiseLookupMap, \r\n" " sampler3D noiseLookupMapSampler) \r\n" "{ \r\n" " int3 index3; \r\n" " index3.x = index; \r\n" " index3.y = (index>> 5); \r\n" " index3.z = (index>> 10); \r\n" " index3 &= 31; \r\n" " float3 uvw = float3(index3) / 32.0f; \r\n" " return (tex3D(noiseLookupMapSampler, uvw).r * 2.0f) - 1.0f; \r\n" "} \r\n" "simpleNoiseOutput simpleNoise( \r\n" " float2 uv, \r\n" " texture3D noiseLookupMap, \r\n" " sampler3D noiseLookupMapSampler, \r\n" " float amplitude, \r\n" " float ratio, \r\n" " int depthMax, \r\n" " float frequency, \r\n" " float frequencyRatio, \r\n" " float time, \r\n" " int numWaves) \r\n" "{ \r\n" " const float M_PI = 3.1415926535897f; \r\n" " const float M_2PI = 2.0f*M_PI; \r\n" " simpleNoiseOutput finalResult; \r\n" " float timeRatio = sqrt(frequencyRatio); \r\n" " uv *= frequency; \r\n" " float cosine = 0.0f; \r\n" " float noise = 0.0f; \r\n" " int depthId = 0; \r\n" " int waveId = 0; \r\n" " int seedOffset = 0; \r\n" " while (depthId<depthMax && waveId<numWaves) { \r\n" " int step = depthId; \r\n" " int seed = 50*step; \r\n" " float2 dir = float2( \r\n" " simpleNoise_RawNoiseLookup(seed + seedOffset++, noiseLookupMap, noiseLookupMapSampler), \r\n" " simpleNoise_RawNoiseLookup(seed + seedOffset++, noiseLookupMap, noiseLookupMapSampler)); \r\n" " float norm = length(dir); \r\n" " if (norm <= 0.0f) continue; \r\n" " dir /= norm; \r\n" " noise += cos(dir.x*uv.x*M_2PI + dir.y*uv.y*M_2PI + M_PI*simpleNoise_RawNoiseLookup(seed + seedOffset++, noiseLookupMap, noiseLookupMapSampler) + time*M_PI); \r\n" " ++waveId; \r\n" " if (waveId < numWaves) continue; \r\n" " noise /= float(numWaves); \r\n" " uv *= frequencyRatio; \r\n" " time *= timeRatio; \r\n" " cosine += amplitude * noise; \r\n" " amplitude *= ratio; \r\n" " noise = 0.0f; \r\n" " waveId = 0; \r\n" " seedOffset = 0; \r\n" " ++depthId; \r\n" " } \r\n" " cosine = 0.5f*cosine + 0.5f; \r\n" " float noiseVal = (cosine> 1.0f) ? 1.0f : cosine; \r\n" " finalResult.outColor = float3(noiseVal, noiseVal, noiseVal); \r\n" " finalResult.outAlpha = noiseVal; \r\n" " return finalResult; \r\n" "} \r\n" " ]]></source> \r\n" " </implementation> \r\n" " <implementation render=\"OGSRenderer\" language=\"HLSL\" lang_version=\"11.0\"> \r\n" " <function_name val=\"simpleNoise\" /> \r\n" " <source><![CDATA[ \r\n" "float simpleNoise_RawNoiseLookup( \r\n" " int index, \r\n" " Texture3D noiseLookupMap, \r\n" " sampler noiseLookupMapSampler) \r\n" "{ \r\n" " int3 index3; \r\n" " index3.x = index; \r\n" " index3.y = (index>> 5); \r\n" " index3.z = (index>> 10); \r\n" " index3 &= 31; \r\n" " float3 uvw = float3(index3) / 32.0f; \r\n" " return (noiseLookupMap.SampleLevel(noiseLookupMapSampler, uvw, 0).r * 2.0f) - 1.0f; \r\n" "} \r\n" "simpleNoiseOutput simpleNoise( \r\n" " float2 uv, \r\n" " Texture3D noiseLookupMap, \r\n" " sampler noiseLookupMapSampler, \r\n" " float amplitude, \r\n" " float ratio, \r\n" " int depthMax, \r\n" " float frequency, \r\n" " float frequencyRatio, \r\n" " float time, \r\n" " int numWaves) \r\n" "{ \r\n" " const float M_PI = 3.1415926535897f; \r\n" " const float M_2PI = 2.0f*M_PI; \r\n" " simpleNoiseOutput finalResult; \r\n" " float timeRatio = sqrt(frequencyRatio); \r\n" " uv *= frequency; \r\n" " float cosine = 0.0f; \r\n" " float noise = 0.0f; \r\n" " int depthId = 0; \r\n" " int waveId = 0; \r\n" " int seedOffset = 0; \r\n" " while (depthId<depthMax && waveId<numWaves) { \r\n" " int step = depthId; \r\n" " int seed = 50*step; \r\n" " float2 dir = float2( \r\n" " simpleNoise_RawNoiseLookup(seed + seedOffset++, noiseLookupMap, noiseLookupMapSampler), \r\n" " simpleNoise_RawNoiseLookup(seed + seedOffset++, noiseLookupMap, noiseLookupMapSampler)); \r\n" " float norm = length(dir); \r\n" " if (norm <= 0.0f) continue; \r\n" " dir /= norm; \r\n" " noise += cos(dir.x*uv.x*M_2PI + dir.y*uv.y*M_2PI + M_PI*simpleNoise_RawNoiseLookup(seed + seedOffset++, noiseLookupMap, noiseLookupMapSampler) + time*M_PI); \r\n" " ++waveId; \r\n" " if (waveId < numWaves) continue; \r\n" " noise /= float(numWaves); \r\n" " uv *= frequencyRatio; \r\n" " time *= timeRatio; \r\n" " cosine += amplitude * noise; \r\n" " amplitude *= ratio; \r\n" " noise = 0.0f; \r\n" " waveId = 0; \r\n" " seedOffset = 0; \r\n" " ++depthId; \r\n" " } \r\n" " cosine = 0.5f*cosine + 0.5f; \r\n" " float noiseVal = (cosine> 1.0f) ? 1.0f : cosine; \r\n" " finalResult.outColor = float3(noiseVal, noiseVal, noiseVal); \r\n" " finalResult.outAlpha = noiseVal; \r\n" " return finalResult; \r\n" "} \r\n" " ]]></source> \r\n" " </implementation> \r\n" " <implementation render=\"OGSRenderer\" language=\"GLSL\" lang_version=\"3.0\"> \r\n" " <function_name val=\"simpleNoise\" /> \r\n" " <source><![CDATA[ \r\n" "float simpleNoise_RawNoiseLookup( \r\n" " int index, \r\n" " sampler3D noiseLookupMapSampler) \r\n" "{ \r\n" " ivec3 index3; \r\n" " index3.x = index; \r\n" " index3.y = (index >> 5); \r\n" " index3.z = (index >> 10); \r\n" " index3 &= 31; \r\n" " vec3 uvw = vec3(index3) / 32.0f; \r\n" " return (texture(noiseLookupMapSampler, uvw).r * 2.0f) - 1.0f; \r\n" "} \r\n" "simpleNoiseOutput simpleNoise( \r\n" " vec2 uv, \r\n" " sampler3D noiseLookupMapSampler, \r\n" " float amplitude, \r\n" " float ratio, \r\n" " int depthMax, \r\n" " float frequency, \r\n" " float frequencyRatio, \r\n" " float time, \r\n" " int numWaves) \r\n" "{ \r\n" " const float M_PI = 3.1415926535897f; \r\n" " const float M_2PI = 2.0f*M_PI; \r\n" " simpleNoiseOutput finalResult; \r\n" " float timeRatio = sqrt(frequencyRatio); \r\n" " uv *= frequency; \r\n" " float cosine = 0.0f; \r\n" " float noise = 0.0f; \r\n" " int depthId = 0; \r\n" " int waveId = 0; \r\n" " int seedOffset = 0; \r\n" " while (depthId<depthMax && waveId<numWaves) { \r\n" " int step = depthId; \r\n" " int seed = 50*step; \r\n" " vec2 dir = vec2( \r\n" " simpleNoise_RawNoiseLookup(seed + seedOffset++, noiseLookupMapSampler), \r\n" " simpleNoise_RawNoiseLookup(seed + seedOffset++, noiseLookupMapSampler)); \r\n" " float norm = length(dir); \r\n" " if (norm <= 0.0f) continue; \r\n" " dir /= norm; \r\n" " noise += cos(dir.x*uv.x*M_2PI + dir.y*uv.y*M_2PI + M_PI*simpleNoise_RawNoiseLookup(seed + seedOffset++, noiseLookupMapSampler) + time*M_PI); \r\n" " ++waveId; \r\n" " if (waveId < numWaves) continue; \r\n" " noise /= float(numWaves); \r\n" " uv *= frequencyRatio; \r\n" " time *= timeRatio; \r\n" " cosine += amplitude * noise; \r\n" " amplitude *= ratio; \r\n" " noise = 0.0f; \r\n" " waveId = 0; \r\n" " seedOffset = 0; \r\n" " ++depthId; \r\n" " } \r\n" " cosine = 0.5f*cosine + 0.5f; \r\n" " float noiseVal = (cosine > 1.0f) ? 1.0f : cosine; \r\n" " finalResult.outColor = vec3(noiseVal, noiseVal, noiseVal); \r\n" " finalResult.outAlpha = noiseVal; \r\n" " return finalResult; \r\n" "} \r\n" " ]]></source> \r\n" " </implementation> \r\n" " </implementation> \r\n" "</fragment> \r\n"; if (fragmentName != fragmentMgr->addShadeFragmentFromBuffer(fragmentBody, false)) return MS::kFailure; // ------------------------------------------------------------------------ // Full, final graph made up of previously registered fragments. A picture // which flows from top to bottom. // // simpleNoiseBase // | // simpleNoiseOutput // | // <FINAL RESULT> // // Maya's shader translation system will take this graph and connect UV // information where appropriate. // // From Maya's point of view, this graph is fully representative of the // associated shading node in the DG. All inputs and outputs on this graph // are matched to inputs and outputs on the DG node. Connections to other // nodes (input or output) will be mirrored by connections to other // fragments using the matching parameters. // fragmentName = sFinalFragmentGraphName; fragmentBody = "<fragment_graph name=\"simpleNoise\" ref=\"simpleNoise\" class=\"FragmentGraph\" version=\"1.0\"> \r\n" " <fragments> \r\n" " <fragment_ref name=\"simpleNoiseBase\" ref=\"simpleNoiseBase\" /> \r\n" " <fragment_ref name=\"simpleNoiseOutput\" ref=\"simpleNoiseOutput\" /> \r\n" " </fragments> \r\n" " <connections> \r\n" " <connect from=\"simpleNoiseBase.simpleNoiseBase\" to=\"simpleNoiseOutput.simpleNoiseOutput\" name=\"simpleNoiseOutput\" /> \r\n" " </connections> \r\n" " <properties> \r\n" " <float2 name=\"uvCoord\" ref=\"simpleNoiseBase.uvCoord\" semantic=\"mayaUvCoordSemantic\" flags=\"varyingInputParam\" /> \r\n" " <texture3 name=\"noiseLookupMap\" ref=\"simpleNoiseBase.noiseLookupMap\" /> \r\n" " <sampler name=\"noiseLookupMapSampler\" ref=\"simpleNoiseBase.noiseLookupMapSampler\" /> \r\n" " <float name=\"amplitude\" ref=\"simpleNoiseBase.amplitude\" /> \r\n" " <float name=\"ratio\" ref=\"simpleNoiseBase.ratio\" /> \r\n" " <int name=\"depthMax\" ref=\"simpleNoiseBase.depthMax\" /> \r\n" " <float name=\"frequency\" ref=\"simpleNoiseBase.frequency\" /> \r\n" " <float name=\"frequencyRatio\" ref=\"simpleNoiseBase.frequencyRatio\" /> \r\n" " <float name=\"time\" ref=\"simpleNoiseBase.time\" /> \r\n" " <int name=\"numWaves\" ref=\"simpleNoiseBase.numWaves\" /> \r\n" " </properties> \r\n" " <values> \r\n" " <float name=\"amplitude\" value=\"1.0\" /> \r\n" " <float name=\"ratio\" value=\"0.707000\" /> \r\n" " <int name=\"depthMax\" value=\"3\" /> \r\n" " <float name=\"frequency\" value=\"8.0\" /> \r\n" " <float name=\"frequencyRatio\" value=\"2.0\" /> \r\n" " <float name=\"time\" value=\"0.0\" /> \r\n" " <int name=\"numWaves\" value=\"5\" /> \r\n" " </values> \r\n" " <outputs> \r\n" " <struct name=\"simpleNoiseOutput\" ref=\"simpleNoiseOutput.simpleNoiseOutput\" /> \r\n" " </outputs> \r\n" "</fragment_graph> \r\n"; if (fragmentName != fragmentMgr->addFragmentGraphFromBuffer(fragmentBody)) return MS::kFailure; return MS::kSuccess; }