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# geomShader.py

    #-
    # ==========================================================================
    # Copyright (C) 1995 - 2006 Autodesk, Inc. and/or its licensors.  All
    # rights reserved.
    #
    # The coded instructions, statements, computer programs, and/or related
    # material (collectively the "Data") in these files contain unpublished
    # information proprietary to Autodesk, Inc. ("Autodesk") and/or its
    # licensors, which is protected by U.S. and Canadian federal copyright
    # law and by international treaties.
    #
    # The Data is provided for use exclusively by You. You have the right
    # to use, modify, and incorporate this Data into other products for
    # purposes authorized by the Autodesk software license agreement,
    # without fee.
    #
    # The copyright notices in the Software and this entire statement,
    # including the above license grant, this restriction and the
    # following disclaimer, must be included in all copies of the
    # Software, in whole or in part, and all derivative works of
    # the Software, unless such copies or derivative works are solely
    # in the form of machine-executable object code generated by a
    # source language processor.
    #
    # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND.
    # AUTODESK DOES NOT MAKE AND HEREBY DISCLAIMS ANY EXPRESS OR IMPLIED
    # WARRANTIES INCLUDING, BUT NOT LIMITED TO, THE WARRANTIES OF
    # NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR
    # PURPOSE, OR ARISING FROM A COURSE OF DEALING, USAGE, OR
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    # ==========================================================================
    #+
    import sys
    import maya.OpenMaya as OpenMaya
    import maya.OpenMayaMPx as OpenMayaMPx

    kPluginNodeName = "spGeomShader"
    kPluginNodeClassify = "utility/color"
    kPluginNodeId = OpenMaya.MTypeId(0x8700E)

    class geomShader(OpenMayaMPx.MPxNode):
        def __init__(self):
            OpenMayaMPx.MPxNode.__init__(self)
            aOutColor = OpenMaya.MObject()
            aPoint = OpenMaya.MObject()
            aScale = OpenMaya.MObject()
            aOffset = OpenMaya.MObject()

        def compute(self, plug, block):
            if plug == geomShader.aOutColor or plug.parent() == geomShader.aOutColor:
                resultColor = OpenMaya.MFloatVector(0.0,0.0,0.0)

                point = block.inputValue( geomShader.aPoint ).asFloatVector()
                scale = block.inputValue( geomShader.aScale ).asFloatVector()
                offset = block.inputValue( geomShader.aOffset ).asFloatVector()

                resultColor.x = point.x * scale.x + offset.x
                resultColor.y = point.y * scale.y + offset.y
                resultColor.x = point.z * scale.z + offset.z

                outColorHandle = block.outputValue( geomShader.aOutColor )
                outColorHandle.setMFloatVector(resultColor)
                outColorHandle.setClean()
            else:
                return OpenMaya.kUnknownParameter

    def nodeCreator():
        return OpenMayaMPx.asMPxPtr( geomShader() )

    def nodeInitializer():
        nAttr = OpenMaya.MFnNumericAttribute()

        try:
            geomShader.aPoint = nAttr.createPoint("pointObj", "p")
            nAttr.setStorable(0)
            nAttr.setHidden(1)

            geomShader.aScale = nAttr.createPoint("scale", "s")
            nAttr.setKeyable(1)
            nAttr.setStorable(1)
            nAttr.setReadable(1)
            nAttr.setWritable(1)
            nAttr.setDefault(1.0, 1.0, 1.0)

            geomShader.aOffset = nAttr.createPoint("offset", "o")
            nAttr.setKeyable(1)
            nAttr.setStorable(1)
            nAttr.setReadable(1)
            nAttr.setWritable(1)

            geomShader.aOutColor = nAttr.createColor("outColor", "oc")
            nAttr.setStorable(0)
            nAttr.setHidden(0)
            nAttr.setReadable(1)
            nAttr.setWritable(0)

        except:
            sys.stderr.write("Failed to create attributes\n")
            raise

        try:
            geomShader.addAttribute(geomShader.aPoint)
            geomShader.addAttribute(geomShader.aScale)
            geomShader.addAttribute(geomShader.aOffset)
            geomShader.addAttribute(geomShader.aOutColor)
        except:
            sys.stderr.write("Failed to add attributes\n")
            raise

        try:
            geomShader.attributeAffects (geomShader.aPoint, geomShader.aOutColor)
            geomShader.attributeAffects (geomShader.aScale, geomShader.aOutColor)
            geomShader.attributeAffects (geomShader.aOffset, geomShader.aOutColor)
        except:
            sys.stderr.write("Failed in setting attributeAffects\n")
            raise

    # initialize the script plug-in
    def initializePlugin(mobject):
        mplugin = OpenMayaMPx.MFnPlugin(mobject)
        try:
            mplugin.registerNode( kPluginNodeName, kPluginNodeId, nodeCreator,
                        nodeInitializer, OpenMayaMPx.MPxNode.kDependNode, kPluginNodeClassify )
        except:
            sys.stderr.write( "Failed to register node: %s" % kPluginNodeName )
            raise

    # uninitialize the script plug-in
    def uninitializePlugin(mobject):
        mplugin = OpenMayaMPx.MFnPlugin(mobject)
        try:
            mplugin.deregisterNode( kPluginNodeId )
        except:
            sys.stderr.write( "Failed to deregister node: %s" % kPluginNodeName )
            raise