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# shadowMatteShader.cpp

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

    #include <math.h>

    #include <maya/MPxNode.h>
    #include <maya/MString.h>
    #include <maya/MTypeId.h>
    #include <maya/MPlug.h>
    #include <maya/MDataBlock.h>
    #include <maya/MDataHandle.h>
    #include <maya/MArrayDataHandle.h>
    #include <maya/MFnNumericAttribute.h>
    #include <maya/MFnLightDataAttribute.h>
    #include <maya/MFloatVector.h>
    #include <maya/MFnPlugin.h>

    //
    // DESCRIPTION:
    class ShadowMatte : public MPxNode
    {
        public:
                          ShadowMatte();
        virtual           ~ShadowMatte();

        virtual MStatus   compute( const MPlug&, MDataBlock& );
        virtual void      postConstructor();

        static void *     creator();
        static MStatus    initialize();
        static MTypeId    id;

        private:

        static MObject  aOutColor;
        static MObject  aOutTransparency;
        static MObject  aViewColor;

        static MObject  aLightDirection;
        static MObject  aLightIntensity;
        static MObject  aLightAmbient;
        static MObject  aLightDiffuse;
        static MObject  aLightSpecular;
        static MObject  aLightShadowFraction;
        static MObject  aPreShadowIntensity;
        static MObject  aLightBlindData;
        static MObject  aLightData;
    };

    MTypeId ShadowMatte::id( 0x81013 );

    MObject  ShadowMatte::aViewColor;
    MObject  ShadowMatte::aOutColor;
    MObject  ShadowMatte::aOutTransparency;
    MObject  ShadowMatte::aLightData;
    MObject  ShadowMatte::aLightDirection;
    MObject  ShadowMatte::aLightIntensity;
    MObject  ShadowMatte::aLightAmbient;
    MObject  ShadowMatte::aLightDiffuse;
    MObject  ShadowMatte::aLightSpecular;
    MObject  ShadowMatte::aLightShadowFraction;
    MObject  ShadowMatte::aPreShadowIntensity;
    MObject  ShadowMatte::aLightBlindData;

    //
    // DESCRIPTION:
    void ShadowMatte::postConstructor( )
    {
        setMPSafe(true);
    }

    //
    // DESCRIPTION:
    ShadowMatte::ShadowMatte()
    {
    }

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

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

    //
    // DESCRIPTION:
    MStatus ShadowMatte::initialize()
    {
        MFnNumericAttribute nAttr;
        MFnLightDataAttribute lAttr;

    // Outputs

        aViewColor = nAttr.create( "viewColor", "vc", MFnNumericData::kBoolean);
        nAttr.setKeyable(true);
        nAttr.setStorable(true);
        nAttr.setHidden(false);
        nAttr.setDefault(true);

        aOutColor = nAttr.createColor( "outColor", "oc");
        nAttr.setStorable(false);
        nAttr.setHidden(false);
        nAttr.setReadable(true);
        nAttr.setWritable(false);

        aOutTransparency  = nAttr.createColor( "outTransparency", "ot" );
        nAttr.setStorable(false);
        nAttr.setHidden(false);
        nAttr.setReadable(true);
        nAttr.setWritable(false);

    // Inputs

        aLightDirection = nAttr.createPoint( "lightDirection", "ld" );
        nAttr.setStorable(false);
        nAttr.setHidden(true);
        nAttr.setReadable(true);
        nAttr.setWritable(false);
        nAttr.setDefault(1.0f, 1.0f, 1.0f);

        aLightIntensity = nAttr.createColor( "lightIntensity", "li" );
        nAttr.setStorable(false);
        nAttr.setHidden(true);
        nAttr.setReadable(true);
        nAttr.setWritable(false);
        nAttr.setDefault(1.0f, 1.0f, 1.0f);

        aLightAmbient = nAttr.create( "lightAmbient", "la",
                                      MFnNumericData::kBoolean);
        nAttr.setStorable(false);
        nAttr.setHidden(true);
        nAttr.setReadable(true);
        nAttr.setWritable(false);
        nAttr.setDefault(true);

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

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

        aLightShadowFraction = nAttr.create("lightShadowFraction", "lsf",
                                            MFnNumericData::kFloat);
        nAttr.setStorable(false);
        nAttr.setHidden(true);
        nAttr.setReadable(true);
        nAttr.setWritable(false);
        nAttr.setDefault(0.0f);

        aPreShadowIntensity = nAttr.create("preShadowIntensity", "psi",
                                           MFnNumericData::kFloat);
        nAttr.setStorable(false);
        nAttr.setHidden(true);
        nAttr.setReadable(true);
        nAttr.setWritable(false);
        nAttr.setDefault(0.0f);

        aLightBlindData = nAttr.createAddr("lightBlindData", "lbld");
        nAttr.setStorable(false);
        nAttr.setHidden(true);
        nAttr.setReadable(true);
        nAttr.setWritable(false);

        aLightData = lAttr.create( "lightDataArray", "ltd",
                                   aLightDirection, aLightIntensity, aLightAmbient,
                                   aLightDiffuse, aLightSpecular,
                                   aLightShadowFraction,
                                   aPreShadowIntensity,
                                   aLightBlindData);
        lAttr.setArray(true);
        lAttr.setStorable(false);
        lAttr.setHidden(true);
        lAttr.setDefault(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, true, true,
                         false, 0.0f, 1.0f, NULL);

        addAttribute(aLightData);
        addAttribute(aOutColor);
        addAttribute(aOutTransparency);
        addAttribute(aViewColor);

        attributeAffects (aViewColor, aOutColor);
        attributeAffects (aLightIntensity, aOutColor);
        attributeAffects (aLightData, aOutColor);
        attributeAffects (aLightAmbient, aOutColor);
        attributeAffects (aLightSpecular, aOutColor);
        attributeAffects (aLightDiffuse, aOutColor);
        attributeAffects (aLightDirection, aOutColor);
        attributeAffects (aLightShadowFraction, aOutColor);
        attributeAffects (aPreShadowIntensity, aOutColor);
        attributeAffects (aLightBlindData, aOutColor);

        attributeAffects (aViewColor, aOutTransparency);
        attributeAffects (aLightIntensity, aOutTransparency);
        attributeAffects (aLightData, aOutTransparency);
        attributeAffects (aLightAmbient, aOutTransparency);
        attributeAffects (aLightSpecular, aOutTransparency);
        attributeAffects (aLightDiffuse, aOutTransparency);
        attributeAffects (aLightDirection, aOutTransparency);
        attributeAffects (aLightShadowFraction, aOutTransparency);
        attributeAffects (aPreShadowIntensity, aOutTransparency);
        attributeAffects (aLightBlindData, aOutTransparency);

        return MS::kSuccess;
    }

    //
    // DESCRIPTION:
    MStatus ShadowMatte::compute(
    const MPlug&      plug,
          MDataBlock& block )
    {
        if ((plug != aOutColor) && (plug.parent() != aOutColor) &&
            (plug != aOutTransparency) && (plug.parent() != aOutTransparency))
            return MS::kUnknownParameter;

        MFloatVector shadowColor(0.0,0.0,0.0);

        bool  ViewFlag  = block.inputValue( aViewColor ).asBool();

        // get light list
        MArrayDataHandle lightData = block.inputArrayValue( aLightData );
        int numLights = lightData.elementCount();

        // iterate through light list and get ambient/diffuse values
        for( int count=1; count <= numLights; count++ )
        {
            MDataHandle currentLight = lightData.inputValue();
            float lightShadow = currentLight.child(aLightShadowFraction).asFloat();

            // shadow fraction tells how much an object is in shadow:
            // (1)   totally in shadow
            // (0-1) partially in shadow
            // (0)   not in shadow

            shadowColor[0] += lightShadow;
            shadowColor[1] += lightShadow;
            shadowColor[2] += lightShadow;

            if( !lightData.next() ) break;
        }

        // set ouput color attribute
        MFloatVector ghostColor(0.0,0.0,0.0);
        MDataHandle outColorHandle = block.outputValue( aOutColor );
        MFloatVector& outColor = outColorHandle.asFloatVector();

        if (ViewFlag)
            outColor = shadowColor;
        else
            outColor = ghostColor;

        outColorHandle.setClean();

        // set ouput transparency
        MDataHandle outTransHandle = block.outputValue( aOutTransparency );
        MFloatVector& outTrans = outTransHandle.asFloatVector();
        outTrans = shadowColor;
        outTransHandle.setClean();

        return MS::kSuccess;
    }

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

       MFnPlugin plugin( obj, PLUGIN_COMPANY, "3.0", "Any");
       plugin.registerNode( "shadowMatte", ShadowMatte::id,
                             ShadowMatte::creator, ShadowMatte::initialize,
                             MPxNode::kDependNode, &UserClassify );

       return MS::kSuccess;
    }

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

       return MS::kSuccess;
    }