hwAnisotropicShader_NV20.h

#ifndef _hwAnisotropicShader_NV20
#define _hwAnisotropicShader_NV20

//-
// ==========================================================================
// 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// material (collectively the "Data") in these files contain unpublished 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 
// TRADE PRACTICE. IN NO EVENT WILL AUTODESK AND/OR ITS LICENSORS 
// BE LIABLE FOR ANY LOST REVENUES, DATA, OR PROFITS, OR SPECIAL, 
// DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES, EVEN IF AUTODESK 
// AND/OR ITS LICENSORS HAS BEEN ADVISED OF THE POSSIBILITY 
// OR PROBABILITY OF SUCH DAMAGES.
//
// ==========================================================================
//+

//
// NOTE: PLEASE READ THE README.TXT FILE FOR INSTRUCTIONS ON
// COMPILING AND USAGE REQUIREMENTS.
//
// DESCRIPTION: NV20-specific (Geforce3) sample shader.
//              <fill up later>
//
//  This shader builds on the foundation demonstrated in the 
//  hwUnlitShader.
//
//

#include <maya/MPxHwShaderNode.h>
#include "MTextureCache.h"


class hwAnisotropicShader_NV20 : public MPxHwShaderNode
{
public:
                    hwAnisotropicShader_NV20();
    virtual         ~hwAnisotropicShader_NV20();
    void            releaseEverything();

    virtual void    postConstructor();

    virtual MStatus bind(const MDrawRequest& request,
                         M3dView& view);

    virtual MStatus unbind(const MDrawRequest& request,
                           M3dView& view);

    virtual MStatus geometry( const MDrawRequest& request,
                              M3dView& view,
                              int prim,
                              unsigned int writable,
                              int indexCount,
                              const unsigned int * indexArray,
                              int vertexCount,
                              const int * vertexIDs,
                              const float * vertexArray,
                              int normalCount,
                              const float ** normalArrays,
                              int colorCount,
                              const float ** colorArrays,
                              int texCoordCount,
                              const float ** texCoordArrays);

    virtual int     normalsPerVertex();

    virtual int     texCoordsPerVertex();

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

    MTextureCache   *m_pTextureCache;

    void            loadVertexProgramGL();

    bool            fVertexProgramsLoaded;
    GLuint          fVertexProgramDirectional;
    GLuint          fVertexProgramPointDecay;
    GLuint          fVertexProgramPointNoDecay;

    void            printGlError( const char *call );

    void            init_ext(const char *ext);
    MStatus         getFloat3(MObject colorAttr, float colorValue[3]);
    MStatus         getString(MObject attr, MString &str);


protected:
    // Make the look-up texture
    void make_lookup_texture();
    // Bind the look-up texture in the current GL texture unit.
    // This function automatically calls make_lookup_texture,
    // and reloads the texture in video memory if it needs to.
    void bind_lookup_table();
    // Release the memory occupied by the look-up texture.
    void release_lookup_texture();

    
    // Attributes for the lighting model 
    //
    static MObject  colorR;
    static MObject  colorG;
    static MObject  colorB;
    static MObject  color;

    static MObject  kDiffuse;
    static MObject  kSpecular;
    static MObject  roughness;

    vec3f           lightRotation;
    vec3f           cameraPos;
    boolean         isDirectionalLight; // when light's rotation is on the lightPos attr
    boolean         isNonAmbientLight; // Has a decay rate 

    // Current color, roughness etc used to generate the lookup texture
    // which contains the anisotropic lighting model
    float currentColor[3];
    float currentRoughness;
    float currentKd;
    float currentKs;
    tex_object_2D *lookup_texture;
    unsigned char *lookup_table;
    static const unsigned int lookup_texture_size;
    bool fLookupTextureReprocessed;


    // Callbacks that we monitor so we can release OpenGL-dependant resources before
    // their context gets destroyed.
    MCallbackId fBeforeNewCB;
    MCallbackId fBeforeOpenCB;
    MCallbackId fBeforeRemoveReferenceCB;
    MCallbackId fMayaExitingCB;

    void attachSceneCallbacks();
    void detachSceneCallbacks();

    static void releaseCallback(void* clientData);
};

#endif /* _hwAnisotropicShader_NV20 */