hwDecalBumpShader_NV20.cpp

//-
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//+

//
// NOTE: PLEASE READ THE README.TXT FILE FOR INSTRUCTIONS ON
// COMPILING AND USAGE REQUIREMENTS.
//
// DESCRIPTION: NV20-specific (Geforce3) sample shader.
//              This shader can simultaneously display both decal 
//              (base color) and bump textures.
//
//  This shader builds on the foundation demonstrated in the 
//  hwUnlitShader.
//
//  Additionally, this sample demonstrates how to:
//      - Use vendor-specific extensions, namely vertex programs,
//        texture shaders and register combiners, to achieve
//        effects that are impossible in standard OpenGL.
//      - Convert height field bump format (used by Maya) into
//        a normal map format, for real-time rendering.
//
//  Many parameters are easily customizable:
//      - The MNormalMapConverter::convertToNormalMap_InPlace()
//        bumpScale parameter is currently constant. You can change
//        it to a different value to increase or decrease the 
//        bumpiness.
//
//  PS: Thanks go to DAR from nVidia, for his help in making this
//      shader more robust. ;-)
//


// Uncomment the #ifdef below if you want to debug the vertex program by
// output a COL0 value that corresponds to an intermediate calculation.
// The only sane way we could find to debug that thing.
//#define DEBUGGING_VERTEX_PROGRAM 1

#ifdef WIN32
#pragma warning( disable : 4786 )       // Disable STL warnings.
#endif

#include <maya/MIOStream.h>
#include <math.h>

#include <maya/MString.h>
#include <maya/MPlug.h>
#include <maya/MDagPath.h>
#include <maya/MDataBlock.h>
#include <maya/MDataHandle.h>
#include <maya/MArrayDataHandle.h>
#include <maya/MFnDependencyNode.h>
#include <maya/MFnNumericAttribute.h>
#include <maya/MFnTypedAttribute.h>
#include <maya/MFnLightDataAttribute.h>
#include <maya/MFloatVector.h>
#include <maya/MFnStringData.h>
#include <maya/MFnPlugin.h>
#include <maya/MGlobal.h>
#include <maya/MSceneMessage.h>

#include <maya/MPoint.h>
#include <maya/MMatrix.h>
#include <maya/MVector.h>
#include <maya/MEulerRotation.h>

// Include NVIDIA's helper libraries.  These libraries have
// copyright info in them so we cannot release them but we
// can use them to verify that the API works correctly.
//
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glext.h>

#define GLH_EXT_SINGLE_FILE
#include "glh_extensions.h"
#undef GL_NV_vertex_array_range
#include "glh_genext.h"
#include "glh_obs.h"
using namespace glh;

#include "hwDecalBumpShader_NV20.h"
#include "ShadingConnection.h"

MTypeId hwDecalBumpShader_NV20::id( 0x00105441 );
/*static*/ const unsigned int hwDecalBumpShader_NV20::lookup_texture_size(256);


void hwDecalBumpShader_NV20::postConstructor( )
{
    setMPSafe(false);
}

// Static attribute instances.
//
MObject  hwDecalBumpShader_NV20::color;
MObject  hwDecalBumpShader_NV20::colorR;
MObject  hwDecalBumpShader_NV20::colorG;
MObject  hwDecalBumpShader_NV20::colorB;

MObject  hwDecalBumpShader_NV20::bump;
MObject  hwDecalBumpShader_NV20::bumpR;
MObject  hwDecalBumpShader_NV20::bumpG;
MObject  hwDecalBumpShader_NV20::bumpB;

MObject  hwDecalBumpShader_NV20::camera;
MObject  hwDecalBumpShader_NV20::cameraX;
MObject  hwDecalBumpShader_NV20::cameraY;
MObject  hwDecalBumpShader_NV20::cameraZ;

MObject  hwDecalBumpShader_NV20::light;
MObject  hwDecalBumpShader_NV20::lightX;
MObject  hwDecalBumpShader_NV20::lightY;
MObject  hwDecalBumpShader_NV20::lightZ;

MObject  hwDecalBumpShader_NV20::uCoord;
MObject  hwDecalBumpShader_NV20::vCoord;
MObject  hwDecalBumpShader_NV20::uvCoord;

MObject  hwDecalBumpShader_NV20::uBias;
MObject  hwDecalBumpShader_NV20::vBias;

MObject  hwDecalBumpShader_NV20::uvFilterSize;
MObject  hwDecalBumpShader_NV20::uvFilterSizeX;
MObject  hwDecalBumpShader_NV20::uvFilterSizeY;

MObject  hwDecalBumpShader_NV20::shininess;
MObject  hwDecalBumpShader_NV20::lightColor;
MObject  hwDecalBumpShader_NV20::lightColorR;
MObject  hwDecalBumpShader_NV20::lightColorG;
MObject  hwDecalBumpShader_NV20::lightColorB;

void hwDecalBumpShader_NV20::printGlError( const char *call )
{
    GLenum error;

    while( (error = glGetError()) != GL_NO_ERROR ) {
        assert(0);
        cerr << call << ":" << error << " is " << (const char *)gluErrorString( error ) << "\n";
    }
}


// The Vertex Program for the Decal Bump effect.
//
// CONSTANTS:
//  0- 3  4x4 ModelView-Projection composite matrix
//  4- 7  4x4 ModelView  matrix
//  8-10  light amb/diff/spec
// 11     light dir vector (from surface to light)

// VERTEX REGISTERS:
// 0 - coord
// 1 - normal
// 2 - texcoord0
// 3 - texcoord1
// 4 - texcoord2 (binorm)

// REGISTERS:
// 4 = eye space vertex coordinate
// 5 = eye space tangent vector
// 6 = eye space binormal vector
// 7 = eye space normal vector          (VERIFIED)
// 8 = normalized eye space view vector (VERIFIED) (goes in the direction from vertex position to camera position)
// 9 = eye space half-angle vector
//
char vertexProgramString[] = 
    "!!VP1.0\n"

        // Multiply the vertex coords by the modelview-projection composite matrix,
        // to get clip space coordinates.
        "DP4   o[HPOS].x, c[0], v[0];"
        "DP4   o[HPOS].y, c[1], v[0];"
        "DP4   o[HPOS].z, c[2], v[0];"
        "DP4   o[HPOS].w, c[3], v[0];"

        // Multiply the vertex coords by the modelview matrix,
        // to get eye-space coordinates.
        "DP4   R4.x, c[4], v[0];"
        "DP4   R4.y, c[5], v[0];"
        "DP4   R4.z, c[6], v[0];"
        "DP4   R4.w, c[7], v[0];"

        // Multiply the normals by the modelview matrix,
        // resulting in eye-space normals.
        "DP3   R7.x, c[4], v[1];"
        "DP3   R7.y, c[5], v[1];"
        "DP3   R7.z, c[6], v[1];"
        // Re-normalize, in case the model-view matrix's is not a simple rotation.
        "DP3   R7.w, R7, R7;"           
        "RSQ   R7.w, R7.w;"
        "MUL   R7.xyz, R7, R7.w;"

        // Multiply the binormals by the modelview matrix,
        // resulting in eye-space binormals.
        "DP3   R6.x, c[4], v[4];"
        "DP3   R6.y, c[5], v[4];"
        "DP3   R6.z, c[6], v[4];"
        // Re-normalize the binormals.
        "DP3   R6.w, R6, R6;"
        "RSQ   R6.w, R6.w;"
        "MUL   R6.xyz, R6, R6.w;"

        // Build tangent: tangent = binormal x normal.
        "MUL   R5, R6.zxyw, R7.yzxw;"
        "MAD   R5, R6.yzxw, R7.zxyw, -R5;"
        // put the sign in the tangent.
        "MUL   R5.xyz, R5, v[4].w;"
        // Re-normalize the tangent.
        "DP3   R5.w, R5, R5;"
        "RSQ   R5.w, R5.w;"
        "MUL   R5.xyz, R5, R5.w;"
        
        // Calculate eye space view vector.
        // (In essence, a normalization of the inverse
        //  of the vertex coordinate in eye-space)
        "DP3   R8.w, R4, R4;"
        "RSQ   R8.w, R8.w;"
        "MUL   R8.xyz, R4, -R8.w;"

        // Calculate (and normalize) tangent space half-angle vector.
        "ADD   R9, R8, c[11];"
        "DP3   R9.w, R9, R9;"
        "RSQ   R9.w, R9.w;"
        "MUL   R9.xyz, R9, R9.w;"

        // Transform half-angle vector into tangent space.
        "DP3   o[TEX3].x, R5, R9;"
        "DP3   o[TEX3].y, R6, R9;"
        "DP3   o[TEX3].z, R7, R9;"

        // Transform light direction vector into tangent space.
        "DP3   o[TEX2].x, R5, c[11];"
        "DP3   o[TEX2].y, R6, c[11];"
        "DP3   o[TEX2].z, R7, c[11];"

#ifndef DEBUGGING_VERTEX_PROGRAM
        // Put diffuse lighting into color.
        "DP3 o[COL0], R7, c[11];"
#else
        // VISUALIZE NORMAL VECTOR IN EYE SPACE
        "MOV o[COL0], R7;"
#endif      
        // Copy texcoords.
        "MOV o[TEX0], v[2];"
        "MOV o[TEX1], v[3];"

        "END";


// Load the vertexProgram and fill in the necessary constants used in the vertex program.
//
void hwDecalBumpShader_NV20::loadVertexProgramGL()
{
    GLenum error = glGetError();
    assert(!error);

    // If the vertex program hasn't been created yet, do it now.
    // Note that Maya shares textures, display lists and vertex programs
    // between all viewports, so this only need to be done once.
    if (vertex_program_id == 0)
    {
        glGenProgramsNV(1, &vertex_program_id);
        error = glGetError();
        assert(!error);

        // Attempt to load the program.
        unsigned int length = strlen(vertexProgramString);
        glLoadProgramNV(GL_VERTEX_PROGRAM_NV, vertex_program_id, length, (const GLubyte *) vertexProgramString);
        error = glGetError();
        assert(!error);

        if (error)
        {
            // If an error occured, it's most likely due to a syntax or 
            // logic error in the vertex program. The error position
            // below will contain the index in the vertex program
            // string that is faulty. See the NV_vertex_program
            // extension specification for more details.
            if (error == GL_INVALID_OPERATION)
            {
                int error_position = -2;

                glGetIntegerv(GL_PROGRAM_ERROR_POSITION_NV, &error_position);
            }
        }
    }

    // Set up the constant values.
    //
    // CONSTANTS:
    //  0- 3  4x4 ModelView-Projection composite matrix
    //  4- 7  4x4 ModelView  matrix
    //  8-10  light amb/diff/spec
    // 11     light dir vector (from surface to light)
    //
    glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 0, GL_MODELVIEW_PROJECTION_NV, GL_IDENTITY_NV);
    glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 4, GL_MODELVIEW, GL_IDENTITY_NV);
    glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 8, 1, 1, 1, 1);
    glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 9, 1, 1, 1, 1);
    glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 10, 1, 1, 1, 1);
    glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 11, -lightRotation[0], -lightRotation[1], -lightRotation[2], 0);   // light dir...
}


// Illumination (diffuse and specular) lookup table
// (This function assumes that lookup_image and lookup_texture have been deallocated.)
//
void hwDecalBumpShader_NV20::make_lookup_texture()
{
    // Re-calculate the look-up texture, if the shininess value/scale has changed.
    //
    float   shininessScale = 1.0f;
    MPlug   plug(thisMObject(), shininess);
    
    // Get the shininess scaling factor
    //
    MStatus status = plug.getValue(shininessScale);
    if (!status)
    {
        status.perror("hwDecalBumpShader_NV20::bind plug.getValue.");
        return;
    }

    if ( shininessScale < 0.01f )
        shininessScale = 0.01f;
    if ( shininessScale > 1.0f )
        shininessScale = 1.0f;

    // shininess factor is between 20 and 180
    //
    float shininessValue = 1.0f;
    shininessValue = 200.0f * (1.0f - 0.8f * shininessScale);

    // Only recompute the lookup texture if the values have changed since the last bind.
    if (shininessValue == currentShininessValue && shininessScale == currentShininessScale)
        return;
    
    currentShininessValue = shininessValue;
    currentShininessScale = shininessScale;

    unsigned int imgsize = lookup_texture_size;
    float imgsizeM1 = (float) (imgsize - 1);

    // Allocate the lookup_image and lookup_texture.
    if (lookup_table == NULL)
        lookup_table = new unsigned char[imgsize*imgsize*2];
    if (lookup_texture == NULL)
        lookup_texture = new tex_object_2D;

    // Fill it up.
    unsigned char * ip = lookup_table;
    for(int j=0; j < imgsize; j++)
    {
        unsigned char a = (unsigned char) (shininessScale * (255.0 * pow((j/imgsizeM1), shininessValue)));
        for(int i=0; i < imgsize; i++)
        {
            *ip++ = (unsigned char) ((255.0 - 64) * (i/imgsizeM1)) + 64;
            *ip++ = a;
        }
    }

    fLookupTextureReprocessed = true;

    return;
}

void hwDecalBumpShader_NV20::bind_lookup_table()
{
    make_lookup_texture();

    lookup_texture->bind();

    if (fLookupTextureReprocessed)
    {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, lookup_texture_size, lookup_texture_size, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, lookup_table); 
        fLookupTextureReprocessed = false;
    }

    lookup_texture->parameter(GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    lookup_texture->parameter(GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    lookup_texture->parameter(GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    lookup_texture->parameter(GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}

// Initialize the necessary OpenGL extensions
//
void hwDecalBumpShader_NV20::init_ext(const char * ext)
{
    if(!glh_init_extension(ext))
        { cerr << "Failed to initialize " << ext << "!" << endl; exit(0); }
}

hwDecalBumpShader_NV20::hwDecalBumpShader_NV20()
{
    // Get an reference to the singleton texture cache.
    m_pTextureCache = MTextureCache::instance();

    init_ext("GL_ARB_multitexture");
    init_ext("GL_NV_register_combiners");
    init_ext("GL_NV_vertex_program");

    isDirectionalLight = true;  // light's rotation is connected to the lightRotation attr

    // Set the shininess and shininess scale to absurd values, so that the
    // look-up table automatically get recomputed during the first update.
    currentShininessValue = -1.0;
    currentShininessScale = -1.0;
    lookup_texture = NULL;
    lookup_table   = NULL;
    fLookupTextureReprocessed = false;

    // Initialize callbacks.
    fBeforeNewCB = 0;
    fBeforeOpenCB = 0;
    fBeforeRemoveReferenceCB = 0;
    fMayaExitingCB = 0;
    attachSceneCallbacks();

    vertex_program_id = 0;      // handle for the Vertex Program
    
    // The vertex program will get loaded during the first refresh.
    // We cannot do it here since it's not guaranteed that the GL
    // context will be current at construction or destruction time 
    // (although it generally is).
}

hwDecalBumpShader_NV20::~hwDecalBumpShader_NV20()
{
    detachSceneCallbacks();
}

void hwDecalBumpShader_NV20::releaseEverything()
{
    release_lookup_texture();

    if (vertex_program_id > 0)
    {
        glFinish();

        // Unbind any program.
        glBindProgramNV(GL_VERTEX_PROGRAM_NV, 0);
        
        // Delete the program used by this shader.
        glDeleteProgramsNV(1, &vertex_program_id);

        // For sanity.
        vertex_program_id = 0;
    }

    // Release the texture cache through refcounting.
    m_pTextureCache->release();
    if(!MTextureCache::getReferenceCount())
    {
        m_pTextureCache = 0;
    }
}

void hwDecalBumpShader_NV20::attachSceneCallbacks()
{
    fBeforeNewCB             = MSceneMessage::addCallback(MSceneMessage::kBeforeNew,
                                                          releaseCallback, this);
    fBeforeOpenCB            = MSceneMessage::addCallback(MSceneMessage::kBeforeOpen,
                                                          releaseCallback, this);
    fBeforeRemoveReferenceCB = MSceneMessage::addCallback(MSceneMessage::kBeforeRemoveReference,
                                                          releaseCallback, this);
    fMayaExitingCB           = MSceneMessage::addCallback(MSceneMessage::kMayaExiting,
                                                          releaseCallback, this);
}

/*static*/
void hwDecalBumpShader_NV20::releaseCallback(void* clientData)
{
    hwDecalBumpShader_NV20 *pThis = (hwDecalBumpShader_NV20*) clientData;
    pThis->releaseEverything();
}

void hwDecalBumpShader_NV20::detachSceneCallbacks()
{
    if (fBeforeNewCB)
        MMessage::removeCallback(fBeforeNewCB);
    if (fBeforeOpenCB)
        MMessage::removeCallback(fBeforeOpenCB);
    if (fBeforeRemoveReferenceCB)
        MMessage::removeCallback(fBeforeRemoveReferenceCB);
    if (fMayaExitingCB)
        MMessage::removeCallback(fMayaExitingCB);

    fBeforeNewCB = 0;
    fBeforeOpenCB = 0;
    fBeforeRemoveReferenceCB = 0;
    fMayaExitingCB = 0;
}

MStatus initializePlugin( MObject obj )
{ 
    MStatus   status;
    
    const MString UserClassify( "shader/surface/utility" );

    MFnPlugin plugin( obj, PLUGIN_COMPANY, "4.5", "Any");
    status = plugin.registerNode( "hwDecalBumpShader_NV20", hwDecalBumpShader_NV20::id, 
                                  hwDecalBumpShader_NV20::creator, hwDecalBumpShader_NV20::initialize,
                                  MPxNode::kHwShaderNode, &UserClassify );
    if (!status) {
        status.perror("registerNode");
        return status;
    }

    return MS::kSuccess;
}

MStatus uninitializePlugin( MObject obj )
{
    MStatus   status;
    
    MFnPlugin plugin( obj );

    plugin.deregisterNode( hwDecalBumpShader_NV20::id );
    if (!status) {
        status.perror("deregisterNode");
        return status;
    }

    return MS::kSuccess;
}


void * hwDecalBumpShader_NV20::creator()
{
    return new hwDecalBumpShader_NV20();
}

// Initialize the plug-in. Called once when the plug-in is loaded.
// This mostly involve creating attributes.
MStatus hwDecalBumpShader_NV20::initialize()
{
    MFnNumericAttribute nAttr; 
    MStatus status;
    MFnTypedAttribute sAttr; // For string attributes

    // Create input attributes

    colorR = nAttr.create( "colorR", "cr",MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f);

    colorG = nAttr.create( "colorG", "cg",MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(0.5f);

    colorB = nAttr.create( "colorB", "cb",MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(0.5f);

    color = nAttr.create( "color", "c", colorR, colorG, colorB);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f, 0.5f, 0.5f);
    nAttr.setUsedAsColor(true);

    bumpR = nAttr.create( "bumpR", "c2r",MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f);

    bumpG = nAttr.create( "bumpG", "c2g",MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f);

    bumpB = nAttr.create( "bumpB", "c2b",MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f);

    bump = nAttr.create( "bump", "c2", bumpR, bumpG, bumpB);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f, 1.0f, 1.0f);
    nAttr.setUsedAsColor(true);

    uCoord = nAttr.create( "uCoord", "u", MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(0.5f);

    vCoord = nAttr.create( "vCoord", "v", MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(0.5f);
 
    uvCoord = nAttr.create( "uvCoord","uv", uCoord, vCoord);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(0.5f, 0.5f );
    nAttr.setHidden(true);

    uBias = nAttr.create( "uBias", "bu", MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setMin(0.0f);
    nAttr.setMax(1.0f);
    nAttr.setKeyable(true);
    nAttr.setDefault(0.5f);

    vBias = nAttr.create( "vBias", "bv", MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setMin(0.0f);
    nAttr.setMax(1.0f);
    nAttr.setDefault(0.5f);

    uvFilterSizeX = nAttr.create( "uvFilterSizeX", "fsx", MFnNumericData::kFloat);
    nAttr.setStorable(false);
    nAttr.setReadable(true);
    nAttr.setWritable(true);
    nAttr.setHidden(true);

    uvFilterSizeY = nAttr.create( "uvFilterSizeY", "fsy", MFnNumericData::kFloat);
    nAttr.setStorable(false);
    nAttr.setReadable(true);
    nAttr.setWritable(true);
    nAttr.setHidden(true);

    uvFilterSize = nAttr.create("uvFilterSize","fs",uvFilterSizeX,uvFilterSizeY);
    nAttr.setStorable(false);
    nAttr.setReadable(true);
    nAttr.setWritable(true);
    nAttr.setHidden(true);

    lightX = nAttr.create( "lightX", "lgtx",MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(0.0f);

    lightY = nAttr.create( "lightY", "lgty",MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f);

    lightZ = nAttr.create( "lightZ", "lgtz",MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f);

    light = nAttr.create( "light", "lgt", lightX, lightY, lightZ);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(0.0f, 1.0f, 1.0f);

    cameraX = nAttr.create( "cameraX", "camx",MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(0.0f);

    cameraY = nAttr.create( "cameraY", "camy",MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(0.0f);

    cameraZ = nAttr.create( "cameraZ", "camz",MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f);

    camera = nAttr.create( "camera", "cam", cameraX, cameraY, cameraZ);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(0.0f, 0.0f, 1.0f);

    shininess = nAttr.create( "shininess", "sn", MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setMin(0.0f);
    nAttr.setMax(1.0f);
    nAttr.setDefault(0.5f);

    lightColorR = nAttr.create( "lightColorR", "lcr", MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f);

    lightColorG = nAttr.create( "lightColorG", "lcg", MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f);

    lightColorB = nAttr.create( "lightColorB", "lcb", MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f);

    lightColor = nAttr.create( "lightColor", "lc", lightColorR, lightColorG, lightColorB);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f, 1.0f, 1.0f);
    nAttr.setUsedAsColor(true);


 // create output attributes here
    // outColor is the only output attribute and it is inherited
    // so we do not need to create or add it.
    //

 // Add the attributes here

    addAttribute(color);

    addAttribute(bump);

    addAttribute(uvCoord);

    addAttribute(uBias);
    addAttribute(vBias);

    addAttribute(uvFilterSize);

    addAttribute(light);
    addAttribute(camera);
    addAttribute(shininess);
    addAttribute(lightColor);

    attributeAffects (colorR, outColor);
    attributeAffects (colorG, outColor);
    attributeAffects (colorB, outColor);
    attributeAffects (color,  outColor);
    attributeAffects (bumpR, outColor);
    attributeAffects (bumpG, outColor);
    attributeAffects (bumpB, outColor);
    attributeAffects (bump,  outColor);
    attributeAffects (uCoord,  outColor);
    attributeAffects (vCoord,  outColor);
    attributeAffects (uvCoord, outColor);
    attributeAffects (uBias,   outColor);
    attributeAffects (vBias,   outColor);

    attributeAffects (lightX,   outColor);
    attributeAffects (lightY,   outColor);
    attributeAffects (lightZ,   outColor);
    attributeAffects (light,    outColor);
    attributeAffects (cameraX,  outColor);
    attributeAffects (cameraY,  outColor);
    attributeAffects (cameraZ,  outColor);
    attributeAffects (camera,   outColor);

    attributeAffects (shininess,   outColor);
    attributeAffects (lightColorR, outColor);
    attributeAffects (lightColorG, outColor);
    attributeAffects (lightColorB, outColor);
    attributeAffects (lightColor,  outColor);

    return MS::kSuccess;
}


// This function gets called by Maya to evaluate the shader.
// See "Writing a shading node plug-in" in the documentation
// for more information.
//
//
MStatus hwDecalBumpShader_NV20::compute(
const MPlug&      plug,
      MDataBlock& block ) 
{ 
    bool k;
    k = (plug == outColor)  ||
        (plug == outColorR) ||
        (plug == outColorG) ||
        (plug == outColorB);
    if( !k )
        return MS::kUnknownParameter;

    // set output color attribute
    MDataHandle outColorHandle = block.outputValue( outColor );
    MFloatVector& outColor = outColorHandle.asFloatVector();
    outColor.x = 1.0;
    outColor.y = 0.5;
    outColor.z = 0.5;
    outColorHandle.setClean();
    return MS::kSuccess;
}


// To get 3 float values from the node attribute
//
MStatus hwDecalBumpShader_NV20::getFloat3(MObject attr, float value[3])
{
    MStatus status = MS::kSuccess;

    // Get the attr to use
    //
    MPlug   plug(thisMObject(), attr);

    MObject object;
    status = plug.getValue(object);
    if (!status)
    {
        status.perror("hwDecalBumpShader_NV20::getFloat3 plug.getValue.");
        return status;
    }

    MFnNumericData data(object, &status);
    if (!status)
    {
        status.perror("hwDecalBumpShader_NV20::getFloat3 construct data.");
        return status;
    }

    status = data.getData(value[0], value[1], value[2]);
    if (!status)
    {
        status.perror("hwDecalBumpShader_NV20::getFloat3 get values.");
        return status;
    }

    return status;
}

// To get a string value from the node attribute
//
MStatus hwDecalBumpShader_NV20::getString(MObject attr, MString &str)
{
    MPlug   plug(thisMObject(), attr);
    MStatus status = plug.getValue( str );

    return status;
}

/* virtual */
MStatus hwDecalBumpShader_NV20::bind(const MDrawRequest& request, M3dView& view)
{
    MStatus status;

    // Get the diffuse color
    //
    float diffuse_color[4];
    status = getFloat3(color, diffuse_color);
    diffuse_color[3] = 1.0;
    if (!status)
        return status;

    // Get the light color
    //
    float light_color[4];
    light_color[3] = 1.0f;
    status = getFloat3(lightColor, light_color);
    if (!status)
        return status;

    // Get the light direction (for directionalLight)
    //
    status = getFloat3(light, &lightRotation[0]);
    if (!status)
        return status;

    // Get the bumpScale value
    //
    float   bumpScaleValue = 2.0f;

    // Get the bumpMap type
    //
    bool    isHeightFieldMap = true;


    // Direction of the directional light
    //
    // Convert the light direction (which is assumed in originally be in world space, in euler coordinates) 
    // into an eye space vector.
    //
    double  scale = M_PI/180.0;     // Internal rotations are in radian and not in degrees
    MEulerRotation  lightRot( lightRotation[0] * scale, lightRotation[1] * scale, lightRotation[2] * scale );
    MVector light_v = MVector(0, 0, -1).rotateBy( lightRot );   // WS light vector

    MDagPath camDag;
    view.getCamera(camDag);

    light_v = light_v * camDag.inclusiveMatrixInverse();
    lightRotation[0] = (float) light_v[0];
    lightRotation[1] = (float) light_v[1];
    lightRotation[2] = (float) light_v[2];


    // Get the camera position
    //
    status = getFloat3(camera, &cameraPos[0]);
    if (!status)
        return status;

    // Get the decal and bump map file names
    //
    MString decalName = "";
    MString bumpName  = "";

    ShadingConnection colorConnection(thisMObject(), request.multiPath().partialPathName(), "color");
    ShadingConnection bumpConnection (thisMObject(), request.multiPath().partialPathName(), "bump");

    // If the color attribute is ultimately connected to a file texture, find its filename.
    // otherwise use the default color texture.
    if (colorConnection.type() == ShadingConnection::TEXTURE &&
        colorConnection.texture().hasFn(MFn::kFileTexture))
    {
        // Get the filename of the texture.
        MFnDependencyNode textureNode(colorConnection.texture());
        MPlug filenamePlug( colorConnection.texture(), textureNode.attribute(MString("fileTextureName")) );
        filenamePlug.getValue(decalName);
    }

    // If the bump attribute is ultimately connected to a file texture, find its filename.
    // otherwise use the default bump texture.
    if (bumpConnection.type() == ShadingConnection::TEXTURE &&
        bumpConnection.texture().hasFn(MFn::kFileTexture))
    {
        // Get the filename of the texture.
        MFnDependencyNode textureNode(colorConnection.texture());
        MPlug filenamePlug( bumpConnection.texture(), textureNode.attribute(MString("fileTextureName")) );
        filenamePlug.getValue(bumpName);
    }

    // Fail safe quit
    //
    if (bumpName.length() == 0 ||
        decalName.length() == 0)
    {
        view.beginGL();
        glPushAttrib( GL_ALL_ATTRIB_BITS );     // This might be too conservative
        glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
        glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
        glEnable(GL_COLOR_MATERIAL);
        glColor4fv(diffuse_color);
        view.endGL();
        return MS::kSuccess;
    }

    view.beginGL();

    glPushAttrib( GL_ALL_ATTRIB_BITS );
    glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);

    /* Starts Here... */
    glEnable(GL_TEXTURE_SHADER_NV);
    
    // stage 0 -- decal map
    glActiveTextureARB( GL_TEXTURE0_ARB );
    if(m_pTextureCache)
        m_pTextureCache->bind(colorConnection.texture(), MTexture::RGBA, false);
    glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
    
    // stage 1 -- bumpped normal map
    glActiveTextureARB( GL_TEXTURE1_ARB );
    // We need to be able to pass the bumpScaleValue
    // to the texture cache and rebuild the bump or normal map
    if( isHeightFieldMap ) {
        // convert the HeightField to the NormalMap
        if(m_pTextureCache)
            m_pTextureCache->bind(bumpConnection.texture(), MTexture::NMAP, false);
    }
    else {
        if(m_pTextureCache)
            m_pTextureCache->bind(bumpConnection.texture(), MTexture::RGBA, false);
    }
    glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
    
    // stage 2 -- dot product (diffuse component)
    glActiveTextureARB( GL_TEXTURE2_ARB );
    glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
    glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
    glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE1_ARB);

    // stage 3 -- dot product (specular component)
    glActiveTextureARB( GL_TEXTURE3_ARB );
    bind_lookup_table();    // 2D texture to get the diffuse and specular illumination
    glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_TEXTURE_2D_NV);
    glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
    glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE1_ARB);
    
    // With light color and intensity
    //
    glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, diffuse_color);
    glCombinerParameterfvNV(GL_CONSTANT_COLOR1_NV, light_color);

    // The register combiner will do the multiplication between
    // the illumination and the decal color
    //
    glEnable(GL_REGISTER_COMBINERS_NV);

    
#ifndef DEBUGGING_VERTEX_PROGRAM
    glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 2);
#else
    // For testing, only use one general register combiner.
    glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 1);
#endif

    float constColor0[4];
    constColor0[0] = constColor0[1] = constColor0[2] = constColor0[3] = 1.0;
    glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, constColor0);

#ifndef DEBUGGING_VERTEX_PROGRAM
    // Combiner stage 0 does the illumination modulation on the surface decal color
    //
    glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
    glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE3_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
    glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
    glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_TEXTURE3_ARB, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);

    glCombinerOutputNV(GL_COMBINER0_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE1_NV, 
                       GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);

    // Combiner stage 1, modulate the surface color by the light color
    //
    glCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
    glCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_CONSTANT_COLOR1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);

    glCombinerOutputNV(GL_COMBINER1_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE1_NV, 
                       GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
#else
    // Simplified register combiners to help debugging vertex program.
    glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
    glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
    glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
    glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_TEXTURE3_ARB, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);

    glCombinerOutputNV(GL_COMBINER0_NV, GL_RGB, GL_SPARE1_NV, GL_DISCARD_NV, GL_DISCARD_NV, 
                       GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
#endif // DEBUGGING_VERTEX_PROGRAM

    // The final Combiner just pass through
    //
    glFinalCombinerInputNV(GL_VARIABLE_A_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
    glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
    glFinalCombinerInputNV(GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
    glFinalCombinerInputNV(GL_VARIABLE_D_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);

    view.endGL();

    return MS::kSuccess;
}


/* virtual */
MStatus hwDecalBumpShader_NV20::unbind(const MDrawRequest& request,
               M3dView& view)
{
    view.beginGL();
    
    glDisable(GL_REGISTER_COMBINERS_NV);
    glDisable(GL_TEXTURE_SHADER_NV);

    glActiveTextureARB( GL_TEXTURE0_ARB );

    glPopClientAttrib();
    glPopAttrib();

    view.endGL();

    return MS::kSuccess;
}

// Compute array of binormals. Return the pointer to the array if succesful,
// NULL otherwise.
float* hwDecalBumpShader_NV20::computeBinormals(int indexCount,
                                           const unsigned int * indexArray,
                                           int vertexCount,
                                           const float* vertexArray, 
                                           const float* normalArray, 
                                           const float* texCoordArray)
{
    // Allocate the array of binormals.
    float *biNormalArray = new float[3*vertexCount];

    // Allocate space for a triangle of vertices, textures, normals, binormals.
    // This triangle will be used to compute the binormal vector.
    //
    const float *   v[3];   // Vertex       (x,y,z)
    const float *   t[3];   // Texture      (s,t)
    const float *   n[3];   // Normal       (x,y,z)
    float *         b[3];   // BiNormal     (x,y,z)
    
    for (int i = 0; i < indexCount; i += 3)
    {
        int i0 = indexArray[i+0];
        int i1 = indexArray[i+1];
        int i2 = indexArray[i+2];
        
        // Get the xyz coords of the corners of the triangle.
        //
        v[0] = vertexArray + 3 * i0;
        v[1] = vertexArray + 3 * i1;
        v[2] = vertexArray + 3 * i2;
        
        // Get the st coords of the corners of the triangle.
        //
        t[0] = texCoordArray + 2 * i0;
        t[1] = texCoordArray + 2 * i1;
        t[2] = texCoordArray + 2 * i2;
        
        // Get the normals at the corners of the triangle.
        //
        n[0] = normalArray + 3 * i0;
        n[1] = normalArray + 3 * i1;
        n[2] = normalArray + 3 * i2;
        
        // Get pointers to the binormal vectors.
        //
        b[0] = biNormalArray + 3 * i0;
        b[1] = biNormalArray + 3 * i1;
        b[2] = biNormalArray + 3 * i2;
        
        // *********************************************
        // ******** compute the binormal vector ********
        // *********************************************
        vec3f   plane[3];
        vec3f   c0, c1, c2;
        vec3f   s0, s1;
        
        // Calculate plane equations for the planes defined
        // by the (x, s, t), (y, s, t), and (z, s, t) coords.
        int idx;
        for (idx = 0; idx < 3; ++idx)
        {
            // Set up the three corners
            c0.set_value(v[0][idx], t[0][0], t[0][1]);
            c1.set_value(v[1][idx], t[1][0], t[1][1]);
            c2.set_value(v[2][idx], t[2][0], t[2][1]);
            
            // Calculate two sides
            s0 = c0 - c2;
            s1 = c1 - c2;
            
            // Calculate the normal of the plane
            plane[idx] = s1.cross(s0);
        }
        
        // Now solve for the texture gradients dsdx, dsty, dsdt, ...
        vec3f ds, dt, dn;
        
        for (idx = 0; idx < 3; ++idx)
        {
            ds[idx] = -plane[idx][1]/plane[idx][0];
            dt[idx] = -plane[idx][2]/plane[idx][0];
        }

        dt.normalize();
        dn = ds.cross(dt);
    
        // Make sure that our computed normal vector points in the
        // same direction as the input normal vector.
        vec3f normal(n[0]);
        if (normal.dot(dn) < 0)
        {
            // They pointed in different directions, negate
            ds.negate();
            dt.negate();
            dn.negate();
        }
        
        // Compute the biNormal vector and store them in the biNormal array
        for (idx = 0; idx < 3; ++idx)
        {
            vec3f vn = n[idx];
            vec3f vb = vn.cross( dt );
            vb.normalize();
            
            for( int j = 0; j < 3; ++j )
                b[idx][j] = vb[j];
        }
    }

    return biNormalArray;
}


/* virtual */
MStatus hwDecalBumpShader_NV20::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)
{
    // We assume triangles here.
    //
    if (prim != GL_TRIANGLES)
        return MS::kSuccess;        

    view.beginGL();

    // Bind the vertex program. Note that this will automatically
    // create and compile the vertex program, the first time
    // this function gets called.
    //
    loadVertexProgramGL();

    // Bind and enable the vertex program
    //
    glBindProgramNV(GL_VERTEX_PROGRAM_NV, vertex_program_id);
    glEnable(GL_VERTEX_PROGRAM_NV);

    // VERTEX REGISTERS (Attributes):
    // 0 - coord
    // 1 - normal
    // 2 - texcoord0 (decal 2D texture)
    // 3 - texcoord1 (bump 2D texture)
    // 4 - texcoord2 (binormal vector (in object space))
    glVertexAttribPointerNV( 0, 3, GL_FLOAT, 0, vertexArray );
    glVertexAttribPointerNV( 1, 3, GL_FLOAT, 0, normalArrays[0] );
    glVertexAttribPointerNV( 2, 2, GL_FLOAT, 0, texCoordArrays[0] );
    glVertexAttribPointerNV( 3, 2, GL_FLOAT, 0, texCoordArrays[0] );
    glVertexAttribPointerNV( 4, 3, GL_FLOAT, 0, normalArrays[2] );

    glEnableClientState( GL_VERTEX_ATTRIB_ARRAY0_NV );
    glEnableClientState( GL_VERTEX_ATTRIB_ARRAY1_NV );
    glEnableClientState( GL_VERTEX_ATTRIB_ARRAY2_NV );
    glEnableClientState( GL_VERTEX_ATTRIB_ARRAY3_NV );
    glEnableClientState( GL_VERTEX_ATTRIB_ARRAY4_NV );

    glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, indexArray);

    glDisableClientState( GL_VERTEX_ATTRIB_ARRAY0_NV );
    glDisableClientState( GL_VERTEX_ATTRIB_ARRAY1_NV );
    glDisableClientState( GL_VERTEX_ATTRIB_ARRAY2_NV );
    glDisableClientState( GL_VERTEX_ATTRIB_ARRAY3_NV );
    glDisableClientState( GL_VERTEX_ATTRIB_ARRAY4_NV );

    glDisable(GL_VERTEX_PROGRAM_NV);

    glClientActiveTextureARB(GL_TEXTURE0_ARB);

    view.endGL();

    return MS::kSuccess;
}

/* virtual */
int     hwDecalBumpShader_NV20::normalsPerVertex()
{
    return 3;
}

/* virtual */
int     hwDecalBumpShader_NV20::texCoordsPerVertex()
{
    return 1;
}

// Release the lookup texture/image.
void hwDecalBumpShader_NV20::release_lookup_texture()
{
    if (lookup_table)
    {
        delete lookup_table;
        lookup_table = NULL;
    }
    
    if (lookup_texture)
    {
        delete lookup_texture;
        lookup_table = NULL;
    }
}