hwReflectBumpShader_NV20.h

#ifndef _hwReflectBumpShader_NV20
#define _hwReflectBumpShader_NV20

//-
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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 a
//              bumpy, reflective surface. The bump
//              is controlled through a user-specified
//              2D texture, while the reflection map
//              is a cube map.
//
//  This shader builds on the foundation demonstrated in 
//  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.
//

#include <maya/MPxHwShaderNode.h>
#include <maya/MQuaternion.h>
#include <maya/MMatrix.h>
#include <maya/MPoint.h>

#include "MTextureCache.h"

class hwReflectBumpShader_NV20 : public MPxHwShaderNode
{
public:
                    hwReflectBumpShader_NV20();
    virtual         ~hwReflectBumpShader_NV20();
    void            releaseEverything();

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

    // We want to share the textures for this effect,
    // otherwise we will get the same 6 cube maps
    // for every surface using this effect.
    MTextureCache*  m_pTextureCache;

    GLuint          vertex_program_id;              // Vertex program handle
    void            loadVertexProgramGL();
    void            printGlError( const char *call );
    void            verify_shader_config(M3dView& view);

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

    MPoint          cameraPosWS;
    vec3f           cameraRotation;

    float           refractionValue;
    float           bumpScale;
    bool            cubeMapOnly;

protected:
    void            clearTexCoords();

    static MObject  colorR;
    static MObject  colorG;
    static MObject  colorB;
    static MObject  color;
    static MObject  bumpR;
    static MObject  bumpG;
    static MObject  bumpB;
    static MObject  bump;
    static MObject  uCoord;
    static MObject  vCoord;
    static MObject  uvCoord;
    static MObject  uBias;
    static MObject  vBias;
    static MObject  uvFilterSize;
    static MObject  uvFilterSizeX;
    static MObject  uvFilterSizeY;

    static MObject  refraction;
    static MObject  bumpiness;

    MImage theImage_XP;
    MImage theImage_XN;
    MImage theImage_YP;
    MImage theImage_YN;
    MImage theImage_ZP;
    MImage theImage_ZN;
    GLuint texNames[6];
    MString currentTextureNames[6];

    int texCoordAllocationSize;
    float* texCoordArray1;
    float* texCoordArray2; 
    float* texCoordArray3;

    // 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);

private:
    MQuaternion m_CameraRotation;
    MMatrix     m_ModelMatrix;
};

#endif /* _hwReflectBumpShader_NV20 */