hwRefractReflectShader_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 produces reflection and refraction effects.
//
//  This shader builds on the foundation demonstrated in the hwUnlitShader.
//
//

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

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

#include <maya/MString.h>
#include <maya/MPlug.h>
#include <maya/MDagPath.h>
#include <maya/MFnDependencyNode.h>
#include <maya/MFnNumericAttribute.h>
#include <maya/MFnTypedAttribute.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/MQuaternion.h>
#include <maya/MEulerRotation.h>

#include <GL/gl.h>
#include <GL/glext.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.
//
#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 "hwRefractReflectShader_NV20.h"
#include "ShadingConnection.h"

MTypeId hwRefractReflectShader_NV20::id( 0x00105445 );


void hwRefractReflectShader_NV20::postConstructor( )
{
    setMPSafe(false);
}

// Static attribute instances.
//
MObject  hwRefractReflectShader_NV20::color;
MObject  hwRefractReflectShader_NV20::colorR;
MObject  hwRefractReflectShader_NV20::colorG;
MObject  hwRefractReflectShader_NV20::colorB;

MObject  hwRefractReflectShader_NV20::refractionIndex;
MObject  hwRefractReflectShader_NV20::reflectivity;



// The Vertex Program for the reflection&refraction shading effect.
//
// CONSTANTS:
//  0- 3    4x4 ModelView-Projection composite matrix
//  4- 7    4x4 ModelView   inverseTranspose matrix
//  8- 11   4x4 ModelView   matrix
//  12-15   4x4 Texture     matrix
//
// 58   refraction index [rIdx, rIdx*rIdx, 0.0, 0.0]
// 59   camera position in eye space [0.0, 0.0, 0.0, 1.0]  
//      (camera could be offseted if necessary, should work but untested)
//
// 64   misc constants [0.0, 1.0, 2.0, 3.0]


// VERTEX REGISTERS (mapped so that standard gl calls work):
// 0 - coord
// 2 - normal
//
// RESULTS:
// texcoord0    (Refraction coords in eye-space)
// texcoord1    (Reflection coords in eye-space)
//
char vertexProgramString[] = 

        "!!VP1.0 # Refraction and Reflection\n"

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

        // =====================================================
        // The rest of the computations are done in the eyeSpace
        // =====================================================

        // Transform, vertex position to eye space, with the MODELVIEW matrix
        //
        "DP4    R9.x, c[8],  v[OPOS];"
        "DP4    R9.y, c[9],  v[OPOS];"
        "DP4    R9.z, c[10], v[OPOS];"
        "DP4    R9.w, c[11], v[OPOS];"      // R9 = eye space Position of this vertex

        // Using the inverseTranspose of the MODELVIEW matrix,
        // transform the vertex normal to eye space and normalize it
        //
        "DP3    R0.x, c[4], v[NRML];"
        "DP3    R0.y, c[5], v[NRML];"
        "DP3    R0.z, c[6], v[NRML];"
        "DP3    R11.w, R0, R0;"
        "RSQ    R11.w, R11.w;"
        "MUL    R11, R0, R11.w;"            // R11 = normalized normal vector in the eyeSpace

        // Compute the 'vertex->eye' vector and normalize it
        //
        "ADD    R0, -R9, c[59];"            // c[59] = eye position in eye space (0,0,0,1)
        "DP3    R8.w, R0, R0;"
        "RSQ    R8.w, R8.w;"
        "MUL    R8, R0, R8.w;"              // R8 = the eye/incident vector (I)

        // Calculate REFRACTION: Renderman style
        // float    eta;    // the refraction index value
        //
        // float    IdotN = I.N;
        // float    k = 1 - eta*eta*(1 - IdotN*IdotN);
        // return   k < 0 ? (0,0,0) : eta*I - (eta*IdotN + sqrt(k))*N;
        //
        "DP3    R0.x, R11, -R8;"                // R0 = N.I
        //
        "MAD    R1.x, -R0.x, R0.x, c[64].y;"    // R1.x = (1 - IdotN * IdotN)       == SQR( sin(Ti) )
        "MUL    R1.x, R1.x, c[58].y;"           // R1.x = R1.x * eta*eta
        "ADD    R1.x, c[64].y, -R1.x;"          // R1.x = (1 - (R1.x * eta * eta) ) == 1 - SQR( eta * sin(Ti) )
        //
        "RSQ    R2.x, R1.x;"                    // R2.x = 1 / SQRT(R1.x)
        "RCP    R2.x, R2.x;"                    // R2.x = cos(Tr) = SQRT(R1.x)  <=== OK
        "MAD    R2.x, c[58].x, R0.x, R2.x;"     // R2.x = eta*(IdotN) + cos(Tr)
        "MUL    R2, R11, R2.x;"                 // R2 = N * R2.x
        "MAD    R2, c[58].x, -R8, R2;"          // R2 is the refracted ray direction
        //
        // Transform refracted ray by cubemap transform (texture matrix)
        //
        "DP3    o[TEX0].x, c[12], R2;"
        "DP3    o[TEX0].y, c[13], R2;"
        "DP3    o[TEX0].z, c[14], R2;"

        // Calculate REFLECTION in cubeMap space
        //
        "MUL    R0, R11, c[64].z;"      // R0   = 2*N
        "DP3    R3.w, R11, R8;"         // R3.w = N.dot.I
        "MAD    R3, R3.w, R0, -R8;"     // R3   = 2*N*(N.dot.I) - I
        //
        // Transform reflected ray by cubemap transform (texture matrix)
        //
        "DP3    o[TEX1].x, c[12], R3;"
        "DP3    o[TEX1].y, c[13], R3;"
        "DP3    o[TEX1].z, c[14], R3;"

        "END";




void initVertexProgram(const char vertexProgramCode[], GLuint* pVertexProgramId)
{
    // Allocate and initialize the vertex program.
    glGenProgramsNV(1, pVertexProgramId);
    GLenum error = glGetError();
    assert(error == GL_NO_ERROR);

    // Load the program.
    unsigned int length = strlen(vertexProgramCode);
    glLoadProgramNV(GL_VERTEX_PROGRAM_NV, *pVertexProgramId, length, 
        (const GLubyte *) vertexProgramCode);
    error = glGetError();

    // If an error occured, find the location in the vertex program
    // code and assert.
    if (error != GL_NO_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);

            // Most likely a bug in the vertex program code...
            assert(0);
        }
    }
}

// Load the vertexProgram and fill in the necessary constants used in the vertex program.
//
void hwRefractReflectShader_NV20::loadVertexProgramGL( M3dView& view )
{
    view.beginGL();
    {
        // Don't load/initialize the vertex program more than once.
        //
        if (vertex_program_id == 0) 
            initVertexProgram(vertexProgramString, &vertex_program_id);

        // Set up the constant values.
        //
        // CONSTANTS:
        //  0- 3    4x4 ModelView-Projection composite matrix
        //  4- 7    4x4 ModelView   inverseTranspose matrix
        //  8- 11   4x4 ModelView   matrix
        //  12-15   4x4 Texture     matrix
        //
        glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 0,  GL_MODELVIEW_PROJECTION_NV, GL_IDENTITY_NV);
        glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 4,  GL_MODELVIEW,               GL_INVERSE_TRANSPOSE_NV);
        glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 8,  GL_MODELVIEW,               GL_IDENTITY_NV);
        glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 12, GL_TEXTURE,                 GL_IDENTITY_NV);
        
        float rIdx = fRefractionIndex;
        glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 58, rIdx, rIdx*rIdx, 0.0, 0.0);    // refraction index
        glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 59, 0.0, 0.0, 0.0, 1.0);           // eye position
        glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 64, 0.0, 1.0, 2.0, 3.0);           // misc constants
    }
    view.endGL();
}

// Load the file textures for the cube maps.
//
MStatus hwRefractReflectShader_NV20::loadTextures(const MDrawRequest& request, M3dView& view)
{
    // Get the cube map file names
    //
    MStringArray    decalNames;
    MString         decalName;

    // Find the cubemap textures by tracing through the connection from the color atttribute
    //
    ShadingConnection   colorConnection(thisMObject(), request.multiPath().partialPathName(), "color");

    // If the color attribute is ultimately connected to a environment, 
    // find its filenames, otherwise use the default color texture.
    //
    bool gotAllEnvironmentMaps = TRUE;
    if (colorConnection.type() == ShadingConnection::TEXTURE &&
        colorConnection.texture().hasFn(MFn::kEnvCube))
    {
        // Get the filenames of the texture.
        MFnDependencyNode textureNode(colorConnection.texture());
        MString attributeName;
        MString envNames[6] = { "top", "bottom", "left", "right", "front", "back" };

        // Scan for connected file textures to the environment map node
        //
        for (int i=0; i<6; i++)
        {
            ShadingConnection conn(colorConnection.texture(), request.multiPath().partialPathName(), 
                            envNames[i]);

            if (conn.type() == ShadingConnection::TEXTURE &&
                conn.texture().hasFn(MFn::kFileTexture))
            {
                MFnDependencyNode envNode(conn.texture());
                MPlug filenamePlug( conn.texture(), envNode.attribute(MString("fileTextureName")) );

                filenamePlug.getValue(decalName);

                if (decalName.length() == 0)    decalName = "internalDefaultTexture";

                // Append next environment map name
                decalNames.append( decalName );
            }

            // If any of the environment maps are not mapped put in a fake texture
            else
            {
                decalName = "internalDefaultTexture";
                decalNames.append( decalName );
            }
        }
    }
    else
    {
        // Put in a fake texture for each side
        decalName = "internalDefaultTexture";
        for (int i=0; i<6; i++)
        {
            decalNames.append( decalName );
        }
    }

    // Reload cube maps if the name of the textures
    // for any of the cube maps changes
    //
    bool reload = FALSE;
    for (int i=0; i<6; i++)
    {
        if (currentTextureNames[i] != decalNames[i])
        {
            reload = TRUE;
            break;
        }
    }

    view.beginGL();
    {
        if ( reload )
        {
            MString ypTexName(decalNames[0]);   // y+ == top
            MString ynTexName(decalNames[1]);   // y- == bottom
            MString xpTexName(decalNames[2]);   // x+ == left
            MString xnTexName(decalNames[3]);   // x- == right
            MString zpTexName(decalNames[4]);   // z+ == front
            MString znTexName(decalNames[5]);   // z- == back

            MStatus stat;
            if (! (stat = theImage_XP.readFromFile(xpTexName)) )    return MS::kFailure;
            if (! (stat = theImage_XN.readFromFile(xnTexName)) )    return MS::kFailure;
            if (! (stat = theImage_YP.readFromFile(ypTexName)) )    return MS::kFailure;
            if (! (stat = theImage_YN.readFromFile(ynTexName)) )    return MS::kFailure;
            if (! (stat = theImage_ZP.readFromFile(zpTexName)) )    return MS::kFailure;
            if (! (stat = theImage_ZN.readFromFile(znTexName)) )    return MS::kFailure;

            // Only create texture names the first time
            if (fTextureName == -1)     glGenTextures(1, &fTextureName);

            glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, fTextureName );
            glEnable( GL_TEXTURE_CUBE_MAP_ARB );

            // The cubeMap textures have to have the same size
            //
            unsigned int width, height;
            stat = theImage_XP.getSize( width, height );

            glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
                0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, theImage_XP.pixels() );
            glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
                0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, theImage_XN.pixels() );
            glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
                0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, theImage_YP.pixels() );
            glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
                0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, theImage_YN.pixels() );
            glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
                0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, theImage_ZP.pixels() );
            glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
                0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, theImage_ZN.pixels() );

            glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
            glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
            glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
            glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
            glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

            for (i=0; i<6; i++)     currentTextureNames[i] = decalNames[i];
        }

        // stage 0 -- cubeMap texture for the refraction
        //
        glActiveTextureARB( GL_TEXTURE0_ARB );
        glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, fTextureName );
        glEnable( GL_TEXTURE_CUBE_MAP_ARB );

        // stage 1 -- cubeMap texture for the reflection
        //
        glActiveTextureARB( GL_TEXTURE1_ARB );
        glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, fTextureName );
        glEnable( GL_TEXTURE_CUBE_MAP_ARB );
    }
    view.endGL();

    return MS::kSuccess;
}


// Initialize the register combiners setting
//
void    hwRefractReflectShader_NV20::initCombiners(const MDrawRequest& request, M3dView& view)
{
    view.beginGL();
    {
        // Use only the 1st stage of the register combiner stages
        //
        glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 1);

        {
            float refractivity[4], reflectivity[4];
            refractivity[0] = refractivity[1] = refractivity[2] = refractivity[3] = 1.0f - fReflectivity;
            reflectivity[0] = reflectivity[1] = reflectivity[2] = reflectivity[3] = fReflectivity;

            glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, refractivity);
            glCombinerParameterfvNV(GL_CONSTANT_COLOR1_NV, reflectivity);
        }
        
        // combiner 0
        // a*b+c*d
        // a is from the refractive color
        // c is from the refrlective texture
        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_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
        glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE1_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
        glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_CONSTANT_COLOR1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
        
        // output:
        // (stage, portion, abOutput, cdOutput, sumOutput, scale, bias, abDotProduct, cdDotProduct, muxSum)
        glCombinerOutputNV(GL_COMBINER0_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
        
        // final combiner
        // output: Frgb = A*B + (1-A)*C + D
        // (variable, input, mapping, componentUsage);
        // Just pass through the D variable
        //
        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_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
    }
    view.endGL();
}


// Load the textures, update the necessary variable values, initialize register combiners,
// save and load the matrices with the proper values
//
MStatus hwRefractReflectShader_NV20::preDraw(const MDrawRequest& request, M3dView& view)
{
    MStatus stat = loadTextures( request, view);

    if( MS::kSuccess != stat )      return stat;

    // get the reflectivity value
    //
    MPlug   tPlug(thisMObject(), reflectivity);
    if( tPlug.getValue( fReflectivity ) )
    {
        if( fReflectivity < 0.01f ) fReflectivity = 0.01f;
        if( fReflectivity > 1.0f )  fReflectivity = 1.0f;
    }
    else    fReflectivity = 0.5f;
    
    // get the refraction index value
    //
    MPlug   rPlug(thisMObject(), refractionIndex);
    if( rPlug.getValue( fRefractionIndex ) )
    {
        if ( fRefractionIndex < 1.0f )  fRefractionIndex = 1.0f;
        if ( fRefractionIndex > 2.0f )  fRefractionIndex = 2.0f;
    }
    else    fRefractionIndex = 1.0f;
    
    initCombiners( request, view );
    
    // Compute the camera rotation angle and axis
    //
    MDagPath    cameraPath;
    MStatus     status = view.getCamera( cameraPath );
    MMatrix     mmatrix = cameraPath.inclusiveMatrix( &status );
    MTransformationMatrix tmatrix( mmatrix );
    
    MQuaternion camRotation = tmatrix.rotation();
    MVector     camAxis;
    double      camTheta;
    camRotation.getAxisAngle(  camAxis, camTheta );
    
    // Convert to degrees from radians
    camTheta *= 57.295779513082320876798154814105;  // == (180 / M_PI)
    
    view.beginGL();
        glMatrixMode( GL_TEXTURE );
        glPushMatrix();
        glLoadIdentity();
        glScalef(1.0, -1.0, 1.0);
        glRotated( camTheta, camAxis[0], camAxis[1], camAxis[2]);
        glMatrixMode( GL_MODELVIEW );
    view.endGL();

    return stat;
}


/* virtual */
MStatus hwRefractReflectShader_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;

    // Save the current states of the openGL attributes
    //
    view.beginGL();
        glPushAttrib( GL_ALL_ATTRIB_BITS );
        glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
    view.endGL();

    MStatus preDrawStatus = preDraw( request, view );

    if( MS::kSuccess == preDrawStatus )
    {   
        loadVertexProgramGL( view );
        
        view.beginGL();
        {
            glEnable(GL_REGISTER_COMBINERS_NV);
            //
            // Load, bind and enable the vertex program
            //
            glBindProgramNV(GL_VERTEX_PROGRAM_NV, vertex_program_id);
            glEnable(GL_VERTEX_PROGRAM_NV);
            {               
                // VERTEX REGISTERS (Attributes):
                // 0 - coord
                // 2 - normal
                //
                glVertexAttribPointerNV( 0, 3, GL_FLOAT, 0, vertexArray );
                glVertexAttribPointerNV( 2, 3, GL_FLOAT, 0, normalArrays[0] );
                
                glEnableClientState( GL_VERTEX_ATTRIB_ARRAY0_NV );
                glEnableClientState( GL_VERTEX_ATTRIB_ARRAY2_NV );
                
                glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, indexArray);
                
                glDisableClientState( GL_VERTEX_ATTRIB_ARRAY0_NV );
                glDisableClientState( GL_VERTEX_ATTRIB_ARRAY2_NV );
            }
            glDisable(GL_VERTEX_PROGRAM_NV);
            //
            glDisable(GL_REGISTER_COMBINERS_NV);
        }
        view.endGL();

        postDraw( request, view );
    }

    // Restore the openGL attributes
    //
    view.beginGL();
        glPopClientAttrib();
        glPopAttrib();
    view.endGL();

    return preDrawStatus;
}


// Retore the openGL matrices and the openGL texture objects states
//
MStatus hwRefractReflectShader_NV20::postDraw(
    const MDrawRequest& request,
    M3dView& view )
{
    view.beginGL();
    {
        glMatrixMode( GL_TEXTURE );
        glPopMatrix();
        glMatrixMode( GL_MODELVIEW );
        
        glActiveTextureARB( GL_TEXTURE1_ARB );
        glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, 0 );
        glDisable(GL_TEXTURE_CUBE_MAP_ARB);
        
        glActiveTextureARB( GL_TEXTURE0_ARB );
        glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, 0 );
        glDisable(GL_TEXTURE_CUBE_MAP_ARB);
    }
    view.endGL();

    return MS::kSuccess;
}


/* virtual */
int     hwRefractReflectShader_NV20::normalsPerVertex()
{
    return 1;
}

/* virtual */
int     hwRefractReflectShader_NV20::texCoordsPerVertex()
{
    return 1;
}

// Initialize the necessary OpenGL extensions
//
void hwRefractReflectShader_NV20::init_ext(const char * ext)
{
    if(!glh_init_extension(ext))
    { cerr << "Failed to initialize " << ext << "!" << endl; exit(0); }
}


// The constructor
//
hwRefractReflectShader_NV20::hwRefractReflectShader_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");

    // Initialize the cubeMap texture names
    //
    fTextureName = -1;
    currentTextureNames[0] = "";
    currentTextureNames[1] = "";
    currentTextureNames[2] = "";
    currentTextureNames[3] = "";
    currentTextureNames[4] = "";
    currentTextureNames[5] = "";

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

    vertex_program_id = 0;      // handle for the Vertex Program
}

hwRefractReflectShader_NV20::~hwRefractReflectShader_NV20()
{
    detachSceneCallbacks();
}

void releaseVertexProgram(GLuint* pVertexProgramId)
{
    // If the vertex program id is set...
    if (*pVertexProgramId > 0)
    {
        // Unbind any vertex program...
        glBindProgramNV(GL_VERTEX_PROGRAM_NV, 0);

        glDeleteProgramsNV(1, pVertexProgramId);

        // For sanity, set the id to 0.
        *pVertexProgramId = 0;
    }
}


void hwRefractReflectShader_NV20::releaseEverything()
{
    if (fTextureName != -1) glDeleteTextures(1, &fTextureName);

    releaseVertexProgram(&vertex_program_id);

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

void hwRefractReflectShader_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 hwRefractReflectShader_NV20::releaseCallback(void* clientData)
{
    hwRefractReflectShader_NV20 *pThis = (hwRefractReflectShader_NV20*) clientData;
    pThis->releaseEverything();
}

void hwRefractReflectShader_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, "4.0", "Any");
    status = plugin.registerNode( "hwRefractReflectShader_NV20", hwRefractReflectShader_NV20::id, 
                                  hwRefractReflectShader_NV20::creator, hwRefractReflectShader_NV20::initialize,
                                  MPxNode::kHwShaderNode, &UserClassify );
    if (!status) {
        status.perror("registerNode");
        return status;
    }

    return MS::kSuccess;
}

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

    status = plugin.deregisterNode( hwRefractReflectShader_NV20::id );
    if (!status) {
        status.perror("deregisterNode");
        return status;
    }

    return MS::kSuccess;
}


void * hwRefractReflectShader_NV20::creator()
{
    return new hwRefractReflectShader_NV20();
}

// Initialize the plug-in. Called once when the plug-in is loaded.
// This mostly involve creating attributes.
MStatus hwRefractReflectShader_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);

    refractionIndex = nAttr.create( "refractionIndex", "ri", MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setMin(1.0f);
    nAttr.setMax(2.0f);
    nAttr.setDefault(1.1f);

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

 // Add the attributes here

    addAttribute(color);
    addAttribute(refractionIndex);
    addAttribute(reflectivity);

    attributeAffects (colorR, outColor);
    attributeAffects (colorG, outColor);
    attributeAffects (colorB, outColor);
    attributeAffects (color,  outColor);

    attributeAffects (refractionIndex,   outColor);
    attributeAffects (reflectivity,   outColor);

    return MS::kSuccess;
}


// This function gets called by Maya to evaluate the texture.
// See "Writing a shading node plug-in" in the documentation
// for more information.
//
// CAVEAT: This part of the HW shader plug-in is meant to allow
// seamless transition from HW to SW rendering.
// Unfortunately, as of 4.0.1 it's somewhat flaky.
// Meanwhile, it is recommended to build two shading networks
// in parallel (one for SW, one for HW) and use MEL scripts
// to switch from one to the other.
//
MStatus hwRefractReflectShader_NV20::compute(
const MPlug&      plug,
      MDataBlock& block ) 
{ 
    // Get color and lightModel from the input block.
    // Get UV coordinates from the input block.
    
    bool k = false;
    k |= (plug==outColor);
    k |= (plug==outColorR);
    k |= (plug==outColorG);
    k |= (plug==outColorB);
    if( !k ) return MS::kUnknownParameter;

    MFloatVector resultColor(0.0,0.0,0.0);

    // set ouput color attribute
    MDataHandle outColorHandle = block.outputValue( outColor );
    MFloatVector& outColor = outColorHandle.asFloatVector();
    outColor = resultColor;
    outColorHandle.setClean();

    return MS::kSuccess;
}