hwRefractReflectShader_NV20.h

#ifndef _hwRefractReflectShader_NV20
#define _hwRefractReflectShader_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.
//              <fill up later>
//
//  This shader builds on the foundation demonstrated in the 
//  hwUnlitShader.
//
//

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


class hwRefractReflectShader_NV20 : public MPxHwShaderNode
{
public:
                    hwRefractReflectShader_NV20();
    virtual         ~hwRefractReflectShader_NV20();
    void            releaseEverything();

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

    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( M3dView& view );
    float*          computeBinormals(int indexCount, const unsigned int * indexArray, 
                                     int vertexCount, const float* vertexArray, 
                                     const float* normalsArray, 
                                     const float* texCoordsArray);

protected:

    void        init_ext(const char *ext);

    MStatus     loadTextures(const MDrawRequest& request, M3dView& view);
    void        initCombiners(const MDrawRequest& request, M3dView& view);

    MStatus     preDraw (const MDrawRequest& request, M3dView& view);
    MStatus     postDraw(const MDrawRequest& request, M3dView& view);

    static MObject  colorR;
    static MObject  colorG;
    static MObject  colorB;
    static MObject  color;

    static MObject  refractionIndex;
    static MObject  reflectivity;

    // 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:

    // Images to store the cubeMap texture names
    //
    MImage theImage_XP;
    MImage theImage_XN;
    MImage theImage_YP;
    MImage theImage_YN;
    MImage theImage_ZP;
    MImage theImage_ZN;

    GLuint  vertex_program_id;      // handle for the Vertex Program
    GLuint  fTextureName;           // texture name
    MString currentTextureNames[6]; // cubemap file texture names

    float   fRefractionIndex;
    float   fReflectivity;

    MVector fCameraRotationAxis;
    double  fCameraRotationAngle;
};

#endif /* _hwRefractReflectShader_NV20 */