hwDecalBumpShader_NV20.h

#ifndef _hwDecalBumpShader_NV20
#define _hwDecalBumpShader_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 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.
//

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


class hwDecalBumpShader_NV20 : public MPxHwShaderNode
{
public:
                    hwDecalBumpShader_NV20();
    virtual         ~hwDecalBumpShader_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;

    MTextureCache   *m_pTextureCache;

    void            loadVertexProgramGL();
    float*          computeBinormals(int indexCount, const unsigned int * indexArray, 
                                     int vertexCount, const float* vertexArray, 
                                     const float* normalsArray, 
                                     const float* texCoordsArray);

    GLuint          vertex_program_id;      // handle for the Vertex Program

    void            printGlError( const char *call );

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

    vec3f           lightRotation;
    vec3f           cameraPos;

    boolean         isDirectionalLight; // when light's rotation is on the lightPos attr

protected:
    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  lightX;
    static MObject  lightY;
    static MObject  lightZ;
    static MObject  light;
    static MObject  cameraX;
    static MObject  cameraY;
    static MObject  cameraZ;
    static MObject  camera;
    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  shininess;
    static MObject  lightColorR;
    static MObject  lightColorG;
    static MObject  lightColorB;
    static MObject  lightColor;

    static MObject  decalTextureName;
    static MObject  bumpTextureName;

// CURRENTLY UNUSED:    
//  static MObject  bumpScale;
//  static MObject  heightfieldMap;

    // Shininess value/scale, used to generate the lookup texture.
    float currentShininessValue, currentShininessScale;
    tex_object_2D *lookup_texture;
    unsigned char *lookup_table;
    static const unsigned int lookup_texture_size;
    bool fLookupTextureReprocessed;

    // Create the look-up texture.
    // This texture encodes the diffuse (u-axis) and
    // specular (v-axis) coefficients of the blinn equation.
    // This function will automatically set the fLookupTextureReprocessed
    // flag if the texture changed and need to be reloaded by OpenGL.
    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();

    // 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 /* _hwDecalBumpShader_NV20 */