#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 <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 );
const unsigned int hwDecalBumpShader_NV20::lookup_texture_size(256);
void hwDecalBumpShader_NV20::postConstructor( )
{
setMPSafe(false);
}
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";
}
}
char vertexProgramString[] =
"!!VP1.0\n"
"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];"
"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];"
"DP3 R7.x, c[4], v[1];"
"DP3 R7.y, c[5], v[1];"
"DP3 R7.z, c[6], v[1];"
"DP3 R7.w, R7, R7;"
"RSQ R7.w, R7.w;"
"MUL R7.xyz, R7, R7.w;"
"DP3 R6.x, c[4], v[4];"
"DP3 R6.y, c[5], v[4];"
"DP3 R6.z, c[6], v[4];"
"DP3 R6.w, R6, R6;"
"RSQ R6.w, R6.w;"
"MUL R6.xyz, R6, R6.w;"
"MUL R5, R6.zxyw, R7.yzxw;"
"MAD R5, R6.yzxw, R7.zxyw, -R5;"
"MUL R5.xyz, R5, v[4].w;"
"DP3 R5.w, R5, R5;"
"RSQ R5.w, R5.w;"
"MUL R5.xyz, R5, R5.w;"
"DP3 R8.w, R4, R4;"
"RSQ R8.w, R8.w;"
"MUL R8.xyz, R4, -R8.w;"
"ADD R9, R8, c[11];"
"DP3 R9.w, R9, R9;"
"RSQ R9.w, R9.w;"
"MUL R9.xyz, R9, R9.w;"
"DP3 o[TEX3].x, R5, R9;"
"DP3 o[TEX3].y, R6, R9;"
"DP3 o[TEX3].z, R7, R9;"
"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
"DP3 o[COL0], R7, c[11];"
#else
"MOV o[COL0], R7;"
#endif
"MOV o[TEX0], v[2];"
"MOV o[TEX1], v[3];"
"END";
void hwDecalBumpShader_NV20::loadVertexProgramGL()
{
GLenum error = glGetError();
assert(!error);
if (vertex_program_id == 0)
{
glGenProgramsNV(1, &vertex_program_id);
error = glGetError();
assert(!error);
unsigned int length = strlen(vertexProgramString);
glLoadProgramNV(GL_VERTEX_PROGRAM_NV, vertex_program_id, length, (const GLubyte *) vertexProgramString);
error = glGetError();
assert(!error);
if (error)
{
if (error == GL_INVALID_OPERATION)
{
int error_position = -2;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_NV, &error_position);
}
}
}
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);
}
void hwDecalBumpShader_NV20::make_lookup_texture()
{
float shininessScale = 1.0f;
MPlug plug(thisMObject(), shininess);
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;
float shininessValue = 1.0f;
shininessValue = 200.0f * (1.0f - 0.8f * shininessScale);
if (shininessValue == currentShininessValue && shininessScale == currentShininessScale)
return;
currentShininessValue = shininessValue;
currentShininessScale = shininessScale;
unsigned int imgsize = lookup_texture_size;
float imgsizeM1 = (float) (imgsize - 1);
if (lookup_table == NULL)
lookup_table = new unsigned char[imgsize*imgsize*2];
if (lookup_texture == NULL)
lookup_texture = new tex_object_2D;
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);
}
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()
{
m_pTextureCache = MTextureCache::instance();
init_ext("GL_ARB_multitexture");
init_ext("GL_NV_register_combiners");
init_ext("GL_NV_vertex_program");
isDirectionalLight = true;
currentShininessValue = -1.0;
currentShininessScale = -1.0;
lookup_texture = NULL;
lookup_table = NULL;
fLookupTextureReprocessed = false;
fBeforeNewCB = 0;
fBeforeOpenCB = 0;
fBeforeRemoveReferenceCB = 0;
fMayaExitingCB = 0;
attachSceneCallbacks();
vertex_program_id = 0;
}
hwDecalBumpShader_NV20::~hwDecalBumpShader_NV20()
{
detachSceneCallbacks();
}
void hwDecalBumpShader_NV20::releaseEverything()
{
release_lookup_texture();
if (vertex_program_id > 0)
{
glFinish();
glBindProgramNV(GL_VERTEX_PROGRAM_NV, 0);
glDeleteProgramsNV(1, &vertex_program_id);
vertex_program_id = 0;
}
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);
}
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();
}
MStatus hwDecalBumpShader_NV20::initialize()
{
MFnNumericAttribute nAttr;
MStatus status;
MFnTypedAttribute sAttr;
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);
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;
}
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;
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;
}
MStatus hwDecalBumpShader_NV20::getFloat3(MObject attr, float value[3])
{
MStatus status = MS::kSuccess;
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;
}
MStatus hwDecalBumpShader_NV20::getString(MObject attr, MString &str)
{
MPlug plug(thisMObject(), attr);
MStatus status = plug.getValue( str );
return status;
}
MStatus hwDecalBumpShader_NV20::bind(const MDrawRequest& request, M3dView& view)
{
MStatus status;
float diffuse_color[4];
status = getFloat3(color, diffuse_color);
diffuse_color[3] = 1.0;
if (!status)
return status;
float light_color[4];
light_color[3] = 1.0f;
status = getFloat3(lightColor, light_color);
if (!status)
return status;
status = getFloat3(light, &lightRotation[0]);
if (!status)
return status;
float bumpScaleValue = 2.0f;
bool isHeightFieldMap = true;
double scale = M_PI/180.0;
MEulerRotation lightRot( lightRotation[0] * scale, lightRotation[1] * scale, lightRotation[2] * scale );
MVector light_v = MVector(0, 0, -1).rotateBy( lightRot );
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];
status = getFloat3(camera, &cameraPos[0]);
if (!status)
return status;
MString decalName = "";
MString bumpName = "";
ShadingConnection colorConnection(thisMObject(), request.multiPath().partialPathName(), "color");
ShadingConnection bumpConnection (thisMObject(), request.multiPath().partialPathName(), "bump");
if (colorConnection.type() == ShadingConnection::TEXTURE &&
colorConnection.texture().hasFn(MFn::kFileTexture))
{
MFnDependencyNode textureNode(colorConnection.texture());
MPlug filenamePlug( colorConnection.texture(), textureNode.attribute(MString("fileTextureName")) );
filenamePlug.getValue(decalName);
}
if (bumpConnection.type() == ShadingConnection::TEXTURE &&
bumpConnection.texture().hasFn(MFn::kFileTexture))
{
MFnDependencyNode textureNode(colorConnection.texture());
MPlug filenamePlug( bumpConnection.texture(), textureNode.attribute(MString("fileTextureName")) );
filenamePlug.getValue(bumpName);
}
if (bumpName.length() == 0 ||
decalName.length() == 0)
{
view.beginGL();
glPushAttrib( GL_ALL_ATTRIB_BITS );
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);
glEnable(GL_TEXTURE_SHADER_NV);
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);
glActiveTextureARB( GL_TEXTURE1_ARB );
if( isHeightFieldMap ) {
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);
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);
glActiveTextureARB( GL_TEXTURE3_ARB );
bind_lookup_table();
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);
glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, diffuse_color);
glCombinerParameterfvNV(GL_CONSTANT_COLOR1_NV, light_color);
glEnable(GL_REGISTER_COMBINERS_NV);
#ifndef DEBUGGING_VERTEX_PROGRAM
glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 2);
#else
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
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);
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
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
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;
}
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;
}
float* hwDecalBumpShader_NV20::computeBinormals(int indexCount,
const unsigned int * indexArray,
int vertexCount,
const float* vertexArray,
const float* normalArray,
const float* texCoordArray)
{
float *biNormalArray = new float[3*vertexCount];
const float * v[3];
const float * t[3];
const float * n[3];
float * b[3];
for (int i = 0; i < indexCount; i += 3)
{
int i0 = indexArray[i+0];
int i1 = indexArray[i+1];
int i2 = indexArray[i+2];
v[0] = vertexArray + 3 * i0;
v[1] = vertexArray + 3 * i1;
v[2] = vertexArray + 3 * i2;
t[0] = texCoordArray + 2 * i0;
t[1] = texCoordArray + 2 * i1;
t[2] = texCoordArray + 2 * i2;
n[0] = normalArray + 3 * i0;
n[1] = normalArray + 3 * i1;
n[2] = normalArray + 3 * i2;
b[0] = biNormalArray + 3 * i0;
b[1] = biNormalArray + 3 * i1;
b[2] = biNormalArray + 3 * i2;
vec3f plane[3];
vec3f c0, c1, c2;
vec3f s0, s1;
int idx;
for (idx = 0; idx < 3; ++idx)
{
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]);
s0 = c0 - c2;
s1 = c1 - c2;
plane[idx] = s1.cross(s0);
}
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);
vec3f normal(n[0]);
if (normal.dot(dn) < 0)
{
ds.negate();
dt.negate();
dn.negate();
}
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;
}
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)
{
if (prim != GL_TRIANGLES)
return MS::kSuccess;
view.beginGL();
loadVertexProgramGL();
glBindProgramNV(GL_VERTEX_PROGRAM_NV, vertex_program_id);
glEnable(GL_VERTEX_PROGRAM_NV);
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;
}
int hwDecalBumpShader_NV20::normalsPerVertex()
{
return 3;
}
int hwDecalBumpShader_NV20::texCoordsPerVertex()
{
return 1;
}
void hwDecalBumpShader_NV20::release_lookup_texture()
{
if (lookup_table)
{
delete lookup_table;
lookup_table = NULL;
}
if (lookup_texture)
{
delete lookup_texture;
lookup_table = NULL;
}
}