#ifndef _hwReflectBumpShader_NV20 #define _hwReflectBumpShader_NV20 //- // ========================================================================== // Copyright (C) 1995 - 2006 Autodesk, Inc. and/or its licensors. All // rights reserved. // // The coded instructions, statements, computer programs, and/or related // material (collectively the "Data") in these files contain unpublished // information proprietary to Autodesk, Inc. ("Autodesk") and/or its // licensors, which is protected by U.S. and Canadian federal copyright // law and by international treaties. // // The Data is provided for use exclusively by You. You have the right // to use, modify, and incorporate this Data into other products for // purposes authorized by the Autodesk software license agreement, // without fee. // // The copyright notices in the Software and this entire statement, // including the above license grant, this restriction and the // following disclaimer, must be included in all copies of the // Software, in whole or in part, and all derivative works of // the Software, unless such copies or derivative works are solely // in the form of machine-executable object code generated by a // source language processor. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND. // AUTODESK DOES NOT MAKE AND HEREBY DISCLAIMS ANY EXPRESS OR IMPLIED // WARRANTIES INCLUDING, BUT NOT LIMITED TO, THE WARRANTIES OF // NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR // PURPOSE, OR ARISING FROM A COURSE OF DEALING, USAGE, OR // TRADE PRACTICE. IN NO EVENT WILL AUTODESK AND/OR ITS LICENSORS // BE LIABLE FOR ANY LOST REVENUES, DATA, OR PROFITS, OR SPECIAL, // DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES, EVEN IF AUTODESK // AND/OR ITS LICENSORS HAS BEEN ADVISED OF THE POSSIBILITY // OR PROBABILITY OF SUCH DAMAGES. // // ========================================================================== //+ // // 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 */
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