hwToonShader_NV20.h
#ifndef _hwToonShader_NV20
#define _hwToonShader_NV20
#include <maya/MPxHwShaderNode.h>
#include "MTextureCache.h"
class hwToonShader_NV20 : public MPxHwShaderNode
{
public:
hwToonShader_NV20();
virtual ~hwToonShader_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);
bool fVertexProgramsLoaded;
GLuint fVertexProgramDirectional;
GLuint fVertexProgramPointDecay;
GLuint fVertexProgramPointNoDecay;
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;
boolean isNonAmbientLight;
protected:
static MObject colorR;
static MObject colorG;
static MObject colorB;
static MObject color;
static MObject lightModelR;
static MObject lightModelG;
static MObject lightModelB;
static MObject lightModel;
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 lightModelTextureName;
float currentShininessValue, currentShininessScale;
tex_object_2D *lookup_texture;
unsigned char *lookup_table;
static const unsigned int lookup_texture_size;
bool fLookupTextureReprocessed;
void bind_lookup_table();
void release_lookup_texture();
MCallbackId fBeforeNewCB;
MCallbackId fBeforeOpenCB;
MCallbackId fBeforeRemoveReferenceCB;
MCallbackId fMayaExitingCB;
void attachSceneCallbacks();
void detachSceneCallbacks();
static void releaseCallback(void* clientData);
};
#endif