hwReflectBumpShader_NV20.h

#ifndef _hwReflectBumpShader_NV20
#define _hwReflectBumpShader_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 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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