hwUnlitShader.h

#ifndef _hwUnlitShader
#define _hwUnlitShader

//-
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//
// NOTE: PLEASE READ THE README.TXT FILE FOR INSTRUCTIONS ON
// COMPILING AND USAGE REQUIREMENTS.
//
// DESCRIPTION: Simple hardware shader which uses regular OpenGL
//                              texturing and disables lighting.
//
//      This sample demonstrates how to:
//              - Specify a color attribute on your HW shader plug-in 
//                so that end-users can attach a file texture to it.
//              - Traverse what's upstream of the color attribute, including 
//                going through shading switches if required.
//              - Using the MImage API class to load and uncompress a file 
//                texture in any Maya-supported file format.
//              - Setting up the graphics pipeline to display the 
//                texture correctly.
//
//

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

class hwUnlitShader : public MPxHwShaderNode
{
public:
                    hwUnlitShader();
    virtual         ~hwUnlitShader();
        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 bool    hasTransparency();
        virtual int             texCoordsPerVertex();

    static  void *  creator();
    static  MStatus initialize();
    static  MTypeId id;

        MTextureCache*  m_pTextureCache;

        void                    printGlError( const char *call );

        MStatus                 getFloat3(MObject colorAttr, float colorValue[3]);
        MStatus                 getString(MObject attr, MString &str);

        void                    updateTransparencyFlags(MString objectPath);

protected:
    static MObject  colorR;
        static MObject  colorG;
        static MObject  colorB;
        static MObject  color;


    static MObject  transparencyR;
        static MObject  transparencyG;
        static MObject  transparencyB;
        static MObject  transparency;
        float fConstantTransparency;

        MDagPath currentObjectPath;

        // 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 /* _hwUnlitShader */

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