#ifndef _blindDataShader
#define _blindDataShader
// ==========================================================================
// Copyright 1995,2006,2008 Autodesk, Inc. All rights reserved.
// Use of this software is subject to the terms of the Autodesk
// license agreement provided at the time of installation or download,
// or which otherwise accompanies this software in either electronic
// or hard copy form.
// ==========================================================================
// ***************************************************************************
// How to use:
// This plugin is an example plug-in. Its purpose is to show how to use
// custom blind data in the hardware shader node. To try out the plugin,
// you can run the provided mel script: "blindDataShader.mel" after manually
// loading the plugin into memory.
// The mel script creates a polygonal grid-plane with random heights.
// Each vertex has an associated color value that is stored as three
// independant double blind data values: "red", "green" and "blue".
// The height of the vertices is used to calculate the color. All this
// work is done in the blindDataMesh class (blindDataMesh.h/.cpp).
// The mel script then associates the mesh with a new blindDataShader node
// (blindDataShader.h/.cpp) This node gets from the blind data of the mesh
// the vertex color values and renders the mesh.
// To get the blind data associated with the vertex IDs, you must do the
// following:
// 1. In your MPxHwShaderNode-extended class, you must overwrite the virtual
// function: "provideVertexIDs" and return true. The "geometry" function
// will receive the component IDs of the vertices in the "vertexIDs" formal
// parameter. If you do not overwrite this function or it returns false,
// that parameter will be NULL.
// 2. You can create a MFnMesh object from the MDrawRequest object and use it
// to get the raw blind data.
#include <maya/MPxHwShaderNode.h>
class blindDataShader : public MPxHwShaderNode
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,
const int * faceIDs,
const float * localUVCoord);
virtual bool provideVertexIDs() { return true; }
virtual bool provideFaceIDs() { return true; }
virtual bool provideLocalUVCoord() { return true; }
virtual int texCoordsPerVertex() { return 1; }
// Standard Node functions
virtual MStatus compute( const MPlug&, MDataBlock& );
static void * creator();
static MStatus initialize();
static MTypeId id;
#endif /* _blindDataShader */