hwDecalBumpShader_NV20/hwDecalBumpShader_NV20.h

hwDecalBumpShader_NV20/hwDecalBumpShader_NV20.h
#ifndef _hwDecalBumpShader_NV20
#define _hwDecalBumpShader_NV20
//-
// ==========================================================================
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//
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// without fee.
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// the Software, unless such copies or derivative works are solely
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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 both decal
// (base color) and bump textures.
//
// This shader builds on the foundation demonstrated in the
// 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 "MTextureCache.h"
class hwDecalBumpShader_NV20 : public MPxHwShaderNode
{
public:
hwDecalBumpShader_NV20();
virtual ~hwDecalBumpShader_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);
GLuint vertex_program_id; // handle for the Vertex Program
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; // when light's rotation is on the lightPos attr
protected:
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 lightX;
static MObject lightY;
static MObject lightZ;
static MObject light;
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 bumpTextureName;
// CURRENTLY UNUSED:
// static MObject bumpScale;
// static MObject heightfieldMap;
// Shininess value/scale, used to generate the lookup texture.
float currentShininessValue, currentShininessScale;
tex_object_2D *lookup_texture;
unsigned char *lookup_table;
static const unsigned int lookup_texture_size;
bool fLookupTextureReprocessed;
// Create the look-up texture.
// This texture encodes the diffuse (u-axis) and
// specular (v-axis) coefficients of the blinn equation.
// This function will automatically set the fLookupTextureReprocessed
// flag if the texture changed and need to be reloaded by OpenGL.
void make_lookup_texture();
// Bind the look-up texture in the current GL texture unit.
// This function automatically calls make_lookup_texture,
// and reloads the texture in video memory if it needs to.
void bind_lookup_table();
// Release the memory occupied by the look-up texture.
void release_lookup_texture();
// 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 /* _hwDecalBumpShader_NV20 */