hwPhongShader/hwPhongShader.h

hwPhongShader/hwPhongShader.h
#ifndef _hwPhongShader
#define _hwPhongShader
//-
// ==========================================================================
// Copyright 2015 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.
// ==========================================================================
//+
//
// NOTE: PLEASE READ THE README.TXT FILE FOR INSTRUCTIONS ON
// COMPILING AND USAGE REQUIREMENTS.
//
// DESCRIPTION:
//
// Simple node that implements Phong shading for the special
// case when the light is at the eye. We use a simple
// spherical reflection environment map to compute the Phong
// highlight
//
#include <maya/MPxHwShaderNode.h>
#include <maya/MPoint.h>
// For swatch rendering
#include <maya/MHardwareRenderer.h>
#include <maya/MGeometryData.h>
class hwPhongShader : public MPxHwShaderNode
{
public:
hwPhongShader();
virtual ~hwPhongShader();
void releaseEverything();
virtual MStatus compute( const MPlug&, MDataBlock& );
virtual void postConstructor();
// Internally cached attribute handling routines
virtual bool getInternalValueInContext( const MPlug&,
virtual bool setInternalValueInContext( const MPlug&,
const MDataHandle&,
// Interactive overrides
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);
// Batch overrides
virtual MStatus glBind(const MDagPath& shapePath);
virtual MStatus glUnbind(const MDagPath& shapePath);
virtual MStatus glGeometry( const MDagPath& shapePath,
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);
MStatus draw(
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);
void drawDefaultGeometry();
// Overridden to draw an image for swatch rendering.
virtual MStatus renderSwatchImage( MImage & image );
void drawTheSwatch( MGeometryData* pGeomData,
unsigned int* pIndexing,
unsigned int numberOfData,
unsigned int indexCount );
virtual int normalsPerVertex();
virtual int texCoordsPerVertex();
virtual int getTexCoordSetNames(MStringArray& names);
virtual bool hasTransparency();
virtual bool provideVertexIDs();
virtual bool provideFaceIDs();
virtual bool provideLocalUVCoord();
static void * creator();
static MStatus initialize();
MFloatVector Phong ( double cos_a );
void init_Phong_texture ( void );
unsigned int PhongTextureId() const { return phong_map_id; }
float Transparency() const { return mTransparency; }
const float3 * Ambient() const { return &mAmbientColor; }
const float3 * Diffuse() const { return &mDiffuseColor; }
const float3 * Specular() const { return &mSpecularColor; }
const float3 * Shininess() const { return &mShininess; }
void setTransparency(const float fTransparency);
void setAmbient(const float3 &fAmbient);
void setDiffuse(const float3 &fDiffuse);
void setSpecular(const float3 &fSpecular);
void setShininess(const float3 &fShininess);
void printGlError( const char *call );
bool attributesChangedVP2() { return mAttributesChangedVP2; }
void markAttributesChangedVP2() { mAttributesChangedVP2 = true; }
void markAttributesCleanVP2() { mAttributesChangedVP2 = false; }
static MTypeId id;
protected:
void attachSceneCallbacks();
void detachSceneCallbacks();
static void releaseCallback(void* clientData);
private:
// Attributes
static MObject aColor;
static MObject aDiffuseColor;
static MObject aSpecularColor;
static MObject aShininessX;
static MObject aShininessY;
static MObject aShininessZ;
static MObject aShininess;
static MObject aTransparency;
static MObject aGeometryShape;
// Internal data
GLuint phong_map_id;
MPoint cameraPosWS;
float3 mAmbientColor;
float mTransparency;
float3 mDiffuseColor;
float3 mSpecularColor;
float3 mShininess;
unsigned int mGeometryShape;
bool mAttributesChanged; // Keep track if any attributes changed
bool mAttributesChangedVP2; // Keep track if any attributes changed for VP2
// Callbacks that we monitor so we can release OpenGL-dependant
// resources before their context gets destroyed.
MCallbackId fBeforeNewCB;
MCallbackId fBeforeOpenCB;
MCallbackId fBeforeRemoveReferenceCB;
MCallbackId fMayaExitingCB;
};
#endif /* _hwPhongShader */