hwReflectBumpShader_NV20/hwReflectBumpShader_NV20.h

hwReflectBumpShader_NV20/hwReflectBumpShader_NV20.h
#ifndef _hwReflectBumpShader_NV20
#define _hwReflectBumpShader_NV20
//-
// ==========================================================================
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//
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// without fee.
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// following disclaimer, must be included in all copies of the
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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 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 */