hwRefractReflectShader_NV20/hwRefractReflectShader_NV20.h

hwRefractReflectShader_NV20/hwRefractReflectShader_NV20.h
#ifndef _hwRefractReflectShader_NV20
#define _hwRefractReflectShader_NV20
//-
// ==========================================================================
// Copyright (C) 1995 - 2006 Autodesk, Inc. and/or its licensors. All
// rights reserved.
//
// The coded instructions, statements, computer programs, and/or related
// material (collectively the "Data") in these files contain unpublished
// information proprietary to Autodesk, Inc. ("Autodesk") and/or its
// licensors, which is protected by U.S. and Canadian federal copyright
// law and by international treaties.
//
// The Data is provided for use exclusively by You. You have the right
// to use, modify, and incorporate this Data into other products for
// purposes authorized by the Autodesk software license agreement,
// without fee.
//
// The copyright notices in the Software and this entire statement,
// including the above license grant, this restriction and the
// following disclaimer, must be included in all copies of the
// Software, in whole or in part, and all derivative works of
// the Software, unless such copies or derivative works are solely
// in the form of machine-executable object code generated by a
// source language processor.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND.
// AUTODESK DOES NOT MAKE AND HEREBY DISCLAIMS ANY EXPRESS OR IMPLIED
// WARRANTIES INCLUDING, BUT NOT LIMITED TO, THE WARRANTIES OF
// NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR
// PURPOSE, OR ARISING FROM A COURSE OF DEALING, USAGE, OR
// TRADE PRACTICE. IN NO EVENT WILL AUTODESK AND/OR ITS LICENSORS
// BE LIABLE FOR ANY LOST REVENUES, DATA, OR PROFITS, OR SPECIAL,
// DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES, EVEN IF AUTODESK
// AND/OR ITS LICENSORS HAS BEEN ADVISED OF THE POSSIBILITY
// OR PROBABILITY OF SUCH DAMAGES.
//
// ==========================================================================
//+
//
// NOTE: PLEASE READ THE README.TXT FILE FOR INSTRUCTIONS ON
// COMPILING AND USAGE REQUIREMENTS.
//
// DESCRIPTION: NV20-specific (Geforce3) sample shader.
// <fill up later>
//
// This shader builds on the foundation demonstrated in the
// hwUnlitShader.
//
//
#include <maya/MPxHwShaderNode.h>
#include "MTextureCache.h"
class hwRefractReflectShader_NV20 : public MPxHwShaderNode
{
public:
hwRefractReflectShader_NV20();
virtual ~hwRefractReflectShader_NV20();
void releaseEverything();
virtual MStatus compute( const MPlug&, MDataBlock& );
virtual void postConstructor();
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( M3dView& view );
float* computeBinormals(int indexCount, const unsigned int * indexArray,
int vertexCount, const float* vertexArray,
const float* normalsArray,
const float* texCoordsArray);
protected:
void init_ext(const char *ext);
MStatus loadTextures(const MDrawRequest& request, M3dView& view);
void initCombiners(const MDrawRequest& request, M3dView& view);
MStatus preDraw (const MDrawRequest& request, M3dView& view);
MStatus postDraw(const MDrawRequest& request, M3dView& view);
static MObject colorR;
static MObject colorG;
static MObject colorB;
static MObject color;
static MObject refractionIndex;
static MObject reflectivity;
// 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:
// Images to store the cubeMap texture names
//
MImage theImage_XP;
MImage theImage_XN;
MImage theImage_YP;
MImage theImage_YN;
MImage theImage_ZP;
MImage theImage_ZN;
GLuint vertex_program_id; // handle for the Vertex Program
GLuint fTextureName; // texture name
MString currentTextureNames[6]; // cubemap file texture names
float fRefractionIndex;
float fReflectivity;
MVector fCameraRotationAxis;
double fCameraRotationAngle;
};
#endif /* _hwRefractReflectShader_NV20 */