hwToonShader_NV20/hwToonShader_NV20.h

hwToonShader_NV20/hwToonShader_NV20.h
#ifndef _hwToonShader_NV20
#define _hwToonShader_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// material (collectively the "Data") in these files contain unpublished
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// 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
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// ==========================================================================
//+
//
// 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 hwToonShader_NV20 : public MPxHwShaderNode
{
public:
hwToonShader_NV20();
virtual ~hwToonShader_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);
bool fVertexProgramsLoaded;
GLuint fVertexProgramDirectional;
GLuint fVertexProgramPointDecay;
GLuint fVertexProgramPointNoDecay;
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
boolean isNonAmbientLight; // Has a decay rate
protected:
static MObject colorR;
static MObject colorG;
static MObject colorB;
static MObject color;
static MObject lightModelR;
static MObject lightModelG;
static MObject lightModelB;
static MObject lightModel;
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 lightModelTextureName;
// 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;
// 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 /* _hwToonShader_NV20 */