hwUnlitShader/hwUnlitShader.h

hwUnlitShader/hwUnlitShader.h
#ifndef _hwUnlitShader
#define _hwUnlitShader
//-
// ==========================================================================
// Copyright (C) 1995 - 2006 Autodesk, Inc. and/or its licensors. All
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//
// The coded instructions, statements, computer programs, and/or related
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// without fee.
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// including the above license grant, this restriction and 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: Simple hardware shader which uses regular OpenGL
// texturing and disables lighting.
//
// This sample demonstrates how to:
// - Specify a color attribute on your HW shader plug-in
// so that end-users can attach a file texture to it.
// - Traverse what's upstream of the color attribute, including
// going through shading switches if required.
// - Using the MImage API class to load and uncompress a file
// texture in any Maya-supported file format.
// - Setting up the graphics pipeline to display the
// texture correctly.
//
//
#include <maya/MPxHwShaderNode.h>
#include "MTextureCache.h"
class hwUnlitShader : public MPxHwShaderNode
{
public:
hwUnlitShader();
virtual ~hwUnlitShader();
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 bool hasTransparency();
virtual int texCoordsPerVertex();
static void * creator();
static MStatus initialize();
static MTypeId id;
MTextureCache* m_pTextureCache;
void printGlError( const char *call );
MStatus getFloat3(MObject colorAttr, float colorValue[3]);
MStatus getString(MObject attr, MString &str);
void updateTransparencyFlags(MString objectPath);
protected:
static MObject colorR;
static MObject colorG;
static MObject colorB;
static MObject color;
static MObject transparencyR;
static MObject transparencyG;
static MObject transparencyB;
static MObject transparency;
float fConstantTransparency;
MDagPath currentObjectPath;
// 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 /* _hwUnlitShader */