hwDecalBumpShader_NV20/hwDecalBumpShader_NV20.h
 
 
 
hwDecalBumpShader_NV20/hwDecalBumpShader_NV20.h
#ifndef _hwDecalBumpShader_NV20
#define _hwDecalBumpShader_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// material (collectively the "Data") in these files contain unpublished 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.
//                              This shader can simultaneously display both decal 
//                              (base color) and bump textures.
//
//  This shader builds on the foundation demonstrated in the 
//  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 "MTextureCache.h"


class hwDecalBumpShader_NV20 : public MPxHwShaderNode
{
public:
                    hwDecalBumpShader_NV20();
    virtual         ~hwDecalBumpShader_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);

        GLuint                  vertex_program_id;              // handle for the Vertex Program

        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

protected:
    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  lightX;
        static MObject  lightY;
        static MObject  lightZ;
        static MObject  light;
        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  bumpTextureName;

// CURRENTLY UNUSED:    
//      static MObject  bumpScale;
//  static MObject  heightfieldMap;

        // 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;

        // Create the look-up texture.
        // This texture encodes the diffuse (u-axis) and
        // specular (v-axis) coefficients of the blinn equation.
        // This function will automatically set the fLookupTextureReprocessed
        // flag if the texture changed and need to be reloaded by OpenGL.
        void make_lookup_texture();

        // 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 /* _hwDecalBumpShader_NV20 */