hwReflectBumpShader_NV20/hwReflectBumpShader_NV20.cpp
 
 
 
hwReflectBumpShader_NV20/hwReflectBumpShader_NV20.cpp
//-
// ==========================================================================
// 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// material (collectively the "Data") in these files contain unpublished 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 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.
//

#ifdef WIN32
#pragma warning( disable : 4786 )               // Disable STL warnings.
#endif

#include <maya/MIOStream.h>
#include <math.h>

#include <maya/MString.h>
#include <maya/MStringArray.h>
#include <maya/MPlug.h>
#include <maya/MDataBlock.h>
#include <maya/MDataHandle.h>
#include <maya/MArrayDataHandle.h>
#include <maya/MFnNumericAttribute.h>
#include <maya/MFnTypedAttribute.h>
#include <maya/MFloatVector.h>
#include <maya/MFnStringData.h>
#include <maya/MFnPlugin.h>
#include <maya/MGlobal.h>

#include <maya/MPoint.h>
#include <maya/MMatrix.h>
#include <maya/MVector.h>
#include <maya/MEulerRotation.h>
#include <maya/MQuaternion.h>

#include <maya/MDagPath.h>
#include <maya/MFnDependencyNode.h>
#include <maya/MSceneMessage.h>


// Include NVIDIA's helper libraries.  These libraries have
// copyright info in them so we cannot release them but we
// can use them to verify that the API works correctly.
//
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glext.h>

#define GLH_EXT_SINGLE_FILE
#include "glh_extensions.h"
#undef GL_NV_vertex_array_range
#include "glh_genext.h"
#include "glh_obs.h"

using namespace glh;

#include "hwReflectBumpShader_NV20.h"
#include "ShadingConnection.h"

MTypeId hwReflectBumpShader_NV20::id( 0x00105442 );

void hwReflectBumpShader_NV20::postConstructor( )
{
        setMPSafe(false);
}

//
// DESCRIPTION:
MObject  hwReflectBumpShader_NV20::color;
MObject  hwReflectBumpShader_NV20::colorR;
MObject  hwReflectBumpShader_NV20::colorG;
MObject  hwReflectBumpShader_NV20::colorB;

MObject  hwReflectBumpShader_NV20::bump;
MObject  hwReflectBumpShader_NV20::bumpR;
MObject  hwReflectBumpShader_NV20::bumpG;
MObject  hwReflectBumpShader_NV20::bumpB;

MObject  hwReflectBumpShader_NV20::uCoord;
MObject  hwReflectBumpShader_NV20::vCoord;
MObject  hwReflectBumpShader_NV20::uvCoord;

MObject  hwReflectBumpShader_NV20::uBias;
MObject  hwReflectBumpShader_NV20::vBias;

MObject  hwReflectBumpShader_NV20::uvFilterSize;
MObject  hwReflectBumpShader_NV20::uvFilterSizeX;
MObject  hwReflectBumpShader_NV20::uvFilterSizeY;

char gszErrMsg[100];          // Global error message text


void hwReflectBumpShader_NV20::printGlError( const char *call )
{
    GLenum error;

        while( (error = glGetError()) != GL_NO_ERROR ) {
            cerr << call << ":" << error << " is " << (const char *)gluErrorString( error ) << "\n";
        }
}

// Verify that the configuration of the texture shaders are consistent
//
void hwReflectBumpShader_NV20::verify_shader_config(M3dView& view)
{
        int consistent;

        view.beginGL();

                glActiveTextureARB( GL_TEXTURE0_ARB );
                glGetTexEnviv(GL_TEXTURE_SHADER_NV, GL_SHADER_CONSISTENT_NV, & consistent);
                if(consistent == GL_FALSE)
                        cerr << "Shader stage 0 is inconsistent!" << endl;

                glActiveTextureARB( GL_TEXTURE1_ARB );
                glGetTexEnviv(GL_TEXTURE_SHADER_NV, GL_SHADER_CONSISTENT_NV, & consistent);
                if(consistent == GL_FALSE)
                        cerr << "Shader stage 1 is inconsistent!" << endl;

                glActiveTextureARB( GL_TEXTURE2_ARB );
                glGetTexEnviv(GL_TEXTURE_SHADER_NV, GL_SHADER_CONSISTENT_NV, & consistent);
                if(consistent == GL_FALSE)
                        cerr << "Shader stage 2 is inconsistent!" << endl;

                glActiveTextureARB( GL_TEXTURE3_ARB );
                glGetTexEnviv(GL_TEXTURE_SHADER_NV, GL_SHADER_CONSISTENT_NV, & consistent);
                if(consistent == GL_FALSE)
                        cerr << "Shader stage 3 is inconsistent!" << endl;

                glActiveTextureARB( GL_TEXTURE0_ARB );

        view.endGL();
}


// The very simple VertexProgram for the Reflective Bump effect. This one is faster
// (it doesn't require the tangent space calculation) but is world-aligned.
// Therefore it could be useful for some effects (ex: ground or wall), but for
// a character it would be unnacceptable.
//
// CONSTANTS:
//  0- 3  4x4 ModelView-Projection composite matrix
//  4- 7  4x4 ModelView  matrix
// 24-27  4x4 view transpose
//
// VERTEX REGISTERS:
// 0 - coord
// 1 - normal
// 2 - texcoord0
//
// REGISTERS:
// 4 = skinned (eye space) coord
// 5 = skinned (eye space) tangent
// 6 = skinned (eye space) binormal
// 7 = skinned (eye space) normal
//
char superEasyVertexProgramString[] = 
                "!!VP1.0\n"

                // final projection transformation
                // transform the skinned coords by the projection matrix
                "DP4   o[HPOS].x, c[0], v[0];"
                "DP4   o[HPOS].y, c[1], v[0];"
                "DP4   o[HPOS].z, c[2], v[0];"
                "DP4   o[HPOS].w, c[3], v[0];"

                // transform the coords to the eye-space
                "DP4   R4.x, c[4], v[0];"
                "DP4   R4.y, c[5], v[0];"
                "DP4   R4.z, c[6], v[0];"
                "DP4   R4.w, c[7], v[0];"

                // transform the normals to eye-space 
                "DP3   R7.x, c[4], v[1];"
                "DP3   R7.y, c[5], v[1];"
                "DP3   R7.z, c[6], v[1];"
                "DP3   R7.w, c[7], v[1];"

                // transform the normals from eye-space to world-space
                "DP3 o[TEX1].x, R7, c[24];"
                "DP3 o[TEX2].y, R7, c[25];"
                "DP3 o[TEX3].z, R7, c[26];"

                // put view dir into w of tex[1..3]
                "DP4 o[TEX1].w, R4, c[24];"
                "DP4 o[TEX2].w, R4, c[25];"
                "DP4 o[TEX3].w, R4, c[26];"

                // copy texcoords
                "MOV o[TEX0], v[2];"

                // done
                "END";


// More complex vertex program. It uses tangent space transformations to
// achieve a more realistic bump.
//
// CONSTANTS:
//  0- 3  4x4 Projection matrix
//  4- 7  4x4 ModelView  matrix
// 20-22  light amb/diff/spec
// 23     light dir
// 24-27  4x4 view transpose
//
// VERTEX REGISTERS:
// 0 - coord
// 1 - normal
// 2 - texcoord0
// 3 - texcoord1
// 4 - texcoord2 (binorm)
//
// REGISTERS:
// 4  = skinned (eye space) coord
// 5 = skinned (eye space) tangent
// 6 = skinned (eye space) binormal
// 7 = skinned (eye space) normal
// 8 = eye space view vector
// 9 = eye space half-angle vector
char originalVertexProgramString[] = 
        "!!VP1.0\n"
        
        // skin the vertices
        "DP4   R4.x, c[4], v[0];"
        "DP4   R4.y, c[5], v[0];"
        "DP4   R4.z, c[6], v[0];"
        "DP4   R4.w, c[7], v[0];"
        
        // final projection transformation
        // transform the skinned coords by the projection matrix
        "DP4   o[HPOS].x, c[0], v[0];"
        "DP4   o[HPOS].y, c[1], v[0];"
        "DP4   o[HPOS].z, c[2], v[0];"
        "DP4   o[HPOS].w, c[3], v[0];"
        
        // skin the binormals
        // skin binormals for bone0
        "DP3   R6.x, c[4], v[4];"
        "DP3   R6.y, c[5], v[4];"
        "DP3   R6.z, c[6], v[4];"
        "DP3   R6.w, c[7], v[4];"

        // skin the normals
        // skin normals for bone0
        "DP3   R7.x, c[4], v[1];"
        "DP3   R7.y, c[5], v[1];"
        "DP3   R7.z, c[6], v[1];"
        "DP3   R7.w, c[7], v[1];"

        // renormalize and orthogonalize binormal, tangent & normal
        // build tangent
        "MUL   R5, R6.zxyw, R7.yzxw;"
        "MAD   R5, R6.yzxw, R7.zxyw, -R5;"

        // normalize tangent
        "DP3   R5.w, R5, R5;"
        "RSQ   R5.w, R5.w;"
        "MUL   R5.xyz, R5, R5.w;"

        // put the sign in the tangent
        "MUL R5.xyz, R5, v[4].w;"

        // fill texture coords with tangent space matrix for pixel shaders
        // rotate tangent space matrix by view transpose
        "DP3 o[TEX1].x, -R5, c[24];"
        "DP3 o[TEX2].x, -R5, c[25];"
        "DP3 o[TEX3].x, -R5, c[26];"

        "DP3 o[TEX1].y, -R6, c[24];"
        "DP3 o[TEX2].y, -R6, c[25];"
        "DP3 o[TEX3].y, -R6, c[26];"

        "DP3 o[TEX1].z, R7, c[24];"
        "DP3 o[TEX2].z, R7, c[25];"
        "DP3 o[TEX3].z, R7, c[26];"

        // put view dir into w of tex[1..3]
        "DP4 o[TEX1].w, -R4, c[24];"
        "DP4 o[TEX2].w, -R4, c[25];"
        "DP4 o[TEX3].w, -R4, c[26];"

        // misc
        // put diffuse lighting into color
        "DP3 o[COL0], R7, c[23];"
        "MOV o[COL0].w, c[50];"

        // copy texcoords
        "MOV o[TEX0], v[3];"

        // done
        "END";


void initVertexProgram(const char vertexProgramCode[], GLuint* pVertexProgramId)
{
        // Allocate and initialize the vertex program.
        glGenProgramsNV(1, pVertexProgramId);
        GLenum error = glGetError();
        assert(error == GL_NO_ERROR);

        // Load the program.
        unsigned int length = strlen(vertexProgramCode);
        glLoadProgramNV(GL_VERTEX_PROGRAM_NV, *pVertexProgramId, length, 
                (const GLubyte *) vertexProgramCode);
        error = glGetError();

        // If an error occured, find the location in the vertex program
        // code and assert.
        if (error != GL_NO_ERROR)
        {
                // If an error occured, it's most likely due to a syntax or 
                // logic error in the vertex program. The error position
                // below will contain the index in the vertex program
                // string that is faulty. See the NV_vertex_program
                // extension specification for more details.
                if (error == GL_INVALID_OPERATION)
                {
                        int error_position = -2;

                        glGetIntegerv(GL_PROGRAM_ERROR_POSITION_NV, &error_position);

                        // Most likely a bug in the vertex program code...
                        assert(0);
                }
        }
}

// Load the vertexProgram and fill in the necessary constants used in the vertex program
//
void hwReflectBumpShader_NV20::loadVertexProgramGL()
{
        // Only load this vertex program once.
        if (vertex_program_id == 0)     
                initVertexProgram(originalVertexProgramString, &vertex_program_id);

        // CONSTANTS:
        //  0- 3  4x4 ModelView-Projection composite matrix
        //  4- 7  4x4 ModelView  matrix
        // 20-22  light amb/diff/spec
        // 23     light dir
        // 24-27  4x4 view transpose
        //
        // VERTEX REGISTERS:
        // 0 - coord
        // 1 - normal
        // 2 - texcoord0
        //
        // In this example, the upper-left 3x3 of the modelview matrix (M) and 
        // the upper-left 3x3 of the inverse transpose of the modelview matrix (M-t)
        // are used interchangeably.  This is because the modelview matrix contains
        // only rigid-body transformations (rotation and translation), and in this
        // case the matrices are identical.
        //
        glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 0, GL_MODELVIEW_PROJECTION_NV, GL_IDENTITY_NV);
        glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 4, GL_MODELVIEW, GL_IDENTITY_NV);

        glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 20, 1.0, 1.0, 1.0, 1.0);   // light amb color
        glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 21, 1.0, 1.0, 1.0, 1.0);   // light diff color
        glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 22, 1.0, 1.0, 1.0, 1.0);   // light spec color
        glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 23, 0.0, 0.0, 1.0, 0.0);   // light direction, for now.

        // Get the modelView matrix
        //
        GLfloat modelViewMatrix[16];
        glGetFloatv(GL_MODELVIEW_MATRIX, modelViewMatrix);
        float stupidMatrix[4][4];
        for (int i=0; i<16; i++)
        {
                stupidMatrix[i/4][i%4] = modelViewMatrix[i];
        }
        MMatrix mvMatrix(stupidMatrix);

        // Calculate the view transpose matrix.
        //      
        MMatrix mv = m_ModelMatrix.inverse() * mvMatrix;
        mv = mv.transpose();

        glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 24, mv[0][0], mv[1][0], mv[2][0], mv[3][0]);
        glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 25, mv[0][1], mv[1][1], mv[2][1], mv[3][1]);
        glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 26, mv[0][2], mv[1][2], mv[2][2], mv[3][2]);
        glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 27, mv[0][3], mv[1][3], mv[2][3], mv[3][3]);
}


// Initialize the necessary OpenGL extensions
//
void hwReflectBumpShader_NV20::init_ext(const char * ext)
{
        if(!glh_init_extension(ext))
        { cerr << "Failed to initialize " << ext << "!" << endl; exit(0); }
}

hwReflectBumpShader_NV20::hwReflectBumpShader_NV20()
{
        m_pTextureCache = MTextureCache::instance();

        init_ext("GL_ARB_multitexture");
        init_ext("GL_NV_register_combiners");
        init_ext("GL_NV_texture_shader");
        init_ext("GL_NV_vertex_program");

        bumpScale = 1.0;
        cubeMapOnly = FALSE;

        texNames[0] = texNames[1] = texNames[2] = texNames[3] = texNames[4] = texNames[5] = 0;
        currentTextureNames[0] = "";
        currentTextureNames[1] = "";
        currentTextureNames[2] = "";
        currentTextureNames[3] = "";
        currentTextureNames[4] = "";
        currentTextureNames[5] = "";

        attachSceneCallbacks();

        vertex_program_id = 0;
}

hwReflectBumpShader_NV20::~hwReflectBumpShader_NV20()
{
        detachSceneCallbacks();
}

void releaseVertexProgram(GLuint* pVertexProgramId)
{
        // If the vertex program id is set...
        if (*pVertexProgramId > 0)
        {
                // Unbind any vertex program...
                glBindProgramNV(GL_VERTEX_PROGRAM_NV, 0);

                glDeleteProgramsNV(1, pVertexProgramId);

                // For sanity, set the id to 0.
                *pVertexProgramId = 0;
        }
}

void hwReflectBumpShader_NV20::releaseEverything()
{
        if (texNames[0] != 0)                   
                glDeleteTextures(6, &texNames[0]);

        releaseVertexProgram(&vertex_program_id);

        // Release the texture cache through refcounting.
        m_pTextureCache->release();
        if(!MTextureCache::getReferenceCount())
        {
                m_pTextureCache = 0;
        }
}

void hwReflectBumpShader_NV20::attachSceneCallbacks()
{
        fBeforeNewCB  = MSceneMessage::addCallback(MSceneMessage::kBeforeNew,  releaseCallback, this);
        fBeforeOpenCB = MSceneMessage::addCallback(MSceneMessage::kBeforeOpen, releaseCallback, this);
        fBeforeRemoveReferenceCB = MSceneMessage::addCallback(MSceneMessage::kBeforeRemoveReference, 
                                                                                                                  releaseCallback, this);
        fMayaExitingCB = MSceneMessage::addCallback(MSceneMessage::kMayaExiting, releaseCallback, this);
}

/*static*/
void hwReflectBumpShader_NV20::releaseCallback(void* clientData)
{
        hwReflectBumpShader_NV20 *pThis = (hwReflectBumpShader_NV20*) clientData;
        pThis->releaseEverything();
}

void hwReflectBumpShader_NV20::detachSceneCallbacks()
{
        if (fBeforeNewCB)
                MMessage::removeCallback(fBeforeNewCB);
        if (fBeforeOpenCB)
                MMessage::removeCallback(fBeforeOpenCB);
        if (fBeforeRemoveReferenceCB)
                MMessage::removeCallback(fBeforeRemoveReferenceCB);
        if (fMayaExitingCB)
                MMessage::removeCallback(fMayaExitingCB);

        fBeforeNewCB = 0;
        fBeforeOpenCB = 0;
        fBeforeRemoveReferenceCB = 0;
        fMayaExitingCB = 0;
}


MStatus initializePlugin( MObject obj )
{ 
        MStatus   status;
        
        const MString UserClassify( "shader/surface/utility" );

        MFnPlugin plugin( obj, PLUGIN_COMPANY, "4.0", "Any");
        status = plugin.registerNode( "hwReflectBumpShader_NV20", hwReflectBumpShader_NV20::id, 
                                              hwReflectBumpShader_NV20::creator, hwReflectBumpShader_NV20::initialize,
                                                                  MPxNode::kHwShaderNode, &UserClassify );
        if (!status) {
                status.perror("registerNode");
                return status;
        }

        return MS::kSuccess;
}

MStatus uninitializePlugin( MObject obj )
{
        MStatus   status;
        
        MFnPlugin plugin( obj );

        // Unregister all chamelion shader nodes
        plugin.deregisterNode( hwReflectBumpShader_NV20::id );
        if (!status) {
                status.perror("deregisterNode");
                return status;
        }

        return MS::kSuccess;
}

void * hwReflectBumpShader_NV20::creator()
{
    return new hwReflectBumpShader_NV20();
}

MStatus hwReflectBumpShader_NV20::initialize()
{
    MFnNumericAttribute nAttr; 
        MStatus status;
        MFnTypedAttribute sAttr; // For string attributes

    // Create input attrubutes

    colorR = nAttr.create( "colorR", "cr",MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f);

    colorG = nAttr.create( "colorG", "cg",MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(0.5f);

    colorB = nAttr.create( "colorB", "cb",MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(0.5f);

    color = nAttr.create( "color", "c", colorR, colorG, colorB);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f, 0.5f, 0.5f);
    nAttr.setUsedAsColor(true);

        bumpR = nAttr.create( "bumpR", "c2r",MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f);

    bumpG = nAttr.create( "bumpG", "c2g",MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f);

    bumpB = nAttr.create( "bumpB", "c2b",MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f);

    bump = nAttr.create( "bump", "c2", bumpR, bumpG, bumpB);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f, 1.0f, 1.0f);
    nAttr.setUsedAsColor(true);

    uCoord = nAttr.create( "uCoord", "u", MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(0.5f);

    vCoord = nAttr.create( "vCoord", "v", MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(0.5f);
 
    uvCoord = nAttr.create( "uvCoord","uv", uCoord, vCoord);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(0.5f, 0.5f );
    nAttr.setHidden(true);

    uBias = nAttr.create( "uBias", "bu", MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setMin(0.0f);
    nAttr.setMax(1.0f);
    nAttr.setKeyable(true);
    nAttr.setDefault(0.5f);

    vBias = nAttr.create( "vBias", "bv", MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setMin(0.0f);
    nAttr.setMax(1.0f);
    nAttr.setDefault(0.5f);

    uvFilterSizeX = nAttr.create( "uvFilterSizeX", "fsx", MFnNumericData::kFloat);
    nAttr.setStorable(false);
    nAttr.setReadable(true);
    nAttr.setWritable(true);
    nAttr.setHidden(true);

    uvFilterSizeY = nAttr.create( "uvFilterSizeY", "fsy", MFnNumericData::kFloat);
    nAttr.setStorable(false);
    nAttr.setReadable(true);
    nAttr.setWritable(true);
    nAttr.setHidden(true);

    uvFilterSize = nAttr.create("uvFilterSize","fs",uvFilterSizeX,uvFilterSizeY);
    nAttr.setStorable(false);
    nAttr.setReadable(true);
    nAttr.setWritable(true);
    nAttr.setHidden(true);
   
 // create output attributes here
        // outColor is the only output attribute and it is inherited
        // so we do not need to create or add it.
        //

 // Add the attributes here

    addAttribute(color);
    addAttribute(bump);

    addAttribute(uvCoord);

    addAttribute(uBias);
    addAttribute(vBias);

    addAttribute(uvFilterSize);

    attributeAffects (colorR, outColor);
    attributeAffects (colorG, outColor);
    attributeAffects (colorB, outColor);
    attributeAffects (color,  outColor);
    attributeAffects (bumpR, outColor);
    attributeAffects (bumpG, outColor);
    attributeAffects (bumpB, outColor);
    attributeAffects (bump,  outColor);
    attributeAffects (uCoord,  outColor);
    attributeAffects (vCoord,  outColor);
    attributeAffects (uvCoord, outColor);
    attributeAffects (uBias,   outColor);
    attributeAffects (vBias,   outColor);

    return MS::kSuccess;
}


// DESCRIPTION:
//   See hwDecalBumpShader_NV20::compute().
//
MStatus hwReflectBumpShader_NV20::compute(
const MPlug&      plug,
      MDataBlock& block ) 
{ 
    bool k = false;
    k |= (plug==outColor);
    k |= (plug==outColorR);
    k |= (plug==outColorG);
    k |= (plug==outColorB);
    if( !k ) return MS::kUnknownParameter;

    // set output color attribute
    MDataHandle outColorHandle = block.outputValue( outColor );
    MFloatVector& outColor = outColorHandle.asFloatVector();
    outColor.x = 1.0;
    outColor.y = 0.5;
    outColor.z = 0.5;
    outColorHandle.setClean();
    return MS::kSuccess;
}


// To get 3 float values from the node attribute
//
MStatus hwReflectBumpShader_NV20::getFloat3(MObject attr, float value[3])
{
        MStatus status = MS::kSuccess;

        // Get the attr to use
        //
        MPlug   plug(thisMObject(), attr);

        MObject object;
        status = plug.getValue(object);
        if (!status)
        {
                status.perror("hwReflectBumpShader_NV20::bind plug.getValue.");
                return status;
        }

        MFnNumericData data(object, &status);
        if (!status)
        {
                status.perror("hwReflectBumpShader_NV20::bind construct data.");
                return status;
        }

        status = data.getData(value[0], value[1], value[2]);
        if (!status)
        {
                status.perror("hwReflectBumpShader_NV20::bind get values.");
                return status;
        }

        return status;
}

// To get a string value from the node attribute
//
MStatus hwReflectBumpShader_NV20::getString(MObject attr, MString &str)
{
        MPlug   plug(thisMObject(), attr);
        MStatus status = plug.getValue( str );

        return status;
}


/* virtual */
MStatus hwReflectBumpShader_NV20::bind(const MDrawRequest& request,
                                                        M3dView& view)
{
        MStatus status;

        bool isHeightFieldMap = true;   // Should be set to the value of an attribute

        m_ModelMatrix = request.multiPath().inclusiveMatrix();

        // Get the cube mapand bump map file names
        MStringArray decalNames;
        MString decalName;
        MString bumpName;

        ShadingConnection colorConnection(thisMObject(), 
                                                request.multiPath().partialPathName(), "color");
        ShadingConnection bumpConnection (thisMObject(), 
                                                request.multiPath().partialPathName(), "bump");

        // If the color attribute is ultimately connected to a environment, 
        // find its filenames, otherwise use the default color texture.

        bool gotAllEnvironmentMaps = TRUE;
        if (colorConnection.type() == ShadingConnection::TEXTURE &&
                colorConnection.texture().hasFn(MFn::kEnvCube))
        {
                // Get the filenames of the texture.
                MFnDependencyNode textureNode(colorConnection.texture());
                MString attributeName;
                MString envNames[6] = { "top", "bottom", "left", "right", "front", "back" };

                // Scan for connected file textures to the environment map node
                //
                for (int i=0; i<6; i++)
                {
                        ShadingConnection conn(colorConnection.texture(), request.multiPath().partialPathName(), 
                                                        envNames[i]);

                        if (conn.type() == ShadingConnection::TEXTURE &&
                                conn.texture().hasFn(MFn::kFileTexture))
                        {
                                MFnDependencyNode envNode(conn.texture());
                                MPlug filenamePlug( conn.texture(), envNode.attribute(MString("fileTextureName")) );
                                filenamePlug.getValue(decalName);

                                if (decalName.length() == 0)
                                        decalName = "D:/chameleon/textures/Cham_body_color_real.tga";

                                // Append next environment map name
                                decalNames.append( decalName );
                        }

                        // If any of the environment maps are not mapped put in a fake texture
                        else
                        {
                                decalName = "D:/chameleon/textures/Cham_body_color_real.tga";
                                decalNames.append( decalName );
                        }
                }
        }
        else
        {
                // Put in a fake texture for each side
                decalName = "D:/chameleon/textures/Cham_body_color_real.tga";
                for (int i=0; i<6; i++)
                {
                        decalNames.append( decalName );
                }
        }

        // If the bump attribute is ultimately connected to a file texture, find its filename.
        // otherwise use the default bump texture.
        if (bumpConnection.type() == ShadingConnection::TEXTURE &&
                bumpConnection.texture().hasFn(MFn::kFileTexture))
        {
                // Get the filename of the texture.
                MFnDependencyNode textureNode(bumpConnection.texture());
                MPlug filenamePlug( bumpConnection.texture(), textureNode.attribute(MString("fileTextureName")) );
                filenamePlug.getValue(bumpName);
        }
        else
        {
                bumpName = "";
        }

        // See if we are doing cube-map only. i.e. no bump
        //
        cubeMapOnly = (bumpName.length() == 0);

        // Reload cube maps if the name of the textures
        // for any of the cube maps changes
        //
        unsigned int width, height;

        bool reload = FALSE;
        for (int i=0; i<6; i++)
        {
                if (currentTextureNames[i] != decalNames[i])
                {
                        reload = TRUE;
                        break;
                }
        }
        if ( reload )
        {
                MString xpTexName(decalNames[2]);
                MString xnTexName(decalNames[3]);
                MString ypTexName(decalNames[0]);
                MString ynTexName(decalNames[1]);
                MString zpTexName(decalNames[4]);
                MString znTexName(decalNames[5]);

                MStatus stat;

                if (! (stat = theImage_XP.readFromFile(xpTexName)) )
                        return MS::kFailure;
                stat = theImage_XP.getSize( width, height );

                if (! (stat = theImage_XN.readFromFile(xnTexName)) )
                        return MS::kFailure;
                if (! (stat = theImage_YP.readFromFile(ypTexName)) )
                        return MS::kFailure;
                if (! (stat = theImage_YN.readFromFile(ynTexName)) )
                        return MS::kFailure;
                if (! (stat = theImage_ZP.readFromFile(zpTexName)) )
                        return MS::kFailure;
                if (! (stat = theImage_ZN.readFromFile(znTexName)) )
                        return MS::kFailure;

                // Only create texture names the first time
                if (texNames[0] == 0)
                        glGenTextures(6, &texNames[0]);

                glBindTexture( GL_TEXTURE_2D, texNames[0] );
                glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
                        0, GL_RGBA8, width,     height, 0, GL_RGBA,     GL_UNSIGNED_BYTE, theImage_XP.pixels() );
                glBindTexture( GL_TEXTURE_2D, texNames[1] );
                glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
                        0, GL_RGBA8, width,     height, 0, GL_RGBA,     GL_UNSIGNED_BYTE, theImage_XN.pixels() );
                glBindTexture( GL_TEXTURE_2D, texNames[2] );
                glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
                        0, GL_RGBA8, width,     height, 0, GL_RGBA,     GL_UNSIGNED_BYTE, theImage_YP.pixels() );
                glBindTexture( GL_TEXTURE_2D, texNames[3] );
                glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
                        0, GL_RGBA8, width,     height, 0, GL_RGBA,     GL_UNSIGNED_BYTE, theImage_YN.pixels() );
                glBindTexture( GL_TEXTURE_2D, texNames[4] );
                glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
                        0, GL_RGBA8, width,     height, 0, GL_RGBA,     GL_UNSIGNED_BYTE, theImage_ZP.pixels() );
                glBindTexture( GL_TEXTURE_2D, texNames[5] );
                glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
                        0, GL_RGBA8, width,     height, 0, GL_RGBA,     GL_UNSIGNED_BYTE, theImage_ZN.pixels() );

                for (i=0; i<6; i++) {
                        currentTextureNames[i] = decalNames[i];
                }
        }

        // Get camera information needed
        //
        MDagPath cameraPath;
    status = view.getCamera( cameraPath );

        // Get rotation angle and axis
        //
        MVector camAxis;
        double camTheta;
        MMatrix mmatrix = cameraPath.inclusiveMatrix( &status );
        MTransformationMatrix tmatrix( mmatrix );

        m_CameraRotation = tmatrix.rotation();
        m_CameraRotation.getAxisAngle(  camAxis, camTheta );

        // Convert to degrees from radians
        camTheta *= 57.295779513082320876798154814105;  // == (180 / M_PI)

        view.beginGL();

        glPushAttrib( GL_ALL_ATTRIB_BITS );
        glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);

        // Background color is always white
        glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
        glEnable(GL_COLOR_MATERIAL);
        glColor4f( 1, 1, 1, 1 );
        
        if (cubeMapOnly)
        {
                glActiveTextureARB( GL_TEXTURE0_ARB );

                glEnable(GL_TEXTURE_CUBE_MAP_ARB);
                glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB);
                glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB);
                glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB);
                glEnable(GL_TEXTURE_GEN_S);
                glEnable(GL_TEXTURE_GEN_T);
                glEnable(GL_TEXTURE_GEN_R);

                for (i=0; i<6; i++)
                        glBindTexture( GL_TEXTURE_2D, texNames[i] );

                glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
                glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
                glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
                glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
                glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
                glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

                // Flip from Maya to OGL coordinates +
                // rotate the Textures according to the camera orientation
                //
                glMatrixMode( GL_TEXTURE );
                glPushMatrix();
                glLoadIdentity();
                glRotated( 180.0, 1.0, 0.0, 0.0 );
                glRotated( camTheta, camAxis[0], camAxis[1], camAxis[2]);
        
                // Pop the matrix is done during unbind, not here
                //glPopMatrix();

                glMatrixMode( GL_MODELVIEW );
        }
        else
        {
                loadVertexProgramGL();

                // Setup texture combiners 
                //
                glEnable(GL_TEXTURE_SHADER_NV);

                // stage 0 -- bump normal map (input is u,v and normal map)
                glActiveTextureARB( GL_TEXTURE0_ARB );
                glEnable(GL_TEXTURE_2D);
                //
                // We need to be able to pass the bumpScaleValue
                // to the texture cache and rebuild the bump or normal map
                if( isHeightFieldMap ) {
                        // convert the HeightField to the NormalMap
                        if(m_pTextureCache)
                                m_pTextureCache->bind(bumpConnection.texture(), MTexture::NMAP, true);
                }
                else {
                        if(m_pTextureCache)
                                m_pTextureCache->bind(bumpConnection.texture(), MTexture::RGBA, true);
                }
                glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
                
                // stage 1 -- dot product (input is strq)
                glActiveTextureARB( GL_TEXTURE1_ARB );
                glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
                glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
                
                // stage 2 -- dot product (input is strq)
                glActiveTextureARB( GL_TEXTURE2_ARB );
                glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
                glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB); 
                
                // stage 3 -- dot product reflect cube map (input is strq, and cube maps)
                // ======================================================================
                glActiveTextureARB( GL_TEXTURE3_ARB );  
                glEnable(GL_TEXTURE_CUBE_MAP_ARB);

                glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV);
                glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
                glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);             


                // Bind the 6 textures
                //
                for (i=0; i<6; i++)
                        glBindTexture( GL_TEXTURE_2D, texNames[i] );

                // Specify the texture parameters
                //
                glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
                glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
                glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
                glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
                glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

                // Done setting the texture unit 3
                //
                glActiveTextureARB( GL_TEXTURE0_ARB );

                // define a white color
                //
                float white_color[4] = {1.0, 1.0, 1.0, 1.0};
                glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, white_color);

                // The register combiner will do the multiplication between
                // the illumination and the decal color
                //
                glEnable(GL_REGISTER_COMBINERS_NV);
                glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 1);
                
                // Combiner stage 0 get the input from texture stage3, pass through
                //
                glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE3_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
                glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
                glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
                glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
                
                glCombinerOutputNV(GL_COMBINER0_NV, GL_RGB, GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV, 
                        GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
                
                // The final Combiner just pass through
                //
                glFinalCombinerInputNV(GL_VARIABLE_A_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
                glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
                glFinalCombinerInputNV(GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
                glFinalCombinerInputNV(GL_VARIABLE_D_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);

                verify_shader_config( view );
        }

        view.endGL();

        return MS::kSuccess;
}


/* virtual */
MStatus hwReflectBumpShader_NV20::unbind(const MDrawRequest& request,
                           M3dView& view)
{
        view.beginGL();
        
        if (cubeMapOnly)
        {
                // Pop the texture matrix pushed during bind
                glActiveTextureARB( GL_TEXTURE0_ARB );
                glMatrixMode( GL_TEXTURE );
                glPopMatrix();
                glMatrixMode( GL_MODELVIEW );

                glDisable( GL_TEXTURE_GEN_S );
                glDisable( GL_TEXTURE_GEN_T );
                glDisable( GL_TEXTURE_GEN_R );
                glDisable( GL_TEXTURE_CUBE_MAP_ARB );
        }
        else
        {
                glDisable(GL_TEXTURE_SHADER_NV);
                
                glActiveTextureARB( GL_TEXTURE0_ARB );
                glDisable(GL_TEXTURE_2D);
                glDisable(GL_TEXTURE_CUBE_MAP_ARB);

                glActiveTextureARB( GL_TEXTURE1_ARB );
                glDisable(GL_TEXTURE_2D);
                glDisable(GL_TEXTURE_CUBE_MAP_ARB);

                glActiveTextureARB( GL_TEXTURE2_ARB );
                glDisable(GL_TEXTURE_2D);
                glDisable(GL_TEXTURE_CUBE_MAP_ARB);

                glActiveTextureARB( GL_TEXTURE3_ARB );
                glDisable(GL_TEXTURE_2D);
                glDisable(GL_TEXTURE_CUBE_MAP_ARB);

                glDisable(GL_REGISTER_COMBINERS_NV);
                glDisable(GL_VERTEX_PROGRAM_NV);
        }

        glActiveTextureARB( GL_TEXTURE0_ARB );

        glPopClientAttrib();
        glPopAttrib();

        view.endGL();

        return MS::kSuccess;
}


/* virtual */
MStatus hwReflectBumpShader_NV20::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)
{
        // We assume triangles here.
        //
        if (prim != GL_TRIANGLES)       return MS::kFailure;

        view.beginGL();

        glEnable(GL_VERTEX_ARRAY);

        if (cubeMapOnly)
        {
                glVertexPointer(3, GL_FLOAT, 0, vertexArray);
                glEnable(GL_VERTEX_ARRAY);
                
                if (normalCount > 0)
                {
                        glNormalPointer(GL_FLOAT, 0, normalArrays[0]);
                        glEnable(GL_NORMAL_ARRAY);
                }
                
                glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, indexArray);
                
                glDisable(GL_VERTEX_ARRAY);
                glDisable(GL_NORMAL_ARRAY);
        }
        else
        {
                // Bind and enable the vertex program
                glBindProgramNV(GL_VERTEX_PROGRAM_NV, vertex_program_id);
                glEnable(GL_VERTEX_PROGRAM_NV);
                
                // VERTEX REGISTERS:
                // 0 - coord
                // 1 - normal
                // 2 - texcoord0
                // 3 - texcoord1
                // 4 - texcoord2 (binorm)

                glVertexAttribPointerNV( 0, 3, GL_FLOAT, 0, vertexArray );
                glVertexAttribPointerNV( 1, 3, GL_FLOAT, 0, normalArrays[0] );
                glVertexAttribPointerNV( 2, 2, GL_FLOAT, 0, texCoordArrays[0] );
                glVertexAttribPointerNV( 3, 2, GL_FLOAT, 0, texCoordArrays[0] );
                glVertexAttribPointerNV( 4, 3, GL_FLOAT, 0, normalArrays[2] );
                
                glEnableClientState( GL_VERTEX_ATTRIB_ARRAY0_NV );
                glEnableClientState( GL_VERTEX_ATTRIB_ARRAY1_NV );
                glEnableClientState( GL_VERTEX_ATTRIB_ARRAY2_NV );
                glEnableClientState( GL_VERTEX_ATTRIB_ARRAY3_NV );
                glEnableClientState( GL_VERTEX_ATTRIB_ARRAY4_NV );
                
                glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, indexArray);
                
                glDisableClientState( GL_VERTEX_ATTRIB_ARRAY0_NV );
                glDisableClientState( GL_VERTEX_ATTRIB_ARRAY1_NV );
                glDisableClientState( GL_VERTEX_ATTRIB_ARRAY2_NV );
                glDisableClientState( GL_VERTEX_ATTRIB_ARRAY3_NV );
                glDisableClientState( GL_VERTEX_ATTRIB_ARRAY4_NV );
                
                glDisable(GL_VERTEX_PROGRAM_NV);
        }

        glDisable(GL_VERTEX_ARRAY);
        view.endGL();

        return MS::kSuccess;
}

/* virtual */
int     hwReflectBumpShader_NV20::normalsPerVertex()
{
        return 3;
}

/* virtual */
int     hwReflectBumpShader_NV20::texCoordsPerVertex()
{
        return 1;
}