hwRefractReflectShader_NV20/hwRefractReflectShader_NV20.h
 
 
 
hwRefractReflectShader_NV20/hwRefractReflectShader_NV20.h
#ifndef _hwRefractReflectShader_NV20
#define _hwRefractReflectShader_NV20

//-
// ==========================================================================
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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 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 */