#ifndef _hwDecalBumpShader_NV20 #define _hwDecalBumpShader_NV20 //- // ========================================================================== // Copyright (C) 1995 - 2005 Alias Systems Corp. and/or its licensors. All // rights reserved. // // The coded instructions, statements, computer programs, and/or related // material (collectively the "Data") in these files are provided by Alias // Systems Corp. ("Alias") and/or its licensors for the exclusive use of the // Customer (as defined in the Alias Software License Agreement that // accompanies this Alias software). Such Customer has the right to use, // modify, and incorporate the Data into other products and to distribute such // products for use by end-users. // // THE DATA IS PROVIDED "AS IS". ALIAS HEREBY DISCLAIMS ALL WARRANTIES // RELATING TO THE DATA, INCLUDING, WITHOUT LIMITATION, ANY AND ALL EXPRESS OR // IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND/OR FITNESS FOR A // PARTICULAR PURPOSE. IN NO EVENT SHALL ALIAS BE LIABLE FOR ANY DAMAGES // WHATSOEVER, WHETHER DIRECT, INDIRECT, SPECIAL, OR PUNITIVE, WHETHER IN AN // ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, OR IN EQUITY, // ARISING OUT OF ACCESS TO, USE OF, OR RELIANCE UPON THE DATA. // ========================================================================== //+ /////////////////////////////////////////////////////////////////// // // 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 #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 */