#ifndef _hwRefractReflectShader_NV20 #define _hwRefractReflectShader_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 builds on the foundation demonstrated in the // hwUnlitShader. // // /////////////////////////////////////////////////////////////////// #include #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 */