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# hwDecalBumpShader_NV20.h

    #ifndef _hwDecalBumpShader_NV20
    #define _hwDecalBumpShader_NV20

    //-
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    // material (collectively the "Data") in these files contain unpublished
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    // the Software, unless such copies or derivative works are solely
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    //
    // 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 */