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# hwAnisotropicShader_NV20.h

    #ifndef _hwAnisotropicShader_NV20
    #define _hwAnisotropicShader_NV20

    //-
    // ==========================================================================
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    // rights reserved.
    //
    // The coded instructions, statements, computer programs, and/or related
    // material (collectively the "Data") in these files contain unpublished
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    // 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.
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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 hwAnisotropicShader_NV20 : public MPxHwShaderNode
    {
    public:
                        hwAnisotropicShader_NV20();
        virtual         ~hwAnisotropicShader_NV20();
        void            releaseEverything();

        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();

        bool            fVertexProgramsLoaded;
        GLuint          fVertexProgramDirectional;
        GLuint          fVertexProgramPointDecay;
        GLuint          fVertexProgramPointNoDecay;

        void            printGlError( const char *call );

        void            init_ext(const char *ext);
        MStatus         getFloat3(MObject colorAttr, float colorValue[3]);
        MStatus         getString(MObject attr, MString &str);

    protected:
        // Make the look-up texture
        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();

        // Attributes for the lighting model
        //
        static MObject  colorR;
        static MObject  colorG;
        static MObject  colorB;
        static MObject  color;

        static MObject  kDiffuse;
        static MObject  kSpecular;
        static MObject  roughness;

        vec3f           lightRotation;
        vec3f           cameraPos;
        boolean         isDirectionalLight; // when light's rotation is on the lightPos attr
        boolean         isNonAmbientLight; // Has a decay rate

        // Current color, roughness etc used to generate the lookup texture
        // which contains the anisotropic lighting model
        float currentColor[3];
        float currentRoughness;
        float currentKd;
        float currentKs;
        tex_object_2D *lookup_texture;
        unsigned char *lookup_table;
        static const unsigned int lookup_texture_size;
        bool fLookupTextureReprocessed;

        // 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 /* _hwAnisotropicShader_NV20 */