#ifndef _hwReflectBumpShader_NV20
#define _hwReflectBumpShader_NV20
#include <maya/MPxHwShaderNode.h>
#include <maya/MQuaternion.h>
#include <maya/MMatrix.h>
#include <maya/MPoint.h>
#include "MTextureCache.h"
{
public:
hwReflectBumpShader_NV20();
virtual ~hwReflectBumpShader_NV20();
void releaseEverything();
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);
static void * creator();
MTextureCache* m_pTextureCache;
GLuint vertex_program_id;
void loadVertexProgramGL();
void printGlError( const char *call );
void verify_shader_config(
M3dView& view);
void init_ext(const char *ext);
vec3f cameraRotation;
float refractionValue;
float bumpScale;
bool cubeMapOnly;
protected:
void clearTexCoords();
GLuint texNames[6];
int texCoordAllocationSize;
float* texCoordArray1;
float* texCoordArray2;
float* texCoordArray3;
MCallbackId fBeforeNewCB;
MCallbackId fBeforeOpenCB;
MCallbackId fBeforeRemoveReferenceCB;
MCallbackId fMayaExitingCB;
void attachSceneCallbacks();
void detachSceneCallbacks();
static void releaseCallback(void* clientData);
private:
};
#endif