#ifndef _hwAnisotropicShader_NV20
#define _hwAnisotropicShader_NV20

//-
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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 */
