//-
// ==========================================================================
// Copyright (C) 1995 - 2006 Autodesk, Inc. and/or its licensors.  All 
// rights reserved.
//
// The coded instructions, statements, computer programs, and/or related 
// material (collectively the "Data") in these files contain unpublished 
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// to use, modify, and incorporate this Data into other products for 
// purposes authorized by the Autodesk software license agreement, 
// without fee.
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// 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 
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// the Software, unless such copies or derivative works are solely 
// in the form of machine-executable object code generated by a 
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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 a
//				bumpy, reflective surface. The bump
//				is controlled through a user-specified
//				2D texture, while the reflection map
//				is a cube map.
//
//  This shader builds on the foundation demonstrated in 
//  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.
//
///////////////////////////////////////////////////////////////////

#ifdef WIN32
#pragma warning( disable : 4786 )		// Disable STL warnings.
#endif

#include <maya/MIOStream.h>
#include <math.h>

#include <maya/MString.h>
#include <maya/MStringArray.h>
#include <maya/MPlug.h>
#include <maya/MDataBlock.h>
#include <maya/MDataHandle.h>
#include <maya/MArrayDataHandle.h>
#include <maya/MFnNumericAttribute.h>
#include <maya/MFnTypedAttribute.h>
#include <maya/MFloatVector.h>
#include <maya/MFnStringData.h>
#include <maya/MFnPlugin.h>
#include <maya/MGlobal.h>

#include <maya/MPoint.h>
#include <maya/MMatrix.h>
#include <maya/MVector.h>
#include <maya/MEulerRotation.h>
#include <maya/MQuaternion.h>

#include <maya/MDagPath.h>
#include <maya/MFnDependencyNode.h>
#include <maya/MSceneMessage.h>


// Include NVIDIA's helper libraries.  These libraries have
// copyright info in them so we cannot release them but we
// can use them to verify that the API works correctly.
//
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glext.h>

#define GLH_EXT_SINGLE_FILE
#include "glh_extensions.h"
#undef GL_NV_vertex_array_range
#include "glh_genext.h"
#include "glh_obs.h"

using namespace glh;

#include "hwReflectBumpShader_NV20.h"
#include "ShadingConnection.h"

MTypeId hwReflectBumpShader_NV20::id( 0x00105442 );

void hwReflectBumpShader_NV20::postConstructor( )
{
	setMPSafe(false);
}

//
// DESCRIPTION:
///////////////////////////////////////////////////////
MObject  hwReflectBumpShader_NV20::color;
MObject  hwReflectBumpShader_NV20::colorR;
MObject  hwReflectBumpShader_NV20::colorG;
MObject  hwReflectBumpShader_NV20::colorB;

MObject  hwReflectBumpShader_NV20::bump;
MObject  hwReflectBumpShader_NV20::bumpR;
MObject  hwReflectBumpShader_NV20::bumpG;
MObject  hwReflectBumpShader_NV20::bumpB;

MObject  hwReflectBumpShader_NV20::uCoord;
MObject  hwReflectBumpShader_NV20::vCoord;
MObject  hwReflectBumpShader_NV20::uvCoord;

MObject  hwReflectBumpShader_NV20::uBias;
MObject  hwReflectBumpShader_NV20::vBias;

MObject  hwReflectBumpShader_NV20::uvFilterSize;
MObject  hwReflectBumpShader_NV20::uvFilterSizeX;
MObject  hwReflectBumpShader_NV20::uvFilterSizeY;

char gszErrMsg[100];          // Global error message text


void hwReflectBumpShader_NV20::printGlError( const char *call )
{
    GLenum error;

	while( (error = glGetError()) != GL_NO_ERROR ) {
	    cerr << call << ":" << error << " is " << (const char *)gluErrorString( error ) << "\n";
	}
}

// Verify that the configuration of the texture shaders are consistent
//
void hwReflectBumpShader_NV20::verify_shader_config(M3dView& view)
{
	int consistent;

	view.beginGL();

		glActiveTextureARB( GL_TEXTURE0_ARB );
		glGetTexEnviv(GL_TEXTURE_SHADER_NV, GL_SHADER_CONSISTENT_NV, & consistent);
		if(consistent == GL_FALSE)
			cerr << "Shader stage 0 is inconsistent!" << endl;

		glActiveTextureARB( GL_TEXTURE1_ARB );
		glGetTexEnviv(GL_TEXTURE_SHADER_NV, GL_SHADER_CONSISTENT_NV, & consistent);
		if(consistent == GL_FALSE)
			cerr << "Shader stage 1 is inconsistent!" << endl;

		glActiveTextureARB( GL_TEXTURE2_ARB );
		glGetTexEnviv(GL_TEXTURE_SHADER_NV, GL_SHADER_CONSISTENT_NV, & consistent);
		if(consistent == GL_FALSE)
			cerr << "Shader stage 2 is inconsistent!" << endl;

		glActiveTextureARB( GL_TEXTURE3_ARB );
		glGetTexEnviv(GL_TEXTURE_SHADER_NV, GL_SHADER_CONSISTENT_NV, & consistent);
		if(consistent == GL_FALSE)
			cerr << "Shader stage 3 is inconsistent!" << endl;

		glActiveTextureARB( GL_TEXTURE0_ARB );

	view.endGL();
}


// The very simple VertexProgram for the Reflective Bump effect. This one is faster
// (it doesn't require the tangent space calculation) but is world-aligned.
// Therefore it could be useful for some effects (ex: ground or wall), but for
// a character it would be unnacceptable.
//
// CONSTANTS:
//  0- 3  4x4 ModelView-Projection composite matrix
//  4- 7  4x4 ModelView  matrix
// 24-27  4x4 view transpose
//
// VERTEX REGISTERS:
// 0 - coord
// 1 - normal
// 2 - texcoord0
//
// REGISTERS:
// 4 = skinned (eye space) coord
// 5 = skinned (eye space) tangent
// 6 = skinned (eye space) binormal
// 7 = skinned (eye space) normal
//
char superEasyVertexProgramString[] = 
		"!!VP1.0\n"

		// final projection transformation
		// transform the skinned coords by the projection matrix
		"DP4   o[HPOS].x, c[0], v[0];"
		"DP4   o[HPOS].y, c[1], v[0];"
		"DP4   o[HPOS].z, c[2], v[0];"
		"DP4   o[HPOS].w, c[3], v[0];"

		// transform the coords to the eye-space
		"DP4   R4.x, c[4], v[0];"
		"DP4   R4.y, c[5], v[0];"
		"DP4   R4.z, c[6], v[0];"
		"DP4   R4.w, c[7], v[0];"

		// transform the normals to eye-space 
		"DP3   R7.x, c[4], v[1];"
		"DP3   R7.y, c[5], v[1];"
		"DP3   R7.z, c[6], v[1];"
		"DP3   R7.w, c[7], v[1];"

		// transform the normals from eye-space to world-space
		"DP3 o[TEX1].x, R7, c[24];"
		"DP3 o[TEX2].y, R7, c[25];"
		"DP3 o[TEX3].z, R7, c[26];"

		// put view dir into w of tex[1..3]
		"DP4 o[TEX1].w, R4, c[24];"
		"DP4 o[TEX2].w, R4, c[25];"
		"DP4 o[TEX3].w, R4, c[26];"

		// copy texcoords
		"MOV o[TEX0], v[2];"

		// done
		"END";


// More complex vertex program. It uses tangent space transformations to
// achieve a more realistic bump.
//
// CONSTANTS:
//  0- 3  4x4 Projection matrix
//  4- 7  4x4 ModelView  matrix
// 20-22  light amb/diff/spec
// 23     light dir
// 24-27  4x4 view transpose
//
// VERTEX REGISTERS:
// 0 - coord
// 1 - normal
// 2 - texcoord0
// 3 - texcoord1
// 4 - texcoord2 (binorm)
//
// REGISTERS:
// 4  = skinned (eye space) coord
// 5 = skinned (eye space) tangent
// 6 = skinned (eye space) binormal
// 7 = skinned (eye space) normal
// 8 = eye space view vector
// 9 = eye space half-angle vector
char originalVertexProgramString[] = 
	"!!VP1.0\n"
	
	// skin the vertices
	"DP4   R4.x, c[4], v[0];"
	"DP4   R4.y, c[5], v[0];"
	"DP4   R4.z, c[6], v[0];"
	"DP4   R4.w, c[7], v[0];"
	
	// final projection transformation
	// transform the skinned coords by the projection matrix
	"DP4   o[HPOS].x, c[0], v[0];"
	"DP4   o[HPOS].y, c[1], v[0];"
	"DP4   o[HPOS].z, c[2], v[0];"
	"DP4   o[HPOS].w, c[3], v[0];"
	
	// skin the binormals
	// skin binormals for bone0
	"DP3   R6.x, c[4], v[4];"
	"DP3   R6.y, c[5], v[4];"
	"DP3   R6.z, c[6], v[4];"
	"DP3   R6.w, c[7], v[4];"

	// skin the normals
	// skin normals for bone0
	"DP3   R7.x, c[4], v[1];"
	"DP3   R7.y, c[5], v[1];"
	"DP3   R7.z, c[6], v[1];"
	"DP3   R7.w, c[7], v[1];"

	// renormalize and orthogonalize binormal, tangent & normal
	// build tangent
	"MUL   R5, R6.zxyw, R7.yzxw;"
	"MAD   R5, R6.yzxw, R7.zxyw, -R5;"

	// normalize tangent
	"DP3   R5.w, R5, R5;"
	"RSQ   R5.w, R5.w;"
	"MUL   R5.xyz, R5, R5.w;"

	// put the sign in the tangent
	"MUL R5.xyz, R5, v[4].w;"

	// fill texture coords with tangent space matrix for pixel shaders
	// rotate tangent space matrix by view transpose
	"DP3 o[TEX1].x, -R5, c[24];"
	"DP3 o[TEX2].x, -R5, c[25];"
	"DP3 o[TEX3].x, -R5, c[26];"

	"DP3 o[TEX1].y, -R6, c[24];"
	"DP3 o[TEX2].y, -R6, c[25];"
	"DP3 o[TEX3].y, -R6, c[26];"

	"DP3 o[TEX1].z, R7, c[24];"
	"DP3 o[TEX2].z, R7, c[25];"
	"DP3 o[TEX3].z, R7, c[26];"

	// put view dir into w of tex[1..3]
	"DP4 o[TEX1].w, -R4, c[24];"
	"DP4 o[TEX2].w, -R4, c[25];"
	"DP4 o[TEX3].w, -R4, c[26];"

	// misc
	// put diffuse lighting into color
	"DP3 o[COL0], R7, c[23];"
	"MOV o[COL0].w, c[50];"

	// copy texcoords
	"MOV o[TEX0], v[3];"

	// done
	"END";


void initVertexProgram(const char vertexProgramCode[], GLuint* pVertexProgramId)
{
	// Allocate and initialize the vertex program.
	glGenProgramsNV(1, pVertexProgramId);
	GLenum error = glGetError();
	assert(error == GL_NO_ERROR);

	// Load the program.
	unsigned int length = strlen(vertexProgramCode);
	glLoadProgramNV(GL_VERTEX_PROGRAM_NV, *pVertexProgramId, length, 
		(const GLubyte *) vertexProgramCode);
	error = glGetError();

	// If an error occured, find the location in the vertex program
	// code and assert.
	if (error != GL_NO_ERROR)
	{
		// If an error occured, it's most likely due to a syntax or 
		// logic error in the vertex program. The error position
		// below will contain the index in the vertex program
		// string that is faulty. See the NV_vertex_program
		// extension specification for more details.
		if (error == GL_INVALID_OPERATION)
		{
			int error_position = -2;

			glGetIntegerv(GL_PROGRAM_ERROR_POSITION_NV, &error_position);

			// Most likely a bug in the vertex program code...
			assert(0);
		}
	}
}

// Load the vertexProgram and fill in the necessary constants used in the vertex program
//
void hwReflectBumpShader_NV20::loadVertexProgramGL()
{
	// Only load this vertex program once.
	if (vertex_program_id == 0)	
		initVertexProgram(originalVertexProgramString, &vertex_program_id);

	// CONSTANTS:
	//  0- 3  4x4 ModelView-Projection composite matrix
	//  4- 7  4x4 ModelView  matrix
	// 20-22  light amb/diff/spec
	// 23     light dir
	// 24-27  4x4 view transpose
	//
	// VERTEX REGISTERS:
	// 0 - coord
	// 1 - normal
	// 2 - texcoord0
	//
	// In this example, the upper-left 3x3 of the modelview matrix (M) and 
	// the upper-left 3x3 of the inverse transpose of the modelview matrix (M-t)
	// are used interchangeably.  This is because the modelview matrix contains
	// only rigid-body transformations (rotation and translation), and in this
	// case the matrices are identical.
	//
	glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 0, GL_MODELVIEW_PROJECTION_NV, GL_IDENTITY_NV);
	glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 4, GL_MODELVIEW, GL_IDENTITY_NV);

	glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 20, 1.0, 1.0, 1.0, 1.0);	// light amb color
	glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 21, 1.0, 1.0, 1.0, 1.0);	// light diff color
	glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 22, 1.0, 1.0, 1.0, 1.0);	// light spec color
	glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 23, 0.0, 0.0, 1.0, 0.0);	// light direction, for now.

	// Get the modelView matrix
	//
	GLfloat modelViewMatrix[16];
	glGetFloatv(GL_MODELVIEW_MATRIX, modelViewMatrix);
	float stupidMatrix[4][4];
	for (int i=0; i<16; i++)
	{
		stupidMatrix[i/4][i%4] = modelViewMatrix[i];
	}
	MMatrix mvMatrix(stupidMatrix);

	// Calculate the view transpose matrix.
	//	
	MMatrix mv = m_ModelMatrix.inverse() * mvMatrix;
	mv = mv.transpose();

	glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 24, mv[0][0], mv[1][0], mv[2][0], mv[3][0]);
	glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 25, mv[0][1], mv[1][1], mv[2][1], mv[3][1]);
	glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 26, mv[0][2], mv[1][2], mv[2][2], mv[3][2]);
	glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 27, mv[0][3], mv[1][3], mv[2][3], mv[3][3]);
}


// Initialize the necessary OpenGL extensions
//
void hwReflectBumpShader_NV20::init_ext(const char * ext)
{
	if(!glh_init_extension(ext))
	{ cerr << "Failed to initialize " << ext << "!" << endl; exit(0); }
}

hwReflectBumpShader_NV20::hwReflectBumpShader_NV20()
{
	m_pTextureCache = MTextureCache::instance();

	init_ext("GL_ARB_multitexture");
	init_ext("GL_NV_register_combiners");
	init_ext("GL_NV_texture_shader");
	init_ext("GL_NV_vertex_program");

	bumpScale = 1.0;
	cubeMapOnly = FALSE;

	texNames[0] = texNames[1] = texNames[2] = texNames[3] = texNames[4] = texNames[5] = 0;
	currentTextureNames[0] = "";
	currentTextureNames[1] = "";
	currentTextureNames[2] = "";
	currentTextureNames[3] = "";
	currentTextureNames[4] = "";
	currentTextureNames[5] = "";

	attachSceneCallbacks();

	vertex_program_id = 0;
}

hwReflectBumpShader_NV20::~hwReflectBumpShader_NV20()
{
	detachSceneCallbacks();
}

void releaseVertexProgram(GLuint* pVertexProgramId)
{
	// If the vertex program id is set...
	if (*pVertexProgramId > 0)
	{
		// Unbind any vertex program...
		glBindProgramNV(GL_VERTEX_PROGRAM_NV, 0);

		glDeleteProgramsNV(1, pVertexProgramId);

		// For sanity, set the id to 0.
		*pVertexProgramId = 0;
	}
}

void hwReflectBumpShader_NV20::releaseEverything()
{
	if (texNames[0] != 0)			
		glDeleteTextures(6, &texNames[0]);

	releaseVertexProgram(&vertex_program_id);

	// Release the texture cache through refcounting.
	m_pTextureCache->release();
	if(!MTextureCache::getReferenceCount())
	{
		m_pTextureCache = 0;
	}
}

void hwReflectBumpShader_NV20::attachSceneCallbacks()
{
	fBeforeNewCB  = MSceneMessage::addCallback(MSceneMessage::kBeforeNew,  releaseCallback, this);
	fBeforeOpenCB = MSceneMessage::addCallback(MSceneMessage::kBeforeOpen, releaseCallback, this);
	fBeforeRemoveReferenceCB = MSceneMessage::addCallback(MSceneMessage::kBeforeRemoveReference, 
														  releaseCallback, this);
	fMayaExitingCB = MSceneMessage::addCallback(MSceneMessage::kMayaExiting, releaseCallback, this);
}

/*static*/
void hwReflectBumpShader_NV20::releaseCallback(void* clientData)
{
	hwReflectBumpShader_NV20 *pThis = (hwReflectBumpShader_NV20*) clientData;
	pThis->releaseEverything();
}

void hwReflectBumpShader_NV20::detachSceneCallbacks()
{
	if (fBeforeNewCB)
		MMessage::removeCallback(fBeforeNewCB);
	if (fBeforeOpenCB)
		MMessage::removeCallback(fBeforeOpenCB);
	if (fBeforeRemoveReferenceCB)
		MMessage::removeCallback(fBeforeRemoveReferenceCB);
	if (fMayaExitingCB)
		MMessage::removeCallback(fMayaExitingCB);

	fBeforeNewCB = 0;
	fBeforeOpenCB = 0;
	fBeforeRemoveReferenceCB = 0;
	fMayaExitingCB = 0;
}


MStatus initializePlugin( MObject obj )
{ 
	MStatus   status;
	
	const MString UserClassify( "shader/surface/utility" );

	MFnPlugin plugin( obj, PLUGIN_COMPANY, "4.0", "Any");
	status = plugin.registerNode( "hwReflectBumpShader_NV20", hwReflectBumpShader_NV20::id, 
			                      hwReflectBumpShader_NV20::creator, hwReflectBumpShader_NV20::initialize,
								  MPxNode::kHwShaderNode, &UserClassify );
	if (!status) {
		status.perror("registerNode");
		return status;
	}

	return MS::kSuccess;
}

MStatus uninitializePlugin( MObject obj )
{
	MStatus   status;
	
	MFnPlugin plugin( obj );

	// Unregister all chamelion shader nodes
	plugin.deregisterNode( hwReflectBumpShader_NV20::id );
	if (!status) {
		status.perror("deregisterNode");
		return status;
	}

	return MS::kSuccess;
}

void * hwReflectBumpShader_NV20::creator()
{
    return new hwReflectBumpShader_NV20();
}

MStatus hwReflectBumpShader_NV20::initialize()
{
    MFnNumericAttribute nAttr; 
	MStatus status;
	MFnTypedAttribute sAttr; // For string attributes

    // Create input attrubutes

    colorR = nAttr.create( "colorR", "cr",MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f);

    colorG = nAttr.create( "colorG", "cg",MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(0.5f);

    colorB = nAttr.create( "colorB", "cb",MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(0.5f);

    color = nAttr.create( "color", "c", colorR, colorG, colorB);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f, 0.5f, 0.5f);
    nAttr.setUsedAsColor(true);

	bumpR = nAttr.create( "bumpR", "c2r",MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f);

    bumpG = nAttr.create( "bumpG", "c2g",MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f);

    bumpB = nAttr.create( "bumpB", "c2b",MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f);

    bump = nAttr.create( "bump", "c2", bumpR, bumpG, bumpB);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(1.0f, 1.0f, 1.0f);
    nAttr.setUsedAsColor(true);

    uCoord = nAttr.create( "uCoord", "u", MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(0.5f);

    vCoord = nAttr.create( "vCoord", "v", MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(0.5f);
 
    uvCoord = nAttr.create( "uvCoord","uv", uCoord, vCoord);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setDefault(0.5f, 0.5f );
    nAttr.setHidden(true);

    uBias = nAttr.create( "uBias", "bu", MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setMin(0.0f);
    nAttr.setMax(1.0f);
    nAttr.setKeyable(true);
    nAttr.setDefault(0.5f);

    vBias = nAttr.create( "vBias", "bv", MFnNumericData::kFloat);
    nAttr.setStorable(true);
    nAttr.setKeyable(true);
    nAttr.setMin(0.0f);
    nAttr.setMax(1.0f);
    nAttr.setDefault(0.5f);

    uvFilterSizeX = nAttr.create( "uvFilterSizeX", "fsx", MFnNumericData::kFloat);
    nAttr.setStorable(false);
    nAttr.setReadable(true);
    nAttr.setWritable(true);
    nAttr.setHidden(true);

    uvFilterSizeY = nAttr.create( "uvFilterSizeY", "fsy", MFnNumericData::kFloat);
    nAttr.setStorable(false);
    nAttr.setReadable(true);
    nAttr.setWritable(true);
    nAttr.setHidden(true);

    uvFilterSize = nAttr.create("uvFilterSize","fs",uvFilterSizeX,uvFilterSizeY);
    nAttr.setStorable(false);
    nAttr.setReadable(true);
    nAttr.setWritable(true);
    nAttr.setHidden(true);
   
 // create output attributes here
	// outColor is the only output attribute and it is inherited
	// so we do not need to create or add it.
	//

 // Add the attributes here

    addAttribute(color);
    addAttribute(bump);

    addAttribute(uvCoord);

    addAttribute(uBias);
    addAttribute(vBias);

    addAttribute(uvFilterSize);

    attributeAffects (colorR, outColor);
    attributeAffects (colorG, outColor);
    attributeAffects (colorB, outColor);
    attributeAffects (color,  outColor);
    attributeAffects (bumpR, outColor);
    attributeAffects (bumpG, outColor);
    attributeAffects (bumpB, outColor);
    attributeAffects (bump,  outColor);
    attributeAffects (uCoord,  outColor);
    attributeAffects (vCoord,  outColor);
    attributeAffects (uvCoord, outColor);
    attributeAffects (uBias,   outColor);
    attributeAffects (vBias,   outColor);

    return MS::kSuccess;
}


// DESCRIPTION:
//   See hwDecalBumpShader_NV20::compute().
//
MStatus hwReflectBumpShader_NV20::compute(
const MPlug&      plug,
      MDataBlock& block ) 
{ 
    bool k = false;
    k |= (plug==outColor);
    k |= (plug==outColorR);
    k |= (plug==outColorG);
    k |= (plug==outColorB);
    if( !k ) return MS::kUnknownParameter;

    // set output color attribute
    MDataHandle outColorHandle = block.outputValue( outColor );
    MFloatVector& outColor = outColorHandle.asFloatVector();
    outColor.x = 1.0;
    outColor.y = 0.5;
    outColor.z = 0.5;
    outColorHandle.setClean();
    return MS::kSuccess;
}


// To get 3 float values from the node attribute
//
MStatus hwReflectBumpShader_NV20::getFloat3(MObject attr, float value[3])
{
	MStatus status = MS::kSuccess;

	// Get the attr to use
	//
	MPlug	plug(thisMObject(), attr);

	MObject object;
	status = plug.getValue(object);
	if (!status)
	{
		status.perror("hwReflectBumpShader_NV20::bind plug.getValue.");
		return status;
	}

	MFnNumericData data(object, &status);
	if (!status)
	{
		status.perror("hwReflectBumpShader_NV20::bind construct data.");
		return status;
	}

	status = data.getData(value[0], value[1], value[2]);
	if (!status)
	{
		status.perror("hwReflectBumpShader_NV20::bind get values.");
		return status;
	}

	return status;
}

// To get a string value from the node attribute
//
MStatus hwReflectBumpShader_NV20::getString(MObject attr, MString &str)
{
	MPlug	plug(thisMObject(), attr);
	MStatus status = plug.getValue( str );

	return status;
}


/* virtual */
MStatus	hwReflectBumpShader_NV20::bind(const MDrawRequest& request,
							M3dView& view)
{
	MStatus status;

	bool isHeightFieldMap = true;	// Should be set to the value of an attribute

	m_ModelMatrix = request.multiPath().inclusiveMatrix();

	// Get the cube mapand bump map file names
	MStringArray decalNames;
	MString decalName;
	MString bumpName;

	ShadingConnection colorConnection(thisMObject(), 
						request.multiPath().partialPathName(), "color");
	ShadingConnection bumpConnection (thisMObject(), 
						request.multiPath().partialPathName(), "bump");

	// If the color attribute is ultimately connected to a environment, 
	// find its filenames, otherwise use the default color texture.

	bool gotAllEnvironmentMaps = TRUE;
	if (colorConnection.type() == ShadingConnection::TEXTURE &&
		colorConnection.texture().hasFn(MFn::kEnvCube))
	{
		// Get the filenames of the texture.
		MFnDependencyNode textureNode(colorConnection.texture());
		MString attributeName;
		MString envNames[6] = { "top", "bottom", "left", "right", "front", "back" };

		// Scan for connected file textures to the environment map node
		//
		for (int i=0; i<6; i++)
		{
			ShadingConnection conn(colorConnection.texture(), request.multiPath().partialPathName(), 
							envNames[i]);

			if (conn.type() == ShadingConnection::TEXTURE &&
				conn.texture().hasFn(MFn::kFileTexture))
			{
				MFnDependencyNode envNode(conn.texture());
				MPlug filenamePlug( conn.texture(), envNode.attribute(MString("fileTextureName")) );
				filenamePlug.getValue(decalName);

				if (decalName.length() == 0)
					decalName = "D:/chameleon/textures/Cham_body_color_real.tga";

				// Append next environment map name
				decalNames.append( decalName );
			}

			// If any of the environment maps are not mapped put in a fake texture
			else
			{
				decalName = "D:/chameleon/textures/Cham_body_color_real.tga";
				decalNames.append( decalName );
			}
		}
	}
	else
	{
		// Put in a fake texture for each side
		decalName = "D:/chameleon/textures/Cham_body_color_real.tga";
		for (int i=0; i<6; i++)
		{
			decalNames.append( decalName );
		}
	}

	// If the bump attribute is ultimately connected to a file texture, find its filename.
	// otherwise use the default bump texture.
	if (bumpConnection.type() == ShadingConnection::TEXTURE &&
		bumpConnection.texture().hasFn(MFn::kFileTexture))
	{
		// Get the filename of the texture.
		MFnDependencyNode textureNode(bumpConnection.texture());
		MPlug filenamePlug( bumpConnection.texture(), textureNode.attribute(MString("fileTextureName")) );
		filenamePlug.getValue(bumpName);
	}
	else
	{
		bumpName = "";
	}

	// See if we are doing cube-map only. i.e. no bump
	//
	cubeMapOnly = (bumpName.length() == 0);

	// Reload cube maps if the name of the textures
	// for any of the cube maps changes
	//
	unsigned int width, height;

	bool reload = FALSE;
	for (int i=0; i<6; i++)
	{
		if (currentTextureNames[i] != decalNames[i])
		{
			reload = TRUE;
			break;
		}
	}
	if ( reload )
	{
		MString	xpTexName(decalNames[2]);
		MString	xnTexName(decalNames[3]);
		MString	ypTexName(decalNames[0]);
		MString	ynTexName(decalNames[1]);
		MString	zpTexName(decalNames[4]);
		MString	znTexName(decalNames[5]);

		MStatus stat;

		if (! (stat = theImage_XP.readFromFile(xpTexName)) )
			return MS::kFailure;
		stat = theImage_XP.getSize( width, height );

		if (! (stat = theImage_XN.readFromFile(xnTexName)) )
			return MS::kFailure;
		if (! (stat = theImage_YP.readFromFile(ypTexName)) )
			return MS::kFailure;
		if (! (stat = theImage_YN.readFromFile(ynTexName)) )
			return MS::kFailure;
		if (! (stat = theImage_ZP.readFromFile(zpTexName)) )
			return MS::kFailure;
		if (! (stat = theImage_ZN.readFromFile(znTexName)) )
			return MS::kFailure;

		// Only create texture names the first time
		if (texNames[0] == 0)
			glGenTextures(6, &texNames[0]);

		glBindTexture( GL_TEXTURE_2D, texNames[0] );
		glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
			0, GL_RGBA8, width,	height, 0, GL_RGBA,	GL_UNSIGNED_BYTE, theImage_XP.pixels() );
		glBindTexture( GL_TEXTURE_2D, texNames[1] );
		glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
			0, GL_RGBA8, width,	height,	0, GL_RGBA,	GL_UNSIGNED_BYTE, theImage_XN.pixels() );
		glBindTexture( GL_TEXTURE_2D, texNames[2] );
		glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
			0, GL_RGBA8, width,	height,	0, GL_RGBA,	GL_UNSIGNED_BYTE, theImage_YP.pixels() );
		glBindTexture( GL_TEXTURE_2D, texNames[3] );
		glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
			0, GL_RGBA8, width,	height,	0, GL_RGBA,	GL_UNSIGNED_BYTE, theImage_YN.pixels() );
		glBindTexture( GL_TEXTURE_2D, texNames[4] );
		glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
			0, GL_RGBA8, width,	height,	0, GL_RGBA,	GL_UNSIGNED_BYTE, theImage_ZP.pixels() );
		glBindTexture( GL_TEXTURE_2D, texNames[5] );
		glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
			0, GL_RGBA8, width,	height,	0, GL_RGBA,	GL_UNSIGNED_BYTE, theImage_ZN.pixels() );

		for (i=0; i<6; i++) {
			currentTextureNames[i] = decalNames[i];
		}
	}

	// Get camera information needed
	//
	MDagPath cameraPath;
    status = view.getCamera( cameraPath );

	// Get rotation angle and axis
	//
	MVector camAxis;
	double camTheta;
	MMatrix mmatrix = cameraPath.inclusiveMatrix( &status );
	MTransformationMatrix tmatrix( mmatrix );

	m_CameraRotation = tmatrix.rotation();
	m_CameraRotation.getAxisAngle(  camAxis, camTheta );

	// Convert to degrees from radians
	camTheta *= 57.295779513082320876798154814105;	// == (180 / M_PI)

	view.beginGL();

	glPushAttrib( GL_ALL_ATTRIB_BITS );
	glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);

	// Background color is always white
	glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
	glEnable(GL_COLOR_MATERIAL);
	glColor4f( 1, 1, 1, 1 );
	
	if (cubeMapOnly)
	{
		glActiveTextureARB( GL_TEXTURE0_ARB );

		glEnable(GL_TEXTURE_CUBE_MAP_ARB);
		glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB);
		glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB);
		glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB);
		glEnable(GL_TEXTURE_GEN_S);
		glEnable(GL_TEXTURE_GEN_T);
		glEnable(GL_TEXTURE_GEN_R);

		for (i=0; i<6; i++)
			glBindTexture( GL_TEXTURE_2D, texNames[i] );

		glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

		// Flip from Maya to OGL coordinates +
		// rotate the Textures according to the camera orientation
		//
		glMatrixMode( GL_TEXTURE );
		glPushMatrix();
		glLoadIdentity();
		glRotated( 180.0, 1.0, 0.0, 0.0 );
		glRotated( camTheta, camAxis[0], camAxis[1], camAxis[2]);
	
		// Pop the matrix is done during unbind, not here
		//glPopMatrix();

		glMatrixMode( GL_MODELVIEW );
	}
	else
	{
		loadVertexProgramGL();

		// Setup texture combiners 
		//
		glEnable(GL_TEXTURE_SHADER_NV);

		// stage 0 -- bump normal map (input is u,v and normal map)
		glActiveTextureARB( GL_TEXTURE0_ARB );
		glEnable(GL_TEXTURE_2D);
		//
		// We need to be able to pass the bumpScaleValue
		// to the texture cache and rebuild the bump or normal map
		if( isHeightFieldMap ) {
			// convert the HeightField to the NormalMap
			if(m_pTextureCache)
				m_pTextureCache->bind(bumpConnection.texture(), MTexture::NMAP, true);
		}
		else {
			if(m_pTextureCache)
				m_pTextureCache->bind(bumpConnection.texture(), MTexture::RGBA, true);
		}
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
		
		// stage 1 -- dot product (input is strq)
		glActiveTextureARB( GL_TEXTURE1_ARB );
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
		
		// stage 2 -- dot product (input is strq)
		glActiveTextureARB( GL_TEXTURE2_ARB );
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);	
		
		// stage 3 -- dot product reflect cube map (input is strq, and cube maps)
		// ======================================================================
		glActiveTextureARB( GL_TEXTURE3_ARB );	
		glEnable(GL_TEXTURE_CUBE_MAP_ARB);

		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);		


		// Bind the 6 textures
		//
		for (i=0; i<6; i++)
			glBindTexture( GL_TEXTURE_2D, texNames[i] );

		// Specify the texture parameters
		//
		glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

		// Done setting the texture unit 3
		//
		glActiveTextureARB( GL_TEXTURE0_ARB );

		// define a white color
		//
		float white_color[4] = {1.0, 1.0, 1.0, 1.0};
		glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, white_color);

		// The register combiner will do the multiplication between
		// the illumination and the decal color
		//
		glEnable(GL_REGISTER_COMBINERS_NV);
		glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 1);
		
		// Combiner stage 0 get the input from texture stage3, pass through
		//
		glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE3_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
		glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
		glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
		glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
		
		glCombinerOutputNV(GL_COMBINER0_NV, GL_RGB, GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV, 
			GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
		
		// The final Combiner just pass through
		//
		glFinalCombinerInputNV(GL_VARIABLE_A_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
		glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
		glFinalCombinerInputNV(GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
		glFinalCombinerInputNV(GL_VARIABLE_D_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);

		verify_shader_config( view );
	}

	view.endGL();

	return MS::kSuccess;
}


/* virtual */
MStatus	hwReflectBumpShader_NV20::unbind(const MDrawRequest& request,
			   M3dView& view)
{
	view.beginGL();
	
	if (cubeMapOnly)
	{
		// Pop the texture matrix pushed during bind
		glActiveTextureARB( GL_TEXTURE0_ARB );
		glMatrixMode( GL_TEXTURE );
		glPopMatrix();
		glMatrixMode( GL_MODELVIEW );

		glDisable( GL_TEXTURE_GEN_S );
		glDisable( GL_TEXTURE_GEN_T );
		glDisable( GL_TEXTURE_GEN_R );
		glDisable( GL_TEXTURE_CUBE_MAP_ARB );
	}
	else
	{
		glDisable(GL_TEXTURE_SHADER_NV);
		
		glActiveTextureARB( GL_TEXTURE0_ARB );
		glDisable(GL_TEXTURE_2D);
		glDisable(GL_TEXTURE_CUBE_MAP_ARB);

		glActiveTextureARB( GL_TEXTURE1_ARB );
		glDisable(GL_TEXTURE_2D);
		glDisable(GL_TEXTURE_CUBE_MAP_ARB);

		glActiveTextureARB( GL_TEXTURE2_ARB );
		glDisable(GL_TEXTURE_2D);
		glDisable(GL_TEXTURE_CUBE_MAP_ARB);

		glActiveTextureARB( GL_TEXTURE3_ARB );
		glDisable(GL_TEXTURE_2D);
		glDisable(GL_TEXTURE_CUBE_MAP_ARB);

		glDisable(GL_REGISTER_COMBINERS_NV);
		glDisable(GL_VERTEX_PROGRAM_NV);
	}

	glActiveTextureARB( GL_TEXTURE0_ARB );

	glPopClientAttrib();
	glPopAttrib();

	view.endGL();

	return MS::kSuccess;
}


/* virtual */
MStatus	hwReflectBumpShader_NV20::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)
{
	// We assume triangles here.
	//
	if (prim != GL_TRIANGLES)	return MS::kFailure;

	view.beginGL();

	glEnable(GL_VERTEX_ARRAY);

	if (cubeMapOnly)
	{
		glVertexPointer(3, GL_FLOAT, 0, vertexArray);
		glEnable(GL_VERTEX_ARRAY);
		
		if (normalCount > 0)
		{
			glNormalPointer(GL_FLOAT, 0, normalArrays[0]);
			glEnable(GL_NORMAL_ARRAY);
		}
		
		glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, indexArray);
		
		glDisable(GL_VERTEX_ARRAY);
		glDisable(GL_NORMAL_ARRAY);
	}
	else
	{
		// Bind and enable the vertex program
		glBindProgramNV(GL_VERTEX_PROGRAM_NV, vertex_program_id);
		glEnable(GL_VERTEX_PROGRAM_NV);
		
		// VERTEX REGISTERS:
		// 0 - coord
		// 1 - normal
		// 2 - texcoord0
		// 3 - texcoord1
		// 4 - texcoord2 (binorm)

		glVertexAttribPointerNV( 0, 3, GL_FLOAT, 0, vertexArray );
		glVertexAttribPointerNV( 1, 3, GL_FLOAT, 0, normalArrays[0] );
		glVertexAttribPointerNV( 2, 2, GL_FLOAT, 0, texCoordArrays[0] );
		glVertexAttribPointerNV( 3, 2, GL_FLOAT, 0, texCoordArrays[0] );
		glVertexAttribPointerNV( 4, 3, GL_FLOAT, 0, normalArrays[2] );
		
		glEnableClientState( GL_VERTEX_ATTRIB_ARRAY0_NV );
		glEnableClientState( GL_VERTEX_ATTRIB_ARRAY1_NV );
		glEnableClientState( GL_VERTEX_ATTRIB_ARRAY2_NV );
		glEnableClientState( GL_VERTEX_ATTRIB_ARRAY3_NV );
		glEnableClientState( GL_VERTEX_ATTRIB_ARRAY4_NV );
		
		glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, indexArray);
		
		glDisableClientState( GL_VERTEX_ATTRIB_ARRAY0_NV );
		glDisableClientState( GL_VERTEX_ATTRIB_ARRAY1_NV );
		glDisableClientState( GL_VERTEX_ATTRIB_ARRAY2_NV );
		glDisableClientState( GL_VERTEX_ATTRIB_ARRAY3_NV );
		glDisableClientState( GL_VERTEX_ATTRIB_ARRAY4_NV );
		
		glDisable(GL_VERTEX_PROGRAM_NV);
	}

	glDisable(GL_VERTEX_ARRAY);
	view.endGL();

	return MS::kSuccess;
}

/* virtual */
int	hwReflectBumpShader_NV20::normalsPerVertex()
{
	return 3;
}

/* virtual */
int	hwReflectBumpShader_NV20::texCoordsPerVertex()
{
	return 1;
}
