void DrawableHolderUI::draw( const MDrawRequest &request, M3dView &view ) const
{
	MDrawData drawData = request.drawData();
	DrawableHolder *drawableHolder = (DrawableHolder *)drawData.geometry();
	assert( drawableHolder );

	IECoreGL::ConstScenePtr s = drawableHolder->scene();
	if( !s )
	{
		return;
	}

	view.beginGL();

		// maya can sometimes leave an error from it's own code,
		// and we don't want that to confuse us in our drawing code.
		while( glGetError()!=GL_NO_ERROR )
		{
		}

		// if we're being drawn as part of a selection operation we need
		// to make sure there's a name on the name stack, as the IECoreGL::NameStateComponent
		// expects to be able to load a name into it (it fails with an invalid operation if
		// there's no name slot to load into).
		if( view.selectMode() )
		{
			view.pushName( 0 );
		}

		try
		{
			// do the main render
			s->render( m_displayStyle.baseState( request.displayStyle() ) );

			// do a wireframe render over the top if we're selected and we just did a solid
			// draw.
			bool selected = request.displayStatus()==M3dView::kActive || request.displayStatus()==M3dView::kLead;
			bool solid = request.displayStyle()==M3dView::kFlatShaded || request.displayStyle()==M3dView::kGouraudShaded;
			if( selected && solid )
			{
				s->render( m_displayStyle.baseState( M3dView::kWireFrame ) );
			}
		}
		catch( std::exception &e )
		{
			IECore::msg( IECore::Msg::Error, "DrawableHolderUI::draw", e.what() );
		}

	view.endGL();
}
Beispiel #2
0
		void BaseShapeUI::draw( const MDrawRequest & request, M3dView & view ) const {
			if (s_drawData.failure)
				return;

			MStatus status;

			view.beginGL();

			if (!s_drawData.initialized)
				initializeDraw();

			BaseShape *shape = (BaseShape *) surfaceShape();

			Model::Base base(MFnDagNode(shape->thisMObject()).parent(0, &status));

			if (!status) {
				status.perror("MFnDagNode::parent");
				return;
			}

			//MDagPath path = request.multiPath();
			MMaterial material = request.material();
			MColor color, borderColor;

			if (!(status = material.getDiffuse(color))) {
				status.perror("MMaterial::getDiffuse");
				return;
			}

			bool wireframe = (M3dView::DisplayStyle) request.token() == M3dView::kWireFrame;

			if (wireframe) {
				glPushAttrib(GL_POLYGON_BIT);

				glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
			}

			glUseProgram(s_drawData.program);
			
			switch (request.displayStatus())
            {
            case M3dView::kLead :
				borderColor = view.colorAtIndex( LEAD_COLOR);
				//glUniform1f(s_drawData.border_uniform, 1.0f);
				s_drawData.updateBorderUniform(1.0f);
				//glUniform3f(s_drawData.borderColor_uniform, borderColor.r, borderColor.g, borderColor.b);
				s_drawData.updateBorderColorUniform(borderColor.r, borderColor.g, borderColor.b);
				break;
            case M3dView::kActive :
                borderColor = view.colorAtIndex( ACTIVE_COLOR);
				//glUniform1f(s_drawData.border_uniform, 1.0f);
				s_drawData.updateBorderUniform(1.0f);
				//glUniform3f(s_drawData.borderColor_uniform, borderColor.r, borderColor.g, borderColor.b);
				s_drawData.updateBorderColorUniform(borderColor.r, borderColor.g, borderColor.b);
                break;
            case M3dView::kActiveAffected :
                borderColor = view.colorAtIndex( ACTIVE_AFFECTED_COLOR);
				//glUniform1f(s_drawData.border_uniform, 0.0f);
				s_drawData.updateBorderUniform(0.0f);
                break;
            case M3dView::kDormant :
				borderColor = view.colorAtIndex( DORMANT_COLOR, M3dView::kDormantColors);
				//glUniform1f(s_drawData.border_uniform, 0.0f);
				s_drawData.updateBorderUniform(0.0f);
                break;
            case M3dView::kHilite :
                borderColor = view.colorAtIndex( HILITE_COLOR);
				//glUniform1f(s_drawData.border_uniform, 1.0f);
				s_drawData.updateBorderUniform(1.0f);
				//glUniform3f(s_drawData.borderColor_uniform, borderColor.r, borderColor.g, borderColor.b);
				s_drawData.updateBorderColorUniform(borderColor.r, borderColor.g, borderColor.b);
                break;
            }

			//glUniform3f(s_drawData.color_uniform, color.r, color.g, color.b);
			s_drawData.updateColorUniform(color.r, color.g, color.b);

			glCallList(s_drawData.display_list);

			if (wireframe)
				glPopAttrib();

			view.endGL();
		}