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
UsdMayaGLBatchRenderer::Draw(
    const MDrawRequest& request,
    M3dView &view )
{
    // VP 1.0 Implementation
    //
    MDrawData drawData = request.drawData();
    
    _BatchDrawUserData* batchData =
                static_cast<_BatchDrawUserData*>(drawData.geometry());
    if( !batchData )
        return;
    
    MMatrix projectionMat;
    view.projectionMatrix(projectionMat);
    
    MMatrix modelViewMat;
    view.modelViewMatrix(modelViewMat);

    if( batchData->_bounds )
    {
        px_vp20Utils::RenderBoundingBox(*(batchData->_bounds),
                                        *(batchData->_wireframeColor),
                                        modelViewMat,
                                        projectionMat);
    }
    
    if( batchData->_drawShape && !_renderQueue.empty() )
    {
        MMatrix viewMat( request.matrix().inverse() * modelViewMat );

        unsigned int viewX, viewY, viewWidth, viewHeight;
        view.viewport(viewX, viewY, viewWidth, viewHeight);
        GfVec4d viewport(viewX, viewY, viewWidth, viewHeight);

        // Only the first call to this will do anything... After that the batch
        // queue is cleared.
        //
        _RenderBatches( NULL, viewMat, projectionMat, viewport );
    }
    
    // Clean up the _BatchDrawUserData!
    delete batchData;
}
void ProceduralHolderUI::draw( const MDrawRequest &request, M3dView &view ) const
{
	MStatus s;
	MDrawData drawData = request.drawData();
	ProceduralHolder *proceduralHolder = (ProceduralHolder *)drawData.geometry();
	assert( proceduralHolder );
	
	view.beginGL();
	
	LightingState lightingState;
	bool restoreLightState = cleanupLights( request, view, &lightingState );	

	// 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 )
	{
	}

	try
	{
		// draw the bound if asked
		if( request.token()==BoundDrawMode )
		{
			IECoreGL::BoxPrimitive::renderWireframe( IECore::convert<Imath::Box3f>( proceduralHolder->boundingBox() ) );
		}

		// draw the scene if asked
		if( request.token()==SceneDrawMode )
		{
			resetHilites();

			IECoreGL::ConstScenePtr scene = proceduralHolder->scene();
			if( scene )
			{
				IECoreGL::State *displayState = m_displayStyle.baseState( (M3dView::DisplayStyle)request.displayStyle() );

				if ( request.component() != MObject::kNullObj )
				{
					MDoubleArray col;
					s = MGlobal::executeCommand( "colorIndex -q 21", col );
					assert( s );
					IECoreGL::WireframeColorStateComponentPtr hilite = new IECoreGL::WireframeColorStateComponent( Imath::Color4f( col[0], col[1], col[2], 1.0f ) );

					MFnSingleIndexedComponent fnComp( request.component(), &s );
					assert( s );

					int len = fnComp.elementCount( &s );
					assert( s );
					for ( int j = 0; j < len; j++ )
					{
						int compId = fnComp.element(j);

						assert( proceduralHolder->m_componentToGroupMap.find( compId ) != proceduralHolder->m_componentToGroupMap.end() );

						hiliteGroups(
							proceduralHolder->m_componentToGroupMap[compId],
							hilite,
							const_cast<IECoreGL::WireframeColorStateComponent *>( displayState->get< IECoreGL::WireframeColorStateComponent >() )
						);
					}
				}
				scene->render( displayState );
			}
		}
	}
	catch( const IECoreGL::Exception &e )
	{
		// much better to catch and report this than to let the application die
		IECore::msg( IECore::Msg::Error, "ProceduralHolderUI::draw", boost::format( "IECoreGL Exception : %s" ) % e.what() );
	}

	if( restoreLightState )
	{
		restoreLights( &lightingState );	
	}
	
	view.endGL();
}
Beispiel #4
0
/* virtual */
MStatus	pnTriangles::bind(const MDrawRequest& request, M3dView& view)
//
// Description:
//		This bind demonstrates the usage of internal material
//		and texture properties. This shader must be connected
//		to the "hardwareShader" attribute of a lambert derived
//		shader.
//
{
	// Setup the view
	view.beginGL();
	glPushAttrib( GL_ALL_ATTRIB_BITS );
	glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);

	MColor diffuse(1.0F, 1.0F, 0.0F, 1.0F);
	MColor specular(1.0F, 1.0F, 1.0F, 1.0F);
	MColor emission(0.0F, 0.0F, 0.0F, 1.0F);
	MColor ambient(0.2F, 0.2F, 0.2F, 1.0F);

	// Get the diffuse and specular colors
	//
	float shininess;
	bool hasTransparency = false;

	MMaterial material = request.material();
	fInTexturedMode = material.materialIsTextured();

	// Setting this to true will get the default "green" material back
	// since it will try and evaluate this shader, which internally
	// Maya does not understand -> thus giving the "green" material back
	bool useInternalMaterialSetting = false;
	
	if (!useInternalMaterialSetting)
	{
		material.getEmission( emission );
		material.getSpecular( specular );
		shininess = 13.0;
	}
	material.getHasTransparency( hasTransparency );	

	if (!fInTexturedMode)
	{
		if (!fTestVertexProgram && !useInternalMaterialSetting)
			material.getDiffuse( diffuse );
	}
	// In textured mode. Diffuse material is always white
	// for texture blends
	else
	{
		if (!useInternalMaterialSetting)
			diffuse.r = diffuse.g = diffuse.b = diffuse.a = 1.0;
	}

	// Use a vertex program to set up shading
	//
	if (fTestVertexProgram)
	{
		bindVertexProgram(diffuse, specular, emission, ambient);
	}
	else if (fTestFragmentProgram)
	{
		bindFragmentProgram();
	}

	// Don't use a vertex program to set up shading
	//
	else
	{
		// Set up the material state
		//
		glEnable(GL_COLOR_MATERIAL);
		glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
		glColor4fv(&ambient.r);

		if (fInTexturedMode)
		{
			glEnable( GL_TEXTURE_2D );
			MDrawData drawData = request.drawData();
			material.applyTexture( view, drawData );

			float scaleS, scaleT, translateS, translateT, rotate;

			material.getTextureTransformation(scaleS, scaleT, translateS,
											  translateT, rotate);

			rotate = DEG_TO_RAD(-rotate);
			float c = cosf(rotate);
			float s = sinf(rotate);
			translateS += ((c+s)/2.0F);
			translateT += ((c-s)/2.0F);

			glMatrixMode(GL_TEXTURE);
			glPushMatrix();
			glLoadIdentity();

			if(scaleS != 1.0f || scaleT != 1.0f)
				glScalef(1.0f/scaleS, 1.0f/scaleT, 1.0f);
			if(translateS != 0.0f || translateT != 0.0f)
				glTranslatef(0.5f-translateS, 0.5f-translateT, 0.0f);
			else
				glTranslatef(0.5f, 0.5f, 0.0f);

			if(rotate != 0.0f)
				glRotatef(-rotate, 0.0f, 0.0f, 1.0f);

			glMatrixMode(GL_MODELVIEW);
		}

		if (!useInternalMaterialSetting)
		{
			glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
			glColor4fv(&diffuse.r);
			glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
			glColor4fv(&specular.r);
			glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
			glColor4fv(&emission.r);
			glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
		}
		else
		{
			const MDagPath dagPath =  request.multiPath();
			material.evaluateMaterial( view, dagPath );
			material.setMaterial(dagPath, hasTransparency);
		}
	}

	// Do PN triangles in hardware, or do nothing
	// if LOD = 0
	if (fExtensionSupported[kPNTriangesEXT] || (fSubdivisions == 0))
	{
		if (fSubdivisions != 0)
		{
			glEnable( GL_PN_TRIANGLES_ATI );

			// Set point mode
			//
			if (fPointMode == kPointLinear)
				glPNTrianglesiATI( GL_PN_TRIANGLES_POINT_MODE_ATI, 
								   GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI);
			else
				glPNTrianglesiATI( GL_PN_TRIANGLES_POINT_MODE_ATI, 
								   GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI);

			// Set normal mode
			//
			if (fNormalMode == kNormalLinear)
				glPNTrianglesiATI( GL_PN_TRIANGLES_NORMAL_MODE_ATI, 
								   GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI);
			else
				glPNTrianglesiATI( GL_PN_TRIANGLES_NORMAL_MODE_ATI, 
								   GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI);

			// Set tessellation level
			//
			glPNTrianglesiATI( GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI,
							  fSubdivisions );
		}
	}

	view.endGL();

	return MS::kSuccess;
}
Beispiel #5
0
void apiSimpleShapeUI::drawVertices( const MDrawRequest & request,
							  M3dView & view ) const
//
// Description:
//
//     Component (vertex) drawing routine
//
// Arguments:
//
//     request - request to be drawn
//     view    - view to draw into
//
{
	MDrawData data = request.drawData();
	MVectorArray * geom = (MVectorArray*)data.geometry();

	view.beginGL(); 

	// Query current state so it can be restored
	//
	bool lightingWasOn = glIsEnabled( GL_LIGHTING ) ? true : false;
	if ( lightingWasOn ) {
		glDisable( GL_LIGHTING );
	}
	float lastPointSize;
	glGetFloatv( GL_POINT_SIZE, &lastPointSize );

	// Set the point size of the vertices
	//
	glPointSize( POINT_SIZE );

	// If there is a component specified by the draw request
	// then loop over comp (using an MFnComponent class) and draw the
	// active vertices, otherwise draw all vertices.
	//
	MObject comp = request.component();
	if ( ! comp.isNull() ) {
		MFnSingleIndexedComponent fnComponent( comp );
		for ( int i=0; i<fnComponent.elementCount(); i++ )
		{
			int index = fnComponent.element( i );
			glBegin( GL_POINTS );
			MVector& point = (*geom)[index];
			glVertex3f( (float)point[0], 
						(float)point[1], 
						(float)point[2] );
			glEnd();

			char annotation[32];
			sprintf( annotation, "%d", index );
			view.drawText( annotation, point );
		}
	}
	else {
		for ( unsigned int i=0; i<geom->length(); i++ )
		{
			glBegin( GL_POINTS );
			MVector point = (*geom)[ i ];
			glVertex3f( (float)point[0], (float)point[1], (float)point[2] );
			glEnd();
		}
	}

	// Restore the state
	//
	if ( lightingWasOn ) {
		glEnable( GL_LIGHTING );
	}
	glPointSize( lastPointSize );

	view.endGL(); 
}
Beispiel #6
0
void SceneShapeUI::draw( const MDrawRequest &request, M3dView &view ) const
{
	MStatus s;
	MDrawData drawData = request.drawData();
	SceneShape *sceneShape = (SceneShape *)drawData.geometry();
	assert( sceneShape );

	view.beginGL();
	
	M3dView::LightingMode lightingMode;
	view.getLightingMode( lightingMode );
	
	LightingState lightingState;
	bool restoreLightState = cleanupLights( request, view, &lightingState );
	
	// 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 )
	{
	}

	try
	{
		// draw the bound if asked
		if( request.token()==BoundDrawMode )
		{
			IECoreGL::BoxPrimitive::renderWireframe( IECore::convert<Imath::Box3f>( sceneShape->boundingBox() ) );
		}
		
		// draw the scene if asked
		if( request.token()==SceneDrawMode )
		{
			resetHilites();
			
			IECoreGL::ConstScenePtr scene = sceneShape->glScene();
			if( scene )
			{
				IECoreGL::State *displayState = m_displayStyle.baseState( (M3dView::DisplayStyle)request.displayStyle(), lightingMode );
				
				if ( request.component() != MObject::kNullObj )
				{
					MDoubleArray col;
					s = MGlobal::executeCommand( "colorIndex -q 21", col );
					assert( s );
					IECoreGL::WireframeColorStateComponentPtr hilite = new IECoreGL::WireframeColorStateComponent( Imath::Color4f( col[0], col[1], col[2], 1.0f ) );

					MFnSingleIndexedComponent fnComp( request.component(), &s );
					assert( s );
					
					int len = fnComp.elementCount( &s );
					assert( s );
					std::vector<IECore::InternedString> groupNames;
					for ( int j = 0; j < len; j++ )
					{
						int index = fnComp.element(j);
						groupNames.push_back( sceneShape->selectionName( index ) );
					}
					// Sort by name to make sure we don't unhilite selected items that are further down the hierarchy
					std::sort( groupNames.begin(), groupNames.end() );
					
					for ( std::vector<IECore::InternedString>::iterator it = groupNames.begin(); it!= groupNames.end(); ++it)
					{
						IECoreGL::GroupPtr group = sceneShape->glGroup( *it );

						hiliteGroups(
								group,
								hilite,
								const_cast<IECoreGL::WireframeColorStateComponent *>( displayState->get< IECoreGL::WireframeColorStateComponent >() )
							);
					}
				}
				
				scene->render( displayState );
			}
		}
	}
	catch( const IECoreGL::Exception &e )
	{
		// much better to catch and report this than to let the application die
		IECore::msg( IECore::Msg::Error, "SceneShapeUI::draw", boost::format( "IECoreGL Exception : %s" ) % e.what() );
	}
	
	if( restoreLightState )
	{
		restoreLights( &lightingState );	
	}
	
	view.endGL();
}