Beispiel #1
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();
		}
Beispiel #2
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;
}