Example #1
0
		void BaseShapeUI::getDrawRequests( const MDrawInfo & info, bool objectAndActiveOnly, MDrawRequestQueue & requests ) {
			MStatus status;

			MDrawData data;

			BaseShape *shape = (BaseShape *) surfaceShape();
			MDrawRequest request = info.getPrototype(*this);
			M3dView view = info.view();

			getDrawData(shape, data);

			request.setDrawData(data);

			MDagPath path = request.multiPath();
			MMaterial material = MPxSurfaceShapeUI::material(path);

			if (!(status = material.evaluateMaterial(view, path)))
				status.perror("MMaterial::evaluateMaterial");

			if (!(status = material.evaluateDiffuse()))
				status.perror("MMaterial::evaluateDiffuse");

			request.setMaterial(material);
			request.setToken(info.displayStyle());
	
			requests.add(request);
		}
Example #2
0
/// \todo We should be firing off a separate drawRequest for the components, then we can be done with the "hiliteGroups" mechanism.
void ProceduralHolderUI::getDrawRequests( const MDrawInfo &info, bool objectAndActiveOnly, MDrawRequestQueue &requests )
{
	// it's easy if noone want to look at us
	if( !info.objectDisplayStatus( M3dView::kDisplayMeshes ) )
	{
		return;
	}

	// the node we're meant to be drawing
	ProceduralHolder *proceduralHolder = (ProceduralHolder *)surfaceShape();

	// draw data encapsulating that node
	MDrawData drawData;
	getDrawData( proceduralHolder, drawData );

	// a request for the bound if necessary
	MPlug pDrawBound( proceduralHolder->thisMObject(), ProceduralHolder::aDrawBound );
	bool drawBound = true;
	pDrawBound.getValue( drawBound );

	if( drawBound )
	{
		MDrawRequest request = info.getPrototype( *this );
		request.setDrawData( drawData );
		request.setToken( BoundDrawMode );
		request.setDisplayStyle( M3dView::kWireFrame );
		setWireFrameColors( request, info.displayStatus() );
		requests.add( request );
	}

	// requests for the scene if necessary
	MPlug pGLPreview( proceduralHolder->thisMObject(), ProceduralHolder::aGLPreview );
	bool glPreview = false;
	pGLPreview.getValue( glPreview );
	if( glPreview )
	{
		if( info.displayStyle()==M3dView::kGouraudShaded || info.displayStyle()==M3dView::kFlatShaded )
		{
			// make a request for solid drawing with a material
			MDrawRequest solidRequest = info.getPrototype( *this );
			solidRequest.setDrawData( drawData );

			MDagPath path = info.multiPath();
			M3dView view = info.view();
			MMaterial material = MPxSurfaceShapeUI::material( path );
			if( !material.evaluateMaterial( view, path ) )
			{
				MString pathName = path.fullPathName();
				IECore::msg( IECore::Msg::Warning, "ProceduralHolderUI::getDrawRequests", boost::format( "Failed to evaluate material for \"%s\"." ) % pathName.asChar() );
			}
			if( material.materialIsTextured() )
			{
				material.evaluateTexture( drawData );
			}
			solidRequest.setMaterial( material );
			// set the transparency request. we don't have a decent way of finding out
			// if shaders applied by the procedural are transparent, so we've got a transparency
			// attribute on the procedural holder for users to use. maya materials may also say
			// they're transparent. if either asks for transparency then we'll ask for it here
			bool transparent = false;
			material.getHasTransparency( transparent );
			if( !transparent )
			{
				MPlug pT( proceduralHolder->thisMObject(), ProceduralHolder::aTransparent );
				bool transparent = false;
				pT.getValue( transparent );
			}
			solidRequest.setIsTransparent( transparent );
			solidRequest.setToken( SceneDrawMode );
			requests.add( solidRequest );
			// and add another request for wireframe drawing if we're selected
			if( info.displayStatus()==M3dView::kActive || info.displayStatus()==M3dView::kLead || info.displayStatus()==M3dView::kHilite )
			{
				MDrawRequest wireRequest = info.getPrototype( *this );
				wireRequest.setDrawData( drawData );
				wireRequest.setDisplayStyle( M3dView::kWireFrame );
				wireRequest.setToken( SceneDrawMode );
				setWireFrameColors( wireRequest, info.displayStatus() );
				wireRequest.setComponent( MObject::kNullObj );

				if ( !objectAndActiveOnly )
				{

					if ( proceduralHolder->hasActiveComponents() )
					{
						MObjectArray components = proceduralHolder->activeComponents();
		    				MObject component = components[0]; // Should filter list
		   				wireRequest.setComponent( component );
					}
				}

				requests.add( wireRequest );
			}
		}
		else
		{
			MDrawRequest request = info.getPrototype( *this );
			request.setDrawData( drawData );
			setWireFrameColors( request, info.displayStatus() );
			request.setToken( SceneDrawMode );

			request.setComponent( MObject::kNullObj );

			if ( !objectAndActiveOnly )
			{

				if ( proceduralHolder->hasActiveComponents() )
				{
					MObjectArray components = proceduralHolder->activeComponents();
		    			MObject component = components[0]; // Should filter list
		   			request.setComponent( component );
				}
			}

			requests.add( request );
		}
	}
}
Example #3
0
/* override */
void apiSimpleShapeUI::getDrawRequests( const MDrawInfo & info,
							 bool objectAndActiveOnly,
							 MDrawRequestQueue & queue )
//
// Description:
//
//     Add draw requests to the draw queue
//
// Arguments:
//
//     info                 - current drawing state
//     objectsAndActiveOnly - no components if true
//     queue                - queue of draw requests to add to
//
{
	// Get the data necessary to draw the shape
	//
	MDrawData data;
	apiSimpleShape* shape = (apiSimpleShape*) surfaceShape();
	MVectorArray* geomPtr = shape->getControlPoints();

	// This call creates a prototype draw request that we can fill
	// in and then add to the draw queue.
	//
	MDrawRequest request = info.getPrototype( *this );

	// Stuff our data into the draw request, it'll be used when the drawing
	// actually happens
	getDrawData( geomPtr, data );

	request.setDrawData( data );


	// Decode the draw info and determine what needs to be drawn
	//

	M3dView::DisplayStyle  appearance    = info.displayStyle();
	M3dView::DisplayStatus displayStatus = info.displayStatus();

	switch ( appearance )
	{
		case M3dView::kWireFrame :
		{
			request.setToken( kDrawWireframe );

			M3dView::ColorTable activeColorTable = M3dView::kActiveColors;
			M3dView::ColorTable dormantColorTable = M3dView::kDormantColors;

			switch ( displayStatus )
			{
				case M3dView::kLead :
					request.setColor( LEAD_COLOR, activeColorTable );
					break;
				case M3dView::kActive :
					request.setColor( ACTIVE_COLOR, activeColorTable );
					break;
				case M3dView::kActiveAffected :
					request.setColor( ACTIVE_AFFECTED_COLOR, activeColorTable );
					break;
				case M3dView::kDormant :
					request.setColor( DORMANT_COLOR, dormantColorTable );
					break;
				case M3dView::kHilite :
					request.setColor( HILITE_COLOR, activeColorTable );
					break;

				default:
						break;
			}

			queue.add( request );

			break;
		}

		case M3dView::kGouraudShaded :
		{
			// Create the smooth shaded draw request
			//
			request.setToken( kDrawSmoothShaded );

			// Need to get the material info
			//
			MDagPath path = info.multiPath();	// path to your dag object 
			M3dView view = info.view();; 		// view to draw to
			MMaterial material = MPxSurfaceShapeUI::material( path );

			// Evaluate the material and if necessary, the texture.
			//
			if ( ! material.evaluateMaterial( view, path ) ) {
				cerr << "Couldnt evaluate\n";
			}

			bool drawTexture = true;
			if ( drawTexture && material.materialIsTextured() ) {
				material.evaluateTexture( data );
			}

			request.setMaterial( material );

			// request.setDisplayStyle( appearance );

			bool materialTransparent = false;
			material.getHasTransparency( materialTransparent );
			if ( materialTransparent ) {
				request.setIsTransparent( true );
			}

			queue.add( request );

			// create a draw request for wireframe on shaded if
			// necessary.
			//
			if ( (displayStatus == M3dView::kActive) ||
				 (displayStatus == M3dView::kLead) ||
				 (displayStatus == M3dView::kHilite) )
			{
				MDrawRequest wireRequest = info.getPrototype( *this );
				wireRequest.setDrawData( data );
				wireRequest.setToken( kDrawWireframeOnShaded );
				wireRequest.setDisplayStyle( M3dView::kWireFrame );

				M3dView::ColorTable activeColorTable = M3dView::kActiveColors;

				switch ( displayStatus )
				{
					case M3dView::kLead :
						wireRequest.setColor( LEAD_COLOR, activeColorTable );
						break;
					case M3dView::kActive :
						wireRequest.setColor( ACTIVE_COLOR, activeColorTable );
						break;
					case M3dView::kHilite :
						wireRequest.setColor( HILITE_COLOR, activeColorTable );
						break;

					default :	
						break;
				}

				queue.add( wireRequest );
			}

			break;
		}

		case M3dView::kFlatShaded :
			request.setToken( kDrawFlatShaded );
			break;

		default:
			break;

	}

	// Add draw requests for components
	//
	if ( !objectAndActiveOnly ) {

		// Inactive components
		//
		if ( (appearance == M3dView::kPoints) ||
			 (displayStatus == M3dView::kHilite) )
		{
			MDrawRequest vertexRequest = info.getPrototype( *this ); 
			vertexRequest.setDrawData( data );
			vertexRequest.setToken( kDrawVertices );
			vertexRequest.setColor( DORMANT_VERTEX_COLOR,
									M3dView::kActiveColors );

			queue.add( vertexRequest );
		}

		// Active components
		//
		if ( surfaceShape()->hasActiveComponents() ) {

			MDrawRequest activeVertexRequest = info.getPrototype( *this ); 
			activeVertexRequest.setDrawData( data );
		    activeVertexRequest.setToken( kDrawVertices );
		    activeVertexRequest.setColor( ACTIVE_VERTEX_COLOR,
										  M3dView::kActiveColors );

		    MObjectArray clist = surfaceShape()->activeComponents();
		    MObject vertexComponent = clist[0]; // Should filter list
		    activeVertexRequest.setComponent( vertexComponent );

			queue.add( activeVertexRequest );
		}
	}
}
Example #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;
}
Example #5
0
void SceneShapeUI::getDrawRequests( const MDrawInfo &info, bool objectAndActiveOnly, MDrawRequestQueue &requests )
{
	// it's easy if no one want to look at us
	if( !info.objectDisplayStatus( M3dView::kDisplayMeshes ) )
	{
		return;
	}
	// the node we're meant to be drawing
	SceneShape *sceneShape = (SceneShape *)surfaceShape();

	if( !sceneShape->getSceneInterface() )
	{
		return;
	}
	
	// draw data encapsulating that node
	MDrawData drawData;
	getDrawData( sceneShape, drawData );

	// a request for the bound if necessary
	MPlug pDrawBound( sceneShape->thisMObject(), SceneShape::aDrawRootBound );
	bool drawBound;
	pDrawBound.getValue( drawBound );
	
	if( drawBound )
	{
		bool doDrawBound = true;
		
		// If objectOnly is true, check for an object. If none found, no need to add the bound request.
		MPlug pObjectOnly( sceneShape->thisMObject(), SceneShape::aObjectOnly );
		bool objectOnly;
		pObjectOnly.getValue( objectOnly );
		if( objectOnly && !sceneShape->getSceneInterface()->hasObject() )
		{
			doDrawBound = false;
		}
		
		if( doDrawBound )
		{
			MDrawRequest request = info.getPrototype( *this );
			request.setDrawData( drawData );
			request.setToken( BoundDrawMode );
			request.setDisplayStyle( M3dView::kWireFrame );
			setWireFrameColors( request, info.displayStatus() );
			requests.add( request );
		}

	}

	MPlug pDrawAllBounds( sceneShape->thisMObject(), SceneShape::aDrawChildBounds );
	bool drawAllBounds = false;
	pDrawAllBounds.getValue( drawAllBounds );
	
	// requests for the scene if necessary
	MPlug pGLPreview( sceneShape->thisMObject(), SceneShape::aDrawGeometry );
	bool glPreview;
	pGLPreview.getValue( glPreview );
	
	if( glPreview || drawAllBounds )
	{
		if( info.displayStyle()==M3dView::kGouraudShaded || info.displayStyle()==M3dView::kFlatShaded )
		{
			// make a request for solid drawing with a material
			MDrawRequest solidRequest = info.getPrototype( *this );
			solidRequest.setDrawData( drawData );

			MDagPath path = info.multiPath();
			M3dView view = info.view();
			MMaterial material = MPxSurfaceShapeUI::material( path );
			if( !material.evaluateMaterial( view, path ) )
			{
				MString pathName = path.fullPathName();
				IECore::msg( IECore::Msg::Warning, "SceneShapeUI::getDrawRequests", boost::format( "Failed to evaluate material for \"%s\"." ) % pathName.asChar() );
			}
			if( material.materialIsTextured() )
			{
				material.evaluateTexture( drawData );
			}
			solidRequest.setMaterial( material );
			// set the transparency request. we don't have a decent way of finding out
			// if shaders applied by the procedural are transparent, so we've got a transparency
			// attribute on the procedural holder for users to use. maya materials may also say
			// they're transparent. if either asks for transparency then we'll ask for it here
			bool transparent = false;
			material.getHasTransparency( transparent );
			solidRequest.setIsTransparent( transparent );
			solidRequest.setToken( SceneDrawMode );
			requests.add( solidRequest );

			if( info.displayStatus()==M3dView::kActive || info.displayStatus()==M3dView::kLead || info.displayStatus()==M3dView::kHilite )
			{
				MDrawRequest wireRequest = info.getPrototype( *this );
				wireRequest.setDrawData( drawData );
				wireRequest.setDisplayStyle( M3dView::kWireFrame );
				wireRequest.setToken( SceneDrawMode );
				setWireFrameColors( wireRequest, info.displayStatus() );
				wireRequest.setComponent( MObject::kNullObj );

				if ( !objectAndActiveOnly )
				{
					if ( sceneShape->hasActiveComponents() )
					{
						MObjectArray components = sceneShape->activeComponents();
						MObject component = components[0];
						wireRequest.setComponent( component );
					}
				}

				requests.add( wireRequest );
			}
			
		}
		else
		{
			MDrawRequest request = info.getPrototype( *this );
			request.setDrawData( drawData );
			setWireFrameColors( request, info.displayStatus() );
			request.setToken( SceneDrawMode );

			request.setComponent( MObject::kNullObj );

			if ( !objectAndActiveOnly )
			{
				if ( sceneShape->hasActiveComponents() )
				{
					MObjectArray components = sceneShape->activeComponents();
		    			MObject component = components[0];
		   			request.setComponent( component );
				}
			}
			requests.add( request );
		}
	}
	
	
}