コード例 #1
0
ファイル: selectionTask.cpp プロジェクト: lvxejay/USD
HdxSelectionTask::HdxSelectionTask(HdSceneDelegate* delegate,
                                   SdfPath const& id)
    : HdSceneTask(delegate, id)
    , _lastVersion(-1)
    , _offsetMin(0)
    , _offsetMax(-1)
    , _hasSelection(false)
    , _selUniformBar(nullptr)
{
    _params = {false, GfVec4f(), GfVec4f(), GfVec4f()};
}
コード例 #2
0
void
My_TestGLDrawing::InitTest()
{
    _renderIndex = HdRenderIndex::New(&_renderDelegate);
    TF_VERIFY(_renderIndex != nullptr);
    _delegate.reset(new Hdx_UnitTestDelegate(_renderIndex));

    // prepare render task
    SdfPath renderSetupTask("/renderSetupTask");
    SdfPath renderTask("/renderTask");
    SdfPath selectionTask("/selectionTask");
    _delegate->AddRenderSetupTask(renderSetupTask);
    _delegate->AddRenderTask(renderTask);
    _delegate->AddSelectionTask(selectionTask);

    // render task parameters.
    VtValue vParam = _delegate->GetTaskParam(renderSetupTask, HdTokens->params);
    HdxRenderTaskParams param = vParam.Get<HdxRenderTaskParams>();
    param.enableLighting = true; // use default lighting
    _delegate->SetTaskParam(renderSetupTask, HdTokens->params,
                            VtValue(param));
    _delegate->SetTaskParam(renderTask, HdTokens->collection,
                            VtValue(HdRprimCollection(HdTokens->geometry, 
                                HdReprSelector(HdReprTokens->hull))));
    HdxSelectionTaskParams selParam;
    selParam.enableSelection = true;
    selParam.selectionColor = GfVec4f(1, 1, 0, 1);
    selParam.locateColor = GfVec4f(1, 0, 1, 1);
    _delegate->SetTaskParam(selectionTask, HdTokens->params,
                            VtValue(selParam));

    // prepare scene
    _InitScene();
    SetCameraTranslate(GfVec3f(0, 0, -20));

    // picking related init
    _pickablesCol = HdRprimCollection(_tokens->pickables, 
        HdReprSelector(HdReprTokens->hull));
    _marquee.InitGLResources();
    _picker.InitIntersector(_renderIndex);
    _SetPickParams();
    // We have to unfortunately explictly add collections besides 'geometry'
    // See HdRenderIndex constructor.
    _delegate->GetRenderIndex().GetChangeTracker().AddCollection(_tokens->pickables);

// XXX: Setup a VAO, the current drawing engine will not yet do this.
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);
    glBindVertexArray(0);
}
コード例 #3
0
ファイル: light.cpp プロジェクト: PixarAnimationStudios/USD
GlfSimpleLight
HdStLight::_ApproximateAreaLight(SdfPath const &id, 
                                 HdSceneDelegate *sceneDelegate)
{
    // Get the color of the light
    GfVec3f hdc = sceneDelegate->GetLightParamValue(id, HdStLightTokens->color)
            .Get<GfVec3f>();

    // Extract intensity
    float intensity = 
        sceneDelegate->GetLightParamValue(id, HdLightTokens->intensity)
            .Get<float>();

    // Extract the exposure of the light
    float exposure = 
        sceneDelegate->GetLightParamValue(id, HdLightTokens->exposure)
            .Get<float>();
    intensity *= powf(2.0f, GfClamp(exposure, -50.0f, 50.0f));

    // Calculate the final color of the light
    GfVec4f c(hdc[0]*intensity, hdc[1]*intensity, hdc[2]*intensity, 1.0f); 

    // Get the transform of the light
    GfMatrix4d transform = _params[HdTokens->transform].Get<GfMatrix4d>();
    GfVec3d hdp = transform.ExtractTranslation();
    GfVec4f p = GfVec4f(hdp[0], hdp[1], hdp[2], 1.0f);

    // Create the Glf Simple Light object that will be used by the rest
    // of the pipeline. No support for shadows for this translated light.
    GlfSimpleLight l;
    l.SetPosition(p);
    l.SetDiffuse(c);
    l.SetHasShadow(false);
    return l;
}
コード例 #4
0
static GfMatrix4d
_GetTranslate(float tx, float ty, float tz)
{
    GfMatrix4d m(1.0f);
    m.SetRow(3, GfVec4f(tx, ty, tz, 1.0));
    return m;
}
コード例 #5
0
ファイル: homogeneous.cpp プロジェクト: 400dama/USD
GfVec4f GfHomogeneousCross(const GfVec4f &a, const GfVec4f &b)
{
    GfVec4f ah(GfGetHomogenized(a));
    GfVec4f bh(GfGetHomogenized(b));
    
    GfVec3f prod =
        GfCross(GfVec3f(ah[0], ah[1], ah[2]), GfVec3f(bh[0], bh[1], bh[2]));
    
    return GfVec4f(prod[0], prod[1], prod[2], 1);
}
コード例 #6
0
ファイル: taskController.cpp プロジェクト: davidgyu/USD
void
HdStreamTaskController::_CreateSelectionTask()
{
    // Create a selection highlighting task.
    _selectionTaskId = GetControllerId().AppendChild(_tokens->selectionTask);

    HdxSelectionTaskParams selectionParams;
    selectionParams.enableSelection = true;
    selectionParams.selectionColor = GfVec4f(1,1,0,1);
    selectionParams.locateColor = GfVec4f(0,0,1,1);

    GetRenderIndex()->InsertTask<HdxSelectionTask>(&_delegate,
        _selectionTaskId);

    _delegate.SetParameter(_selectionTaskId, HdTokens->params,
        selectionParams);
    _delegate.SetParameter(_selectionTaskId, HdTokens->children,
        SdfPathVector());
}
コード例 #7
0
bool MayaMeshWriter::_createRGBAPrimVar(
        UsdGeomGprim &primSchema,
        const TfToken& name,
        const VtArray<GfVec3f>& rgbData,
        const VtArray<float>& alphaData,
        const TfToken& interpolation,
        const VtArray<int>& assignmentIndices,
        const int unassignedValueIndex,
        bool clamped)
{
    unsigned int numValues = rgbData.size();
    if (numValues == 0 || numValues != alphaData.size()) {
        return false;
    }

    TfToken interp = interpolation;
    if (numValues == 1 && interp == UsdGeomTokens->constant) {
        interp = TfToken();
    }

    UsdGeomPrimvar primVar =
        primSchema.CreatePrimvar(name,
                                 SdfValueTypeNames->Color4fArray,
                                 interp);

    VtArray<GfVec4f> rgbaData(numValues);
    for (size_t i = 0; i < rgbaData.size(); ++i) {
        rgbaData[i] = GfVec4f(rgbData[i][0], rgbData[i][1], rgbData[i][2],
                              alphaData[i]);
    }

    primVar.Set(rgbaData);

    if (!assignmentIndices.empty()) {
        primVar.SetIndices(assignmentIndices);
        if (unassignedValueIndex != primVar.GetUnauthoredValuesIndex()) {
           primVar.SetUnauthoredValuesIndex(unassignedValueIndex);
        }
    }

    if (clamped) {
        PxrUsdMayaRoundTripUtil::MarkPrimvarAsClamped(primVar);
    }

    return true;
}
コード例 #8
0
ファイル: defaultTaskDelegate.cpp プロジェクト: 400dama/USD
UsdImaging_DefaultTaskDelegate::UsdImaging_DefaultTaskDelegate(
    HdRenderIndexSharedPtr const& parentIndex,
    SdfPath const& delegateID)
    : UsdImagingTaskDelegate(parentIndex, delegateID)
    , _viewport(0,0,1,1)
    , _selectionColor(1,1,0,1)
{
    // create an unique namespace
    _rootId = delegateID.AppendChild(
        TfToken(TfStringPrintf("_UsdImaging_%p", this)));

    _renderTaskId               = _rootId.AppendChild(_tokens->renderTask);
    _idRenderTaskId             = _rootId.AppendChild(_tokens->idRenderTask);
    _selectionTaskId            = _rootId.AppendChild(_tokens->selectionTask);
    _simpleLightTaskId          = _rootId.AppendChild(_tokens->simpleLightTask);
    _simpleLightBypassTaskId    = _rootId.AppendChild(_tokens->simpleLightBypassTask);
    _cameraId                   = _rootId.AppendChild(_tokens->camera);
    _activeSimpleLightTaskId    = SdfPath();

    // TODO: tasks of shadow map generation, accumulation etc will be
    // prepared here.
    HdRenderIndex &renderIndex = GetRenderIndex();

    // camera
    {
        renderIndex.InsertCamera<HdCamera>(this, _cameraId);
        _ValueCache &cache = _valueCacheMap[_cameraId];
        cache[HdShaderTokens->worldToViewMatrix] = VtValue(GfMatrix4d(1));
        cache[HdShaderTokens->projectionMatrix]  = VtValue(GfMatrix4d(1));
        cache[HdTokens->cameraFrustum] = VtValue(); // we don't use GfFrustum.
        cache[HdTokens->windowPolicy] = VtValue();  // we don't use window policy.
    }

    // selection task
    {
        renderIndex.InsertTask<HdxSelectionTask>(this, _selectionTaskId);
        _ValueCache &cache = _valueCacheMap[_selectionTaskId];
        HdxSelectionTaskParams params;
        params.enableSelection = true;
        params.selectionColor = _selectionColor;
        params.locateColor = GfVec4f(0,0,1,1);
        cache[HdTokens->params] = VtValue(params);
        cache[HdTokens->children] = VtValue(SdfPathVector());
    }

    // simple lighting task (for Hydra native)
    {
        renderIndex.InsertTask<HdxSimpleLightTask>(this, _simpleLightTaskId);
        _ValueCache &cache = _valueCacheMap[_simpleLightTaskId];
        HdxSimpleLightTaskParams params;
        params.cameraPath = _cameraId;
        cache[HdTokens->params] = VtValue(params);
        cache[HdTokens->children] = VtValue(SdfPathVector());
    }

    // simple lighting task (for Presto UsdBaseIc compatible)
    {
        renderIndex.InsertTask<HdxSimpleLightBypassTask>(this,
                                                         _simpleLightBypassTaskId);
        _ValueCache &cache = _valueCacheMap[_simpleLightBypassTaskId];
        HdxSimpleLightBypassTaskParams params;
        params.cameraPath = _cameraId;
        cache[HdTokens->params] = VtValue(params);
        cache[HdTokens->children] = VtValue(SdfPathVector());
    }

    // render task
    _InsertRenderTask(_renderTaskId);
    _InsertRenderTask(_idRenderTaskId);

    // initialize HdxRenderTaskParams for render tasks
    _UpdateCollection(&_rprims, HdTokens->geometry, HdTokens->smoothHull,
                      SdfPathVector(1, SdfPath::AbsoluteRootPath()),
                      _renderTaskId,
                      _idRenderTaskId);
    _UpdateRenderParams(_renderParams,
                        _renderParams,
                        _renderTaskId);
    _UpdateRenderParams(_idRenderParams,
                        _idRenderParams,
                        _idRenderTaskId);
}
コード例 #9
0
ファイル: batchRenderer.cpp プロジェクト: JT-a/USD
UsdMayaGLBatchRenderer::RenderParams
UsdMayaGLBatchRenderer::ShapeRenderer::GetRenderParams(
    const MDagPath& objPath,
    const unsigned int& displayStyle,
    const MHWRender::DisplayStatus& displayStatus,
    bool* drawShape,
    bool* drawBoundingBox )
{
    // VP 2.0 Implementation
    //
    RenderParams params( _baseParams );
    
    *drawShape = true;
    *drawBoundingBox = (displayStyle
                            & MHWRender::MFrameContext::DisplayStyle::kBoundingBox);

    // If obj is selected, we set the wireframe color.
    // QueueShapeForDraw(...) will later break this single param set into
    // two, to perform a two-pass render.
    //
    MColor mayaWireframeColor;
    bool needsWire = _GetWireframeColor(
            _batchRenderer->GetSoftSelectHelper(),
            objPath, displayStatus,
            &mayaWireframeColor);
    
    if( needsWire )
    {
        params.wireframeColor =
                    GfVec4f(
                        mayaWireframeColor.r,
                        mayaWireframeColor.g,
                        mayaWireframeColor.b,
                        1.f );
    }
    
// Maya 2015 lacks MHWRender::MFrameContext::DisplayStyle::kFlatShaded for whatever reason...
    bool flatShaded =
#if MAYA_API_VERSION >= 201600
        displayStyle & MHWRender::MFrameContext::DisplayStyle::kFlatShaded;
#else
        false;
#endif
    
    if( flatShaded )
    {
        if( needsWire )
            params.drawRepr = HdTokens->wireOnSurf;
        else
            params.drawRepr = HdTokens->hull;
    }
    else if( displayStyle & MHWRender::MFrameContext::DisplayStyle::kGouraudShaded )
    {
        if( needsWire || (displayStyle & MHWRender::MFrameContext::DisplayStyle::kWireFrame) )
            params.drawRepr = HdTokens->refinedWireOnSurf;
        else
            params.drawRepr = HdTokens->refined;
    }
    else if( displayStyle & MHWRender::MFrameContext::DisplayStyle::kWireFrame )
    {
        params.drawRepr = HdTokens->refinedWire;
        params.enableLighting = false;
    }
    else
    {
        *drawShape = false;
    }
    
// Maya 2016 SP2 lacks MHWRender::MFrameContext::DisplayStyle::kBackfaceCulling for whatever reason...
    params.cullStyle = HdCullStyleNothing;
#if MAYA_API_VERSION >= 201603
    if( displayStyle & MHWRender::MFrameContext::DisplayStyle::kBackfaceCulling )
        params.cullStyle = HdCullStyleBackUnlessDoubleSided;
#endif
    
    return params;
}
コード例 #10
0
ファイル: batchRenderer.cpp プロジェクト: JT-a/USD
UsdMayaGLBatchRenderer::RenderParams
UsdMayaGLBatchRenderer::ShapeRenderer::GetRenderParams(
    const MDagPath& objPath,
    const M3dView::DisplayStyle& displayStyle,
    const M3dView::DisplayStatus& displayStatus,
    bool* drawShape,
    bool* drawBoundingBox )
{
    // VP 1.0 Implementation
    //
    RenderParams params( _baseParams );
    
    // VP 1.0 deos not allow shapes and bounding boxes to be drawn at the
    // same time...
    //
    *drawBoundingBox = (displayStyle == M3dView::kBoundingBox);
    *drawShape = !*drawBoundingBox;
    
    // If obj is selected, we set selected and the wireframe color.
    // QueueShapeForDraw(...) will later break this single param set into
    // two, to perform a two-pass render.
    //
    MColor mayaWireframeColor;
    bool needsWire = _GetWireframeColor(
            _batchRenderer->GetSoftSelectHelper(),
            objPath, 
            _ToMHWRenderDisplayStatus(displayStatus), 
            &mayaWireframeColor);

    if( needsWire )
    {
        // The legacy viewport does not support color management,
        // so we roll our own gamma correction via framebuffer effect.
        // But that means we need to pre-linearize the wireframe color
        // from Maya.
        params.wireframeColor =
                GfConvertDisplayToLinear(
                    GfVec4f(
                        mayaWireframeColor.r,
                        mayaWireframeColor.g,
                        mayaWireframeColor.b,
                        1.f ));
    }
    
    switch( displayStyle )
    {
        case M3dView::kWireFrame:
        {
            params.drawRepr = HdTokens->refinedWire;
            params.enableLighting = false;
            break;
        }
        case M3dView::kGouraudShaded:
        {
            if( needsWire )
                params.drawRepr = HdTokens->refinedWireOnSurf;
            else
                params.drawRepr = HdTokens->refined;
            break;
        }
        case M3dView::kFlatShaded:
        {
            if( needsWire )
                params.drawRepr = HdTokens->wireOnSurf;
            else
                params.drawRepr = HdTokens->hull;
            break;
        }
        case M3dView::kPoints:
        {
            // Points mode is not natively supported by Hydra, so skip it...
        }
        default:
        {
            *drawShape = false;
        }
    };
    
    return params;
}
コード例 #11
0
ファイル: simpleLightingContext.cpp プロジェクト: 400dama/USD
void
GlfSimpleLightingContext::BindUniformBlocks(GlfBindingMapPtr const &bindingMap)
{
    if (not _lightingUniformBlock)
        _lightingUniformBlock = GlfUniformBlock::New();
    if (not _shadowUniformBlock)
        _shadowUniformBlock = GlfUniformBlock::New();
    if (not _materialUniformBlock)
        _materialUniformBlock = GlfUniformBlock::New();

    bool shadowExists = false;
    if ((not _lightingUniformBlockValid or
         not _shadowUniformBlockValid) and _lights.size() > 0) {
        int numLights = GetNumLightsUsed();

        // 16byte aligned
        struct LightSource {
            float position[4];
            float ambient[4];
            float diffuse[4];
            float specular[4];
            float spotDirection[4];
            float spotCutoff;
            float spotFalloff;
            float padding[2];
            float attenuation[4];
            bool hasShadow;
            int32_t shadowIndex;
            int32_t padding2[2];
        };

        struct Lighting {
            int32_t useLighting;
            int32_t useColorMaterialDiffuse;
            int32_t padding[2];
            LightSource lightSource[0];
        };

        // 16byte aligned
        struct ShadowMatrix {
            float viewToShadowMatrix[16];
            float basis0[4];
            float basis1[4];
            float basis2[4];
            float bias;
            float padding[3];
        };

        struct Shadow {
            ShadowMatrix shadow[0];
        };

        size_t lightingSize = sizeof(Lighting) + sizeof(LightSource) * numLights;
        size_t shadowSize = sizeof(ShadowMatrix) * numLights;
        Lighting *lightingData = (Lighting *)alloca(lightingSize);
        Shadow *shadowData = (Shadow *)alloca(shadowSize);

        memset(shadowData, 0, shadowSize);
        memset(lightingData, 0, lightingSize);

        GfMatrix4d viewToWorldMatrix = _worldToViewMatrix.GetInverse();

        lightingData->useLighting = _useLighting;
        lightingData->useColorMaterialDiffuse = _useColorMaterialDiffuse;

        for (int i = 0; _useLighting and i < numLights; ++i) {
            GlfSimpleLight const &light = _lights[i];

            setVec4(lightingData->lightSource[i].position,
                    light.GetPosition() * _worldToViewMatrix);
            setVec4(lightingData->lightSource[i].diffuse, light.GetDiffuse());
            setVec4(lightingData->lightSource[i].ambient, light.GetAmbient());
            setVec4(lightingData->lightSource[i].specular, light.GetSpecular());
            setVec3(lightingData->lightSource[i].spotDirection,
                    _worldToViewMatrix.TransformDir(light.GetSpotDirection()));
            setVec3(lightingData->lightSource[i].attenuation,
                    light.GetAttenuation());
            lightingData->lightSource[i].spotCutoff = light.GetSpotCutoff();
            lightingData->lightSource[i].spotFalloff = light.GetSpotFalloff();
            lightingData->lightSource[i].hasShadow = light.HasShadow();

            if (lightingData->lightSource[i].hasShadow) {
                int shadowIndex = light.GetShadowIndex();
                lightingData->lightSource[i].shadowIndex = shadowIndex;

                GfMatrix4d viewToShadowMatrix = viewToWorldMatrix *
                    _shadows->GetWorldToShadowMatrix(shadowIndex);

                double invBlur = 1.0/(std::max(0.0001F, light.GetShadowBlur()));
                GfMatrix4d mat = viewToShadowMatrix.GetInverse();
                GfVec4f xVec = GfVec4f(mat.GetRow(0) * invBlur);
                GfVec4f yVec = GfVec4f(mat.GetRow(1) * invBlur);
                GfVec4f zVec = GfVec4f(mat.GetRow(2));

                shadowData->shadow[shadowIndex].bias = light.GetShadowBias();
                setMatrix(shadowData->shadow[shadowIndex].viewToShadowMatrix,
                          viewToShadowMatrix);
                setVec4(shadowData->shadow[shadowIndex].basis0, xVec);
                setVec4(shadowData->shadow[shadowIndex].basis1, yVec);
                setVec4(shadowData->shadow[shadowIndex].basis2, zVec);

                shadowExists = true;
            }
        }

        _lightingUniformBlock->Update(lightingData, lightingSize);
        _lightingUniformBlockValid = true;

        if (shadowExists) {
            _shadowUniformBlock->Update(shadowData, shadowSize);
            _shadowUniformBlockValid = true;
        }
    }

    _lightingUniformBlock->Bind(bindingMap, _tokens->lightingUB);

    if (shadowExists) {
        _shadowUniformBlock->Bind(bindingMap, _tokens->shadowUB);
    }

    if (not _materialUniformBlockValid) {
        // has to be matched with the definition of simpleLightingShader.glslfx
        struct Material {
            float ambient[4];
            float diffuse[4];
            float specular[4];
            float emission[4];
            float sceneColor[4];  // XXX: should be separated?
            float shininess;
            float padding[3];
        } materialData;

        memset(&materialData, 0, sizeof(materialData));

        setVec4(materialData.ambient, _material.GetAmbient());
        setVec4(materialData.diffuse, _material.GetDiffuse());
        setVec4(materialData.specular, _material.GetSpecular());
        setVec4(materialData.emission, _material.GetEmission());
        materialData.shininess = _material.GetShininess();
        setVec4(materialData.sceneColor, _sceneAmbient);

        _materialUniformBlock->Update(&materialData, sizeof(materialData));
        _materialUniformBlockValid = true;
    }

    _materialUniformBlock->Bind(bindingMap, _tokens->materialUB);
}
コード例 #12
0
ファイル: gamma.cpp プロジェクト: JT-a/USD
GfVec4f GfApplyGamma(const GfVec4f &v, double g) {
    return GfVec4f(pow(v[0],g),pow(v[1],g),pow(v[2],g),v[3]);
}
コード例 #13
0
static void CameraAndLightTest()
{
    HdStRenderDelegate renderDelegate;
    std::unique_ptr<HdRenderIndex> index(HdRenderIndex::New(&renderDelegate));
    TF_VERIFY(index);
    std::unique_ptr<Hdx_UnitTestDelegate> delegate(
                                         new Hdx_UnitTestDelegate(index.get()));

    HdChangeTracker& tracker = index->GetChangeTracker();
    HdPerfLog& perfLog = HdPerfLog::GetInstance();
    perfLog.Enable();
    HdRprimCollection collection(HdTokens->geometry, HdTokens->hull);
    HdRenderPassStateSharedPtr renderPassState(new HdRenderPassState());
    HdRenderPassSharedPtr renderPass(
        new HdSt_RenderPass(index.get(), collection));
    HdEngine engine;

    HdTaskSharedPtr drawTask = boost::make_shared<Hd_TestTask>(renderPass,
                                                               renderPassState);
    HdTaskSharedPtrVector tasks = { drawTask };

    GfMatrix4d tx(1.0f);
    tx.SetRow(3, GfVec4f(5, 0, 5, 1.0));
    SdfPath cube("geometry");
    delegate->AddCube(cube, tx);

    SdfPath camera("camera");
    SdfPath light("light");

    delegate->AddCamera(camera);
    delegate->AddLight(light, GlfSimpleLight());
    delegate->SetLight(light, HdStLightTokens->shadowCollection,
                      VtValue(HdRprimCollection(HdTokens->geometry,
                                                HdTokens->hull)));

    engine.Execute(*index, tasks);

    VERIFY_PERF_COUNT(HdPerfTokens->rebuildBatches, 1);

    // Update camera matrix
    delegate->SetCamera(camera, GfMatrix4d(2), GfMatrix4d(2));
    tracker.MarkSprimDirty(camera, HdStCamera::DirtyViewMatrix);
    tracker.MarkSprimDirty(camera, HdStCamera::DirtyProjMatrix);

    engine.Execute(*index, tasks);

    // batch should not be rebuilt
    VERIFY_PERF_COUNT(HdPerfTokens->rebuildBatches, 1);

    // Update shadow collection
    delegate->SetLight(light, HdStLightTokens->shadowCollection,
                      VtValue(HdRprimCollection(HdTokens->geometry,
                                                HdTokens->refined)));
    tracker.MarkSprimDirty(light, HdStLight::DirtyCollection);

    engine.Execute(*index, tasks);

    // batch rebuilt
    VERIFY_PERF_COUNT(HdPerfTokens->rebuildBatches, 2);

    // Update shadow collection again with the same data
    delegate->SetLight(light, HdStLightTokens->shadowCollection,
                      VtValue(HdRprimCollection(HdTokens->geometry,
                                                HdTokens->refined)));
    tracker.MarkSprimDirty(light, HdStLight::DirtyCollection);

    engine.Execute(*index, tasks);

    // batch should not be rebuilt
    VERIFY_PERF_COUNT(HdPerfTokens->rebuildBatches, 2);
}
コード例 #14
0
void
My_TestGLDrawing::InitTest()
{
    std::cout << "My_TestGLDrawing::InitTest()\n";
    _stage = UsdStage::Open(GetStageFilePath());
    SdfPathVector excludedPaths;

    if (UsdImagingGLEngine::IsHydraEnabled()) {
        std::cout << "Using HD Renderer.\n";
        _engine.reset(new UsdImagingGLEngine(
            _stage->GetPseudoRoot().GetPath(), excludedPaths));
        if (!_GetRenderer().IsEmpty()) {
            if (!_engine->SetRendererPlugin(_GetRenderer())) {
                std::cerr << "Couldn't set renderer plugin: " <<
                    _GetRenderer().GetText() << std::endl;
                exit(-1);
            } else {
                std::cout << "Renderer plugin: " << _GetRenderer().GetText()
                    << std::endl;
            }
        }
    } else{
        std::cout << "Using Reference Renderer.\n"; 
        _engine.reset(
            new UsdImagingGLEngine(_stage->GetPseudoRoot().GetPath(), 
                    excludedPaths));
    }

    std::cout << glGetString(GL_VENDOR) << "\n";
    std::cout << glGetString(GL_RENDERER) << "\n";
    std::cout << glGetString(GL_VERSION) << "\n";

    if (_ShouldFrameAll()) {
        TfTokenVector purposes;
        purposes.push_back(UsdGeomTokens->default_);
        purposes.push_back(UsdGeomTokens->proxy);

        // Extent hints are sometimes authored as an optimization to avoid
        // computing bounds, they are particularly useful for some tests where
        // there is no bound on the first frame.
        bool useExtentHints = true;
        UsdGeomBBoxCache bboxCache(UsdTimeCode::Default(), purposes, useExtentHints);

        GfBBox3d bbox = bboxCache.ComputeWorldBound(_stage->GetPseudoRoot());
        GfRange3d world = bbox.ComputeAlignedRange();

        GfVec3d worldCenter = (world.GetMin() + world.GetMax()) / 2.0;
        double worldSize = world.GetSize().GetLength();

        std::cerr << "worldCenter: " << worldCenter << "\n";
        std::cerr << "worldSize: " << worldSize << "\n";
        if (UsdGeomGetStageUpAxis(_stage) == UsdGeomTokens->z) {
            // transpose y and z centering translation
            _translate[0] = -worldCenter[0];
            _translate[1] = -worldCenter[2];
            _translate[2] = -worldCenter[1] - worldSize;
        } else {
            _translate[0] = -worldCenter[0];
            _translate[1] = -worldCenter[1];
            _translate[2] = -worldCenter[2] - worldSize;
        }
    } else {
        _translate[0] = GetTranslate()[0];
        _translate[1] = GetTranslate()[1];
        _translate[2] = GetTranslate()[2];
    }

    if(IsEnabledTestLighting()) {
        if(UsdImagingGLEngine::IsHydraEnabled()) {
            // set same parameter as GlfSimpleLightingContext::SetStateFromOpenGL
            // OpenGL defaults
            _lightingContext = GlfSimpleLightingContext::New();
            GlfSimpleLight light;
            if (IsEnabledCameraLight()) {
                light.SetPosition(GfVec4f(_translate[0], _translate[2], _translate[1], 0));
            } else {
                light.SetPosition(GfVec4f(0, -.5, .5, 0));
            }
            light.SetDiffuse(GfVec4f(1,1,1,1));
            light.SetAmbient(GfVec4f(0,0,0,1));
            light.SetSpecular(GfVec4f(1,1,1,1));
            GlfSimpleLightVector lights;
            lights.push_back(light);
            _lightingContext->SetLights(lights);

            GlfSimpleMaterial material;
            material.SetAmbient(GfVec4f(0.2, 0.2, 0.2, 1.0));
            material.SetDiffuse(GfVec4f(0.8, 0.8, 0.8, 1.0));
            material.SetSpecular(GfVec4f(0,0,0,1));
            material.SetShininess(0.0001f);
            _lightingContext->SetMaterial(material);
            _lightingContext->SetSceneAmbient(GfVec4f(0.2,0.2,0.2,1.0));
        } else {
            glEnable(GL_LIGHTING);
            glEnable(GL_LIGHT0);
            if (IsEnabledCameraLight()) {
                float position[4] = {_translate[0], _translate[2], _translate[1], 0};
                glLightfv(GL_LIGHT0, GL_POSITION, position);
            } else {
                float position[4] = {0,-.5,.5,0};
                glLightfv(GL_LIGHT0, GL_POSITION, position);
            }
        }
    }
}
コード例 #15
0
ファイル: writeUtil.cpp プロジェクト: MWDD/USD
bool
PxrUsdMayaWriteUtil::SetUsdAttr(
        const MPlug& attrPlug,
        const UsdAttribute& usdAttr,
        const UsdTimeCode& usdTime,
        const bool translateMayaDoubleToUsdSinglePrecision)
{
    if (!usdAttr || attrPlug.isNull()) {
        return false;
    }

    bool isAnimated = attrPlug.isDestination();
    if (usdTime.IsDefault() == isAnimated) {
        return true;
    }

    // We perform a similar set of type-infererence acrobatics here as we do up
    // above in GetUsdTypeName(). See the comments there for more detail on a
    // few type-related oddities.

    MObject attrObj(attrPlug.attribute());

    if (attrObj.hasFn(MFn::kEnumAttribute)) {
        MFnEnumAttribute enumAttrFn(attrObj);
        const short enumIndex = attrPlug.asShort();
        const TfToken enumToken(enumAttrFn.fieldName(enumIndex).asChar());
        return usdAttr.Set(enumToken, usdTime);
    }

    MFnNumericData::Type numericDataType;
    MFnData::Type typedDataType;
    MFnUnitAttribute::Type unitDataType;

    _GetMayaAttributeNumericTypedAndUnitDataTypes(attrPlug,
                                                  numericDataType,
                                                  typedDataType,
                                                  unitDataType);

    if (attrObj.hasFn(MFn::kMatrixAttribute)) {
        typedDataType = MFnData::kMatrix;
    }

    switch (typedDataType) {
        case MFnData::kString: {
            MFnStringData stringDataFn(attrPlug.asMObject());
            const std::string usdVal(stringDataFn.string().asChar());
            return usdAttr.Set(usdVal, usdTime);
            break;
        }
        case MFnData::kMatrix: {
            MFnMatrixData matrixDataFn(attrPlug.asMObject());
            const GfMatrix4d usdVal(matrixDataFn.matrix().matrix);
            return usdAttr.Set(usdVal, usdTime);
            break;
        }
        case MFnData::kStringArray: {
            MFnStringArrayData stringArrayDataFn(attrPlug.asMObject());
            VtStringArray usdVal(stringArrayDataFn.length());
            for (unsigned int i = 0; i < stringArrayDataFn.length(); ++i) {
                usdVal[i] = std::string(stringArrayDataFn[i].asChar());
            }
            return usdAttr.Set(usdVal, usdTime);
            break;
        }
        case MFnData::kDoubleArray: {
            MFnDoubleArrayData doubleArrayDataFn(attrPlug.asMObject());
            if (translateMayaDoubleToUsdSinglePrecision) {
                VtFloatArray usdVal(doubleArrayDataFn.length());
                for (unsigned int i = 0; i < doubleArrayDataFn.length(); ++i) {
                    usdVal[i] = (float)doubleArrayDataFn[i];
                }
                return usdAttr.Set(usdVal, usdTime);
            } else {
                VtDoubleArray usdVal(doubleArrayDataFn.length());
                for (unsigned int i = 0; i < doubleArrayDataFn.length(); ++i) {
                    usdVal[i] = doubleArrayDataFn[i];
                }
                return usdAttr.Set(usdVal, usdTime);
            }
            break;
        }
        case MFnData::kFloatArray: {
            MFnFloatArrayData floatArrayDataFn(attrPlug.asMObject());
            VtFloatArray usdVal(floatArrayDataFn.length());
            for (unsigned int i = 0; i < floatArrayDataFn.length(); ++i) {
                usdVal[i] = floatArrayDataFn[i];
            }
            return usdAttr.Set(usdVal, usdTime);
            break;
        }
        case MFnData::kIntArray: {
            MFnIntArrayData intArrayDataFn(attrPlug.asMObject());
            VtIntArray usdVal(intArrayDataFn.length());
            for (unsigned int i = 0; i < intArrayDataFn.length(); ++i) {
                usdVal[i] = intArrayDataFn[i];
            }
            return usdAttr.Set(usdVal, usdTime);
            break;
        }
        case MFnData::kPointArray: {
            MFnPointArrayData pointArrayDataFn(attrPlug.asMObject());
            if (translateMayaDoubleToUsdSinglePrecision) {
                VtVec3fArray usdVal(pointArrayDataFn.length());
                for (unsigned int i = 0; i < pointArrayDataFn.length(); ++i) {
                    MPoint tmpMayaVal = pointArrayDataFn[i];
                    if (tmpMayaVal.w != 0) {
                        tmpMayaVal.cartesianize();
                    }
                    usdVal[i] = GfVec3f((float)tmpMayaVal[0],
                                        (float)tmpMayaVal[1],
                                        (float)tmpMayaVal[2]);
                }
                return usdAttr.Set(usdVal, usdTime);
            } else {
                VtVec3dArray usdVal(pointArrayDataFn.length());
                for (unsigned int i = 0; i < pointArrayDataFn.length(); ++i) {
                    MPoint tmpMayaVal = pointArrayDataFn[i];
                    if (tmpMayaVal.w != 0) {
                        tmpMayaVal.cartesianize();
                    }
                    usdVal[i] = GfVec3d(tmpMayaVal[0],
                                        tmpMayaVal[1],
                                        tmpMayaVal[2]);
                }
                return usdAttr.Set(usdVal, usdTime);
            }
            break;
        }
        case MFnData::kVectorArray: {
            MFnVectorArrayData vectorArrayDataFn(attrPlug.asMObject());
            if (translateMayaDoubleToUsdSinglePrecision) {
                VtVec3fArray usdVal(vectorArrayDataFn.length());
                for (unsigned int i = 0; i < vectorArrayDataFn.length(); ++i) {
                    MVector tmpMayaVal = vectorArrayDataFn[i];
                    usdVal[i] = GfVec3f((float)tmpMayaVal[0],
                                        (float)tmpMayaVal[1],
                                        (float)tmpMayaVal[2]);
                }
                return usdAttr.Set(usdVal, usdTime);
            } else {
                VtVec3dArray usdVal(vectorArrayDataFn.length());
                for (unsigned int i = 0; i < vectorArrayDataFn.length(); ++i) {
                    MVector tmpMayaVal = vectorArrayDataFn[i];
                    usdVal[i] = GfVec3d(tmpMayaVal[0],
                                        tmpMayaVal[1],
                                        tmpMayaVal[2]);
                }
                return usdAttr.Set(usdVal, usdTime);
            }
            break;
        }
        default:
            break;
    }

    switch (numericDataType) {
        case MFnNumericData::kBoolean: {
            const bool usdVal(attrPlug.asBool());
            return usdAttr.Set(usdVal, usdTime);
            break;
        }
        case MFnNumericData::kByte:
        case MFnNumericData::kChar: {
            const int usdVal(attrPlug.asChar());
            return usdAttr.Set(usdVal, usdTime);
            break;
        }
        case MFnNumericData::kShort: {
            const int usdVal(attrPlug.asShort());
            return usdAttr.Set(usdVal, usdTime);
            break;
        }
        case MFnNumericData::kInt: {
            const int usdVal(attrPlug.asInt());
            return usdAttr.Set(usdVal, usdTime);
            break;
        }
        case MFnNumericData::k2Short: {
            short tmp1, tmp2;
            MFnNumericData numericDataFn(attrPlug.asMObject());
            numericDataFn.getData(tmp1, tmp2);
            return usdAttr.Set(GfVec2i(tmp1, tmp2), usdTime);
            break;
        }
        case MFnNumericData::k2Int: {
            int tmp1, tmp2;
            MFnNumericData numericDataFn(attrPlug.asMObject());
            numericDataFn.getData(tmp1, tmp2);
            return usdAttr.Set(GfVec2i(tmp1, tmp2), usdTime);
            break;
        }
        case MFnNumericData::k3Short: {
            short tmp1, tmp2, tmp3;
            MFnNumericData numericDataFn(attrPlug.asMObject());
            numericDataFn.getData(tmp1, tmp2, tmp3);
            return usdAttr.Set(GfVec3i(tmp1, tmp2, tmp3), usdTime);
            break;
        }
        case MFnNumericData::k3Int: {
            int tmp1, tmp2, tmp3;
            MFnNumericData numericDataFn(attrPlug.asMObject());
            numericDataFn.getData(tmp1, tmp2, tmp3);
            return usdAttr.Set(GfVec3i(tmp1, tmp2, tmp3), usdTime);
            break;
        }
        case MFnNumericData::kFloat: {
            const float usdVal(attrPlug.asFloat());
            return usdAttr.Set(usdVal, usdTime);
            break;
        }
        case MFnNumericData::k2Float: {
            float tmp1, tmp2;
            MFnNumericData numericDataFn(attrPlug.asMObject());
            numericDataFn.getData(tmp1, tmp2);
            return usdAttr.Set(GfVec2f(tmp1, tmp2), usdTime);
            break;
        }
        case MFnNumericData::k3Float: {
            float tmp1, tmp2, tmp3;
            MFnNumericData numericDataFn(attrPlug.asMObject());
            numericDataFn.getData(tmp1, tmp2, tmp3);
            return _SetVec(usdAttr, GfVec3f(tmp1, tmp2, tmp3), usdTime);
            break;
        }
        case MFnNumericData::kDouble: {
            const double usdVal(attrPlug.asDouble());
            if (translateMayaDoubleToUsdSinglePrecision) {
                return usdAttr.Set((float)usdVal, usdTime);
            } else {
                return usdAttr.Set(usdVal, usdTime);
            }
            break;
        }
        case MFnNumericData::k2Double: {
            double tmp1, tmp2;
            MFnNumericData numericDataFn(attrPlug.asMObject());
            numericDataFn.getData(tmp1, tmp2);
            if (translateMayaDoubleToUsdSinglePrecision) {
                return usdAttr.Set(GfVec2f((float)tmp1, (float)tmp2), usdTime);
            } else {
                return usdAttr.Set(GfVec2d(tmp1, tmp2), usdTime);
            }
            break;
        }
        case MFnNumericData::k3Double: {
            double tmp1, tmp2, tmp3;
            MFnNumericData numericDataFn(attrPlug.asMObject());
            numericDataFn.getData(tmp1, tmp2, tmp3);
            if (translateMayaDoubleToUsdSinglePrecision) {
                return _SetVec(usdAttr,
                               GfVec3f((float)tmp1,
                                       (float)tmp2,
                                       (float)tmp3),
                               usdTime);
            } else {
                return _SetVec(usdAttr, GfVec3d(tmp1, tmp2, tmp3), usdTime);
            }
            break;
        }
        case MFnNumericData::k4Double: {
            double tmp1, tmp2, tmp3, tmp4;
            MFnNumericData numericDataFn(attrPlug.asMObject());
            numericDataFn.getData(tmp1, tmp2, tmp3, tmp4);
            if (translateMayaDoubleToUsdSinglePrecision) {
                return _SetVec(usdAttr,
                               GfVec4f((float)tmp1,
                                       (float)tmp2,
                                       (float)tmp3,
                                       (float)tmp4),
                               usdTime);
            } else {
                return _SetVec(usdAttr,
                               GfVec4d(tmp1, tmp2, tmp3, tmp4),
                               usdTime);
            }
            break;
        }
        default:
            break;
    }

    switch (unitDataType) {
        case MFnUnitAttribute::kAngle:
        case MFnUnitAttribute::kDistance:
            if (translateMayaDoubleToUsdSinglePrecision) {
                const float usdVal(attrPlug.asFloat());
                return usdAttr.Set(usdVal, usdTime);
            } else {
                const double usdVal(attrPlug.asDouble());
                return usdAttr.Set(usdVal, usdTime);
            }
            break;
        default:
            break;
    }

    return false;
}
コード例 #16
0
ファイル: testGfHardToReach.cpp プロジェクト: 400dama/USD
int
main(int argc, char *argv[])
{
    // GfVec2f
    {
        float vals[] = { 1.0f, 2.0f };
        GfVec2f v(vals);
        TF_AXIOM(v == GfVec2f(1,2));
        float const *f = v.GetArray();
        TF_AXIOM(f[0] == 1 and f[1] == 2);
    }

    // GfVec2i
    {
        int vals[] = { 1, 2 };
        GfVec2i v(vals);
        TF_AXIOM(v == GfVec2i(1,2));
        int const *i = v.GetArray();
        TF_AXIOM(i[0] == 1 and i[1] == 2);
        v.Set(0, 1);
        TF_AXIOM(v == GfVec2i(0,1));
    }

    // GfVec3i
    {
        int vals[] = { 1, 2, 3 };
        GfVec3i v(vals);
        TF_AXIOM(v == GfVec3i(1,2,3));
        int const *i = v.GetArray();
        TF_AXIOM(i[0] == 1 and i[1] == 2 and i[2] == 3);
        v.Set(0, 1, 2);
        TF_AXIOM(v == GfVec3i(0,1,2));
    }

    // GfVec4i
    {
        int vals[] = { 1, 2, 3, 4 };
        GfVec4i v(vals);
        TF_AXIOM(v == GfVec4i(1,2,3,4));
        int const *i = v.GetArray();
        TF_AXIOM(i[0] == 1 and i[1] == 2 and i[2] == 3 and i[3] == 4);
        v.Set(0, 1, 2, 3);
        TF_AXIOM(v == GfVec4i(0,1,2,3));
    }

    // GfVec3f
    {
        float vals[] = { 1.0f, 2.0f, 3.0f };
        GfVec3f v(vals);
        TF_AXIOM(v == GfVec3f(1,2,3));
        float const *f = v.GetArray();
        TF_AXIOM(f[0] == 1 and f[1] == 2 and f[2] == 3);
    }

    // GfVec4f
    {
        float vals[] = { 1.0f, 2.0f, 3.0f, 4.0f };
        GfVec4f v(vals);
        TF_AXIOM(v == GfVec4f(1,2,3,4));
        float const *f = v.GetArray();
        TF_AXIOM(f[0] == 1 and f[1] == 2 and f[2] == 3 and f[3] == 4);
    }

    // GfSize2, GfSize3
    {
        size_t vals[] = {1, 2, 3};
        TF_AXIOM(GfSize2(vals) == GfSize2(1,2));
        TF_AXIOM(GfSize3(vals) == GfSize3(1,2,3));
    }

    // GfMatrix2d
    {
        double vals[2][2] = {{1, 0},
                             {0, 1}};
        TF_AXIOM(GfMatrix2d(vals) == GfMatrix2d(1));
        GfMatrix2d m(vals);
        double const *d = m.GetArray();
        TF_AXIOM(d[0] == 1 and d[1] == 0 and
                 d[2] == 0 and d[3] == 1);
    }

    // GfMatrix2f
    {
        float vals[2][2] = {{1, 0},
                             {0, 1}};
        TF_AXIOM(GfMatrix2f(vals) == GfMatrix2f(1));
        GfMatrix2f m(vals);
        float const *f = m.GetArray();
        TF_AXIOM(f[0] == 1 and f[1] == 0 and
                 f[2] == 0 and f[3] == 1);
    }

    // GfMatrix3d
    {
        double vals[3][3] = {{1, 0, 0},
                             {0, 1, 0},
                             {0, 0, 1}};
        TF_AXIOM(GfMatrix3d(vals) == GfMatrix3d(1));
        GfMatrix3d m(vals);
        double const *d = m.GetArray();
        TF_AXIOM(d[0] == 1 and d[1] == 0 and d[2] == 0 and
                 d[3] == 0 and d[4] == 1 and d[5] == 0 and
                 d[6] == 0 and d[7] == 0 and d[8] == 1);
    }

    // GfMatrix4d
    {
        double vals[4][4] = {{1, 0, 0, 0},
                             {0, 1, 0, 0},
                             {0, 0, 1, 0},
                             {0, 0, 0, 1}};
        TF_AXIOM(GfMatrix4d(vals) == GfMatrix4d(1));
        GfMatrix4d m(vals);
        double const *d = m.GetArray();
        TF_AXIOM(d[ 0] == 1 and d[ 1] == 0 and d[ 2] == 0 and d[ 3] == 0 and
                 d[ 4] == 0 and d[ 5] == 1 and d[ 6] == 0 and d[ 7] == 0 and
                 d[ 8] == 0 and d[ 9] == 0 and d[10] == 1 and d[11] == 0 and
                 d[12] == 0 and d[13] == 0 and d[14] == 0 and d[15] == 1);
    }
    
    // half
    {
        float halfPosInf = half::posInf();
        TF_AXIOM(not std::isfinite(halfPosInf));
        TF_AXIOM(std::isinf(halfPosInf));

        float halfNegInf = half::negInf();
        TF_AXIOM(not std::isfinite(halfNegInf));
        TF_AXIOM(std::isinf(halfNegInf));

        float halfqNan = half::qNan();
        TF_AXIOM(std::isnan(halfqNan));

        float halfsNan = half::sNan();
        TF_AXIOM(std::isnan(halfsNan));
    }
    
    return 0;
}
コード例 #17
0
ファイル: usdVMP.cpp プロジェクト: 400dama/USD
void
USDVMP::draw(FnKat::ViewerModifierInput& input) 
{
    TF_DEBUG(KATANA_DEBUG_VMP_USD).Msg("%s @ %p : %s\n",
            TF_FUNC_NAME().c_str(), this, _prim.GetPath().GetString().c_str());

    // Render
    if (_stage) {
        // Get draw options needed for styling.
        bool isSelected = input.getDrawOption("selected");
        bool drawPoints = input.getDrawOption("fillPoints");
        bool drawWireframe = input.getDrawOption("fillWireframe");
        bool drawSmooth = input.getDrawOption("shadingSmooth");
        bool isPicking = input.getDrawOption("isPicking");

        // Clear out override color
        _params.overrideColor[3] = 0.0f;

        // Determine the approrpiate draw mode based on the styling options.
        if ( drawSmooth ) {
            if (_GetProxyOverlayMode() == _tokens->wireframe) {
                _params.drawMode = UsdImagingGL::DRAW_WIREFRAME_ON_SURFACE;
            } else {
                _params.drawMode = UsdImagingGL::DRAW_SHADED_SMOOTH;
            }
        }
        if ( drawWireframe ) {
            _params.drawMode = UsdImagingGL::DRAW_WIREFRAME;
        }
        if ( drawPoints ) { 
            // TODO: support draw points
            _params.drawMode = UsdImagingGL::DRAW_POINTS;
        }

        // If this gprim is selected setup drawmode and selection color.
        if ( isSelected ) {
            _params.drawMode = UsdImagingGL::DRAW_GEOM_SMOOTH;
            _params.overrideColor = GfVec4f(0.0f, 1.0f, 1.0f, 1.0f);
            glColor4fv(_params.overrideColor.GetArray());
        }
        if (isPicking) {
            if(input.getDrawOption("hasPickColor") == 1) {
                GfVec4f pickColor(0, 0, 0, 1);
                pickColor[0] = input.getDrawOptionFloat("pickColorR");
                pickColor[1] = input.getDrawOptionFloat("pickColorG");
                pickColor[2] = input.getDrawOptionFloat("pickColorB");
                _params.overrideColor = pickColor;
            }
            else {
                // Most horrible hack in the world :(
                // Katana does it's picking by setting a shader
                // that takes a pick id and renders geometry with
                // the color representation of that id.
                // Unfortunately if we are using Hydra, we need to
                // use our own shaders. To get around this, we are
                // using specific knowledge of the katana pick shader
                // to extract the pick id and set our own override color
                // based on this id. This is basically emulating what the
                // katana shader is doing.
                GLint program = -1;
                glGetIntegerv(GL_CURRENT_PROGRAM, &program);
                TF_VERIFY(program != -1);
                GLint kat_PickIdLoc = glGetUniformLocation(program, "kat_PickId");
                if (TF_VERIFY(kat_PickIdLoc != -1)) {
                    GLint kat_PickId;
                    glGetUniformiv(program, kat_PickIdLoc, &kat_PickId);
                    // Simulate pick id with color
                    _params.overrideColor = GfVec4f(
                        ((float)((kat_PickId >> 0  ) & 0xff)) / 255.0f,
                        ((float)((kat_PickId >> 8  ) & 0xff)) / 255.0f,
                        ((float)((kat_PickId >> 16 ) & 0xff)) / 255.0f,
                        1.0f);
                }
            }
            // Using DRAW_GEOM_ONLY will disable lighting and make
            // sure we are rendering a solid color
            _params.drawMode = UsdImagingGL::DRAW_GEOM_ONLY;
        }

        // Save and restore shader settings around render call
        // because hydra does not restore shader state.
        GLint oldProgram = -1;
        glGetIntegerv(GL_CURRENT_PROGRAM, &oldProgram);

        if (TF_VERIFY(_renderer)) {
            _renderer->SetCameraStateFromOpenGL();

            glPushAttrib(GL_LIGHTING_BIT | GL_ENABLE_BIT);

            if (_GetProxyOverlayMode() == _tokens->ghosted) {
                glEnable(GL_LIGHT0);
                float f = 0.1;
                float params[4] = { f, 0.0, f, 1.0 };
                glLightfv(GL_LIGHT0, GL_AMBIENT, params);
            }

            _renderer->SetLightingStateFromOpenGL();

            glPopAttrib();

            // The multi-threaded Usd Op may be loading or unloading models on
            // the stage we need, so we grab the global lock in reader mode
            // before rendering.
            boost::shared_lock<boost::upgrade_mutex> 
                                            readerLock(UsdKatanaGetStageLock());
            
            _renderer->Render(_prim, _params);
        }

        // Restore old shader
        glUseProgram(oldProgram);
    }
コード例 #18
0
ファイル: testHdxIdRender.cpp プロジェクト: JT-a/USD
void
My_TestGLDrawing::InitTest()
{
    _renderIndex = HdRenderIndex::New(&_renderDelegate);
    TF_VERIFY(_renderIndex != nullptr);
    _delegate = new Hdx_UnitTestDelegate(_renderIndex);

    _delegate->SetRefineLevel(_refineLevel);

    // prepare render task
    SdfPath renderSetupTask("/renderSetupTask");
    SdfPath renderTask("/renderTask");
    _delegate->AddRenderSetupTask(renderSetupTask);
    _delegate->AddRenderTask(renderTask);

    // render task parameters.
    HdxRenderTaskParams param
        = _delegate->GetTaskParam(
            renderSetupTask, HdTokens->params).Get<HdxRenderTaskParams>();
    param.enableLighting = true; // use default lighting
    _delegate->SetTaskParam(renderSetupTask, HdTokens->params, VtValue(param));
    _delegate->SetTaskParam(renderTask, HdTokens->collection,
                           VtValue(HdRprimCollection(HdTokens->geometry,
                                   _reprName)));

    // prepare scene
    // To ensure that the non-aggregated element index returned via picking, 
    // we need to have at least two cubes with uniform colors.
    GfVec4f red(1,0,0,1), green(0,1,0,1), blue(0,0,1,1),
            yellow(1,1,0,1), magenta(1,0,1,1), cyan(0,1,1,1),
            white(1,1,1,1), black(0,0,0,1);

    GfVec4f faceColors[] = { red, green, blue, yellow, magenta, cyan};
    VtValue faceColor = VtValue(_BuildArray(&faceColors[0],
                                 sizeof(faceColors)/sizeof(faceColors[0])));

    GfVec4f vertColors[] = { white, blue, green, yellow,
                             black, blue, magenta, red};
    VtValue vertColor = VtValue(_BuildArray(&vertColors[0],
                                 sizeof(vertColors)/sizeof(vertColors[0])));

    _delegate->AddCube(SdfPath("/cube0"), _GetTranslate( 5, 0, 5),
                       /*guide=*/false, /*instancerId=*/SdfPath(),
                       /*scheme=*/PxOsdOpenSubdivTokens->catmark,
                       /*color=*/faceColor,
                       /*colorInterpolation=*/Hdx_UnitTestDelegate::UNIFORM);
    _delegate->AddCube(SdfPath("/cube1"), _GetTranslate(-5, 0, 5),
                       /*guide=*/false, /*instancerId=*/SdfPath(),
                       /*scheme=*/PxOsdOpenSubdivTokens->catmark,
                       /*color=*/faceColor,
                       /*colorInterpolation=*/Hdx_UnitTestDelegate::UNIFORM);
    _delegate->AddCube(SdfPath("/cube2"), _GetTranslate(-5, 0,-5));
    _delegate->AddCube(SdfPath("/cube3"), _GetTranslate( 5, 0,-5),
                        /*guide=*/false, /*instancerId=*/SdfPath(),
                       /*scheme=*/PxOsdOpenSubdivTokens->catmark,
                       /*color=*/vertColor,
                       /*colorInterpolation=*/Hdx_UnitTestDelegate::VERTEX);

    {
        _delegate->AddInstancer(SdfPath("/instancerTop"));
        _delegate->AddCube(SdfPath("/protoTop"),
                         GfMatrix4d(1), false, SdfPath("/instancerTop"));

        std::vector<SdfPath> prototypes;
        prototypes.push_back(SdfPath("/protoTop"));

        VtVec3fArray scale(3);
        VtVec4fArray rotate(3);
        VtVec3fArray translate(3);
        VtIntArray prototypeIndex(3);

        scale[0] = GfVec3f(1);
        rotate[0] = GfVec4f(0);
        translate[0] = GfVec3f(3, 0, 2);
        prototypeIndex[0] = 0;

        scale[1] = GfVec3f(1);
        rotate[1] = GfVec4f(0);
        translate[1] = GfVec3f(0, 0, 2);
        prototypeIndex[1] = 0;

        scale[2] = GfVec3f(1);
        rotate[2] = GfVec4f(0);
        translate[2] = GfVec3f(-3, 0, 2);
        prototypeIndex[2] = 0;

        _delegate->SetInstancerProperties(SdfPath("/instancerTop"),
                                        prototypeIndex,
                                        scale, rotate, translate);
    }

    {
        _delegate->AddInstancer(SdfPath("/instancerBottom"));
        _delegate->AddCube(SdfPath("/protoBottom"),
                         GfMatrix4d(1), false, SdfPath("/instancerBottom"));

        std::vector<SdfPath> prototypes;
        prototypes.push_back(SdfPath("/protoBottom"));

        VtVec3fArray scale(3);
        VtVec4fArray rotate(3);
        VtVec3fArray translate(3);
        VtIntArray prototypeIndex(3);

        scale[0] = GfVec3f(1);
        rotate[0] = GfVec4f(0);
        translate[0] = GfVec3f(3, 0, -2);
        prototypeIndex[0] = 0;

        scale[1] = GfVec3f(1);
        rotate[1] = GfVec4f(0);
        translate[1] = GfVec3f(0, 0, -2);
        prototypeIndex[1] = 0;

        scale[2] = GfVec3f(1);
        rotate[2] = GfVec4f(0);
        translate[2] = GfVec3f(-3, 0, -2);
        prototypeIndex[2] = 0;

        _delegate->SetInstancerProperties(SdfPath("/instancerBottom"),
                                        prototypeIndex,
                                        scale, rotate, translate);
    }

    SetCameraTranslate(GfVec3f(0, 0, -20));

    // XXX: Setup a VAO, the current drawing engine will not yet do this.
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);
    glBindVertexArray(0);
}
コード例 #19
0
ファイル: rprim.cpp プロジェクト: MWDD/USD
void
HdRprim::_PopulateConstantPrimVars(HdSceneDelegate* delegate,
                                   HdDrawItem *drawItem,
                                   HdDirtyBits *dirtyBits)
{
    HD_TRACE_FUNCTION();
    HF_MALLOC_TAG_FUNCTION();

    SdfPath const& id = GetId();
    HdRenderIndex &renderIndex = delegate->GetRenderIndex();
    HdResourceRegistry *resourceRegistry = &HdResourceRegistry::GetInstance();


    // XXX: this should be in a different method
    // XXX: This should be in HdSt getting the HdSt Shader
    const HdShader *shader = static_cast<const HdShader *>(
                                  renderIndex.GetSprim(HdPrimTypeTokens->shader,
                                                       _surfaceShaderID));

    if (shader == nullptr) {
        shader = static_cast<const HdShader *>(
                        renderIndex.GetFallbackSprim(HdPrimTypeTokens->shader));
    }

    _sharedData.surfaceShader = shader->GetShaderCode();


    // update uniforms
    HdBufferSourceVector sources;
    if (HdChangeTracker::IsTransformDirty(*dirtyBits, id)) {
        GfMatrix4d transform = delegate->GetTransform(id);
        _sharedData.bounds.SetMatrix(transform); // for CPU frustum culling

        HdBufferSourceSharedPtr source(new HdVtBufferSource(
                                           HdTokens->transform,
                                           transform));
        sources.push_back(source);
        source.reset(new HdVtBufferSource(HdTokens->transformInverse,
                                          transform.GetInverse()));
        sources.push_back(source);

        // if this is a prototype (has instancer),
        // also push the instancer transform separately.
        if (!_instancerID.IsEmpty()) {
            // gather all instancer transforms in the instancing hierarchy
            VtMatrix4dArray rootTransforms = _GetInstancerTransforms(delegate);
            VtMatrix4dArray rootInverseTransforms(rootTransforms.size());
            bool leftHanded = transform.IsLeftHanded();
            for (size_t i = 0; i < rootTransforms.size(); ++i) {
                rootInverseTransforms[i] = rootTransforms[i].GetInverse();
                // flip the handedness if necessary
                leftHanded ^= rootTransforms[i].IsLeftHanded();
            }

            source.reset(new HdVtBufferSource(
                             HdTokens->instancerTransform,
                             rootTransforms, /*staticArray=*/true));
            sources.push_back(source);
            source.reset(new HdVtBufferSource(
                             HdTokens->instancerTransformInverse,
                             rootInverseTransforms, /*staticArray=*/true));
            sources.push_back(source);

            // XXX: It might be worth to consider to have isFlipped
            // for non-instanced prims as well. It can improve
            // the drawing performance on older-GPUs by reducing
            // fragment shader cost, although it needs more GPU memory.

            // set as int (GLSL needs 32-bit align for bool)
            source.reset(new HdVtBufferSource(
                             HdTokens->isFlipped, VtValue(int(leftHanded))));
            sources.push_back(source);
        }
    }
    if (HdChangeTracker::IsExtentDirty(*dirtyBits, id)) {
        _sharedData.bounds.SetRange(GetExtent(delegate));

        GfVec3d const & localMin = drawItem->GetBounds().GetBox().GetMin();
        HdBufferSourceSharedPtr sourceMin(new HdVtBufferSource(
                                           HdTokens->bboxLocalMin,
                                           VtValue(GfVec4f(
                                               localMin[0],
                                               localMin[1],
                                               localMin[2], 0))));
        sources.push_back(sourceMin);

        GfVec3d const & localMax = drawItem->GetBounds().GetBox().GetMax();
        HdBufferSourceSharedPtr sourceMax(new HdVtBufferSource(
                                           HdTokens->bboxLocalMax,
                                           VtValue(GfVec4f(
                                               localMax[0],
                                               localMax[1],
                                               localMax[2], 0))));
        sources.push_back(sourceMax);
    }

    if (HdChangeTracker::IsPrimIdDirty(*dirtyBits, id)) {
        GfVec4f primIdColor;
        int32_t primId = GetPrimId();
        HdBufferSourceSharedPtr source(new HdVtBufferSource(
                                           HdTokens->primID,
                                           VtValue(primId)));
        sources.push_back(source);
    }

    if (HdChangeTracker::IsAnyPrimVarDirty(*dirtyBits, id)) {
        TfTokenVector primVarNames = delegate->GetPrimVarConstantNames(id);
        sources.reserve(sources.size()+primVarNames.size());
        TF_FOR_ALL(nameIt, primVarNames) {
            if (HdChangeTracker::IsPrimVarDirty(*dirtyBits, id, *nameIt)) {
                VtValue value = delegate->Get(id, *nameIt);

                // XXX Hydra doesn't support string primvar yet
                if (value.IsHolding<std::string>()) continue;

                if (!value.IsEmpty()) {
                    HdBufferSourceSharedPtr source(
                        new HdVtBufferSource(*nameIt, value));

                    // if it's an unacceptable type, skip it (e.g. std::string)
                    if (source->GetNumComponents() > 0) {
                        sources.push_back(source);
                    }
                }
            }
        }
    }
コード例 #20
0
ファイル: testHdxIdRender.cpp プロジェクト: c64kernal/USD
void
My_TestGLDrawing::InitTest()
{
    _renderIndex = HdRenderIndex::New(&_renderDelegate);
    TF_VERIFY(_renderIndex != nullptr);
    _delegate = new Hdx_UnitTestDelegate(_renderIndex);

    _delegate->SetRefineLevel(_refineLevel);

    // prepare render task
    SdfPath renderSetupTask("/renderSetupTask");
    SdfPath renderTask("/renderTask");
    _delegate->AddRenderSetupTask(renderSetupTask);
    _delegate->AddRenderTask(renderTask);

    // render task parameters.
    HdxRenderTaskParams param
        = _delegate->GetTaskParam(
            renderSetupTask, HdTokens->params).Get<HdxRenderTaskParams>();
    param.enableLighting = true; // use default lighting
    _delegate->SetTaskParam(renderSetupTask, HdTokens->params, VtValue(param));
    _delegate->SetTaskParam(renderTask, HdTokens->collection,
                           VtValue(HdRprimCollection(HdTokens->geometry,
                                   _reprName)));

    // prepare scene
    _delegate->AddCube(SdfPath("/cube0"), _GetTranslate( 5, 0, 5));
    _delegate->AddCube(SdfPath("/cube1"), _GetTranslate(-5, 0, 5));
    _delegate->AddCube(SdfPath("/cube2"), _GetTranslate(-5, 0,-5));
    _delegate->AddCube(SdfPath("/cube3"), _GetTranslate( 5, 0,-5));

    {
        _delegate->AddInstancer(SdfPath("/instancerTop"));
        _delegate->AddCube(SdfPath("/protoTop"),
                         GfMatrix4d(1), false, SdfPath("/instancerTop"));

        std::vector<SdfPath> prototypes;
        prototypes.push_back(SdfPath("/protoTop"));

        VtVec3fArray scale(3);
        VtVec4fArray rotate(3);
        VtVec3fArray translate(3);
        VtIntArray prototypeIndex(3);

        scale[0] = GfVec3f(1);
        rotate[0] = GfVec4f(0);
        translate[0] = GfVec3f(3, 0, 2);
        prototypeIndex[0] = 0;

        scale[1] = GfVec3f(1);
        rotate[1] = GfVec4f(0);
        translate[1] = GfVec3f(0, 0, 2);
        prototypeIndex[1] = 0;

        scale[2] = GfVec3f(1);
        rotate[2] = GfVec4f(0);
        translate[2] = GfVec3f(-3, 0, 2);
        prototypeIndex[2] = 0;

        _delegate->SetInstancerProperties(SdfPath("/instancerTop"),
                                        prototypeIndex,
                                        scale, rotate, translate);
    }

    {
        _delegate->AddInstancer(SdfPath("/instancerBottom"));
        _delegate->AddCube(SdfPath("/protoBottom"),
                         GfMatrix4d(1), false, SdfPath("/instancerBottom"));

        std::vector<SdfPath> prototypes;
        prototypes.push_back(SdfPath("/protoBottom"));

        VtVec3fArray scale(3);
        VtVec4fArray rotate(3);
        VtVec3fArray translate(3);
        VtIntArray prototypeIndex(3);

        scale[0] = GfVec3f(1);
        rotate[0] = GfVec4f(0);
        translate[0] = GfVec3f(3, 0, -2);
        prototypeIndex[0] = 0;

        scale[1] = GfVec3f(1);
        rotate[1] = GfVec4f(0);
        translate[1] = GfVec3f(0, 0, -2);
        prototypeIndex[1] = 0;

        scale[2] = GfVec3f(1);
        rotate[2] = GfVec4f(0);
        translate[2] = GfVec3f(-3, 0, -2);
        prototypeIndex[2] = 0;

        _delegate->SetInstancerProperties(SdfPath("/instancerBottom"),
                                        prototypeIndex,
                                        scale, rotate, translate);
    }

    SetCameraTranslate(GfVec3f(0, 0, -20));

    // XXX: Setup a VAO, the current drawing engine will not yet do this.
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);
    glBindVertexArray(0);
}
コード例 #21
0
ファイル: simpleLightingContext.cpp プロジェクト: 400dama/USD
void
GlfSimpleLightingContext::SetStateFromOpenGL()
{
    // import classic GL light's parameters into shaded lights
    SetUseLighting(glIsEnabled(GL_LIGHTING));

    GfMatrix4d worldToViewMatrix;
    glGetDoublev(GL_MODELVIEW_MATRIX, worldToViewMatrix.GetArray());
    GfMatrix4d viewToWorldMatrix = worldToViewMatrix.GetInverse();

    GLint nLights = 0;
    glGetIntegerv(GL_MAX_LIGHTS, &nLights);

    GlfSimpleLightVector lights;
    lights.reserve(nLights);

    GlfSimpleLight light;
    for(int i = 0; i < nLights; ++i)
    {
        int lightName = GL_LIGHT0 + i;
        if (glIsEnabled(lightName)) {
            GLfloat position[4], color[4];

            glGetLightfv(lightName, GL_POSITION, position);
            light.SetPosition(GfVec4f(position)*viewToWorldMatrix);
            
            glGetLightfv(lightName, GL_AMBIENT, color);
            light.SetAmbient(GfVec4f(color));
            
            glGetLightfv(lightName, GL_DIFFUSE, color);
            light.SetDiffuse(GfVec4f(color));
            
            glGetLightfv(lightName, GL_SPECULAR, color);
            light.SetSpecular(GfVec4f(color));

            lights.push_back(light);
        }
    }

    SetLights(lights);

    GlfSimpleMaterial material;

    GLfloat color[4], shininess;
    glGetMaterialfv(GL_FRONT, GL_AMBIENT, color);
    material.SetAmbient(GfVec4f(color));
    glGetMaterialfv(GL_FRONT, GL_DIFFUSE, color);
    material.SetDiffuse(GfVec4f(color));
    glGetMaterialfv(GL_FRONT, GL_SPECULAR, color);
    material.SetSpecular(GfVec4f(color));
    glGetMaterialfv(GL_FRONT, GL_EMISSION, color);
    material.SetEmission(GfVec4f(color));
    glGetMaterialfv(GL_FRONT, GL_SHININESS, &shininess);
    // clamp to 0.0001, since pow(0,0) is undefined in GLSL.
    shininess = std::max(0.0001f, shininess);
    material.SetShininess(shininess);

    SetMaterial(material);

    GfVec4f sceneAmbient;
    glGetFloatv(GL_LIGHT_MODEL_AMBIENT, &sceneAmbient[0]);
    SetSceneAmbient(sceneAmbient);
}