void vixo_clumpFreq::init(string fileName,float baseValue,float noiseAmp,int noiseFreq) { this->baseValue=baseValue; this->noiseAmp=noiseAmp; this->noiseFreq=noiseFreq; this->filename=fileName; if(fileName!=""||this->baseValue!=0) { hasEffect=true; } else hasEffect=false; if(fileName!="") { MImage img; img.readFromFile(MString(fileName.c_str())); img.getSize(width,height); pixels=img.pixels(); /*TIFF* tif = TIFFOpen(fileName.c_str(), "r"); if (tif) { size_t npixels; TIFFGetField(tif, TIFFTAG_IMAGEWIDTH, &width); TIFFGetField(tif, TIFFTAG_IMAGELENGTH, &height); npixels = width * height; pixels.resize(npixels); TIFFReadRGBAImage(tif, width, height, &pixels[0], 0); //abgr TIFFClose(tif); }*/ } }
bool MTexture::load(MString filename, MTexture::Type type, bool mipmapped /* = true */, GLenum target /* = GL_TEXTURE_2D */) { MImage image; MStatus stat = image.readFromFile(filename); if (!stat) { MGlobal::displayWarning("In MTexture::load(), file not found: \"" + filename + "\"."); return false; } return set( image, type, mipmapped, target ); }
void hwColorPerVertexShader::drawTheSwatch( MGeometryData* pGeomData, unsigned int* pIndexing, unsigned int numberOfData, unsigned int indexCount ) { MHardwareRenderer *pRenderer = MHardwareRenderer::theRenderer(); if( !pRenderer ) return; // Set the default background color { float r, g, b, a; MHWShaderSwatchGenerator::getSwatchBackgroundColor( r, g, b, a ); glClearColor( r, g, b, a ); } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); { // Enable the blending to get the transparency to work // glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } // Load in a sample background image if (mSampleImageId == 0) { mSampleImage = new MImage; MStatus rstatus = mSampleImage->readFromFile("C:\\temp\\maya.gif"); if (rstatus == MStatus::kSuccess) { unsigned int w, h; mSampleImage->getSize( w, h ); if (w > 2 && h > 2 ) { glGenTextures( 1, &mSampleImageId ); if (mSampleImageId > 0) { glEnable(GL_TEXTURE_2D); glBindTexture ( GL_TEXTURE_2D, mSampleImageId ); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *) mSampleImage->pixels() ); } } } if (mSampleImage) { delete mSampleImage; } } // Overlay the background checker board // bool drawBackGround = ( mTranspBias > 0.0f ); bool drawBackGroundTexture = (mSampleImageId != 0); if (drawBackGround) { if (drawBackGroundTexture) { glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glBindTexture(GL_TEXTURE_2D, mSampleImageId ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glEnable(GL_TEXTURE_2D); } unsigned int numberOfRepeats = 8; MColor quadColor( 0.5f, 0.5f, 0.5f, 1.0f ); pRenderer->drawSwatchBackGroundQuads( quadColor, drawBackGroundTexture, numberOfRepeats ); if (drawBackGroundTexture) glDisable(GL_TEXTURE_2D); glEnable(GL_LIGHTING); } { // Set some example material // float ambient[4] = { 0.1f, 0.1f, 0.1f, 1.0f }; float diffuse[4] = { 0.7f, 0.7f, 0.7f, 1.0f }; float specular[4] = { 0.5f, 0.5f, 0.5f, 1.0f }; float emission[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, emission ); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular ); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 20.0f); // Track diffuse color float swatchColor[4]; float biasT = 1.0f - mTranspGain - mTranspBias; swatchColor[0] = (diffuse[0] * mColorGain[0]) + mColorBias[0]; swatchColor[1] = (diffuse[1] * mColorGain[1]) + mColorBias[1]; swatchColor[2] = (diffuse[2] * mColorGain[2]) + mColorBias[2]; swatchColor[3] = (diffuse[3] * mTranspGain) + biasT; glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, swatchColor ); glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); glEnable(GL_COLOR_MATERIAL); glColor4fv( swatchColor ); } if (pGeomData) { glPushClientAttrib ( GL_CLIENT_VERTEX_ARRAY_BIT ); if (mNormalsPerVertex >= 1) { glDisable(GL_LIGHTING); float *normalData = (float *)( pGeomData[1].data() ); float * tangentData = (float *)( pGeomData[3].data() ); float * binormalData = (float *)( pGeomData[4].data() ); if (normalData && mNormalsPerVertex == 1) { glEnableClientState(GL_COLOR_ARRAY); glColorPointer(3, GL_FLOAT, 0, normalData); } else if (tangentData && mNormalsPerVertex == 2) { glEnableClientState(GL_COLOR_ARRAY); glColorPointer(3, GL_FLOAT, 0, tangentData); } else if (binormalData) { glEnableClientState(GL_COLOR_ARRAY); glColorPointer(3, GL_FLOAT, 0, binormalData); } } float *vertexData = (float *)( pGeomData[0].data() ); if (vertexData) { glEnableClientState( GL_VERTEX_ARRAY ); glVertexPointer ( 3, GL_FLOAT, 0, vertexData ); } float *normalData = (float *)( pGeomData[1].data() ); if (normalData) { glEnableClientState( GL_NORMAL_ARRAY ); glNormalPointer ( GL_FLOAT, 0, normalData ); } if (mSampleImageId > 0) { float *uvData = (float *) (pGeomData[2].data() ); if (uvData) { glBindTexture ( GL_TEXTURE_2D, mSampleImageId ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glEnable(GL_TEXTURE_2D); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glTexCoordPointer( 2, GL_FLOAT, 0, uvData ); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glScalef( 0.5f, 0.5f, 1 ); //glTranslatef(0.5f, 0.5f, 0.0f); glRotatef( mTexRotateX, 1.0f, 0.0f, 0.0f); glRotatef( mTexRotateY, 0.0, 1.0f, 0.0f); glRotatef( mTexRotateZ, 0.0, 0.0f, 1.0f); glMatrixMode(GL_MODELVIEW); } } if (vertexData && normalData && pIndexing ) glDrawElements ( GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, pIndexing ); glPopClientAttrib(); // Release data references pRenderer->dereferenceGeometry( pGeomData, numberOfData ); } glDisable( GL_COLOR_MATERIAL ); glDisable( GL_LIGHTING ); }