コード例 #1
0
void ProceduralHolderUI::unhiliteGroupChildren( const std::string &name, IECoreGL::GroupPtr group, IECoreGL::StateComponentPtr base ) const
{
	assert( base );
	assert( group );

	/// Add state so that the group hilite state doesn't propogate down the hierarchy past the given name
	IECoreGL::ConstNameStateComponentPtr n = group->getState()->get< IECoreGL::NameStateComponent >();
	if ( n && n->name() != name )
	{
		if ( m_stateMap.find( group.get() ) == m_stateMap.end() )
		{
			IECoreGL::StatePtr oldState = new IECoreGL::State( *(group->getState()) );
			assert( oldState );
			m_stateMap[ group.get() ] = oldState;
		}

		group->getState()->add( base );
		return;
	}

	const IECoreGL::Group::ChildContainer &children = group->children();
	for ( IECoreGL::Group::ChildContainer::const_iterator it = children.begin(); it != children.end(); ++it )
	{
		assert( *it );

		IECoreGL::GroupPtr childGroup = IECore::runTimeCast< IECoreGL::Group >( *it );
		if ( childGroup )
		{
			unhiliteGroupChildren( name, childGroup, base );
		}
	}
}
コード例 #2
0
IECoreGL::ConstRenderablePtr StandardLightVisualiser::pointRays()
{
    IECoreGL::GroupPtr group = new IECoreGL::Group();
    addWireframeCurveState( group.get() );

    IECore::CompoundObjectPtr parameters = new CompoundObject;
    parameters->members()["aimType"] = new IntData( 1 );
    group->getState()->add(
        new IECoreGL::ShaderStateComponent( ShaderLoader::defaultShaderLoader(), TextureLoader::defaultTextureLoader(), faceCameraVertexSource(), "", IECoreGL::Shader::constantFragmentSource(), parameters )
    );

    IntVectorDataPtr vertsPerCurve = new IntVectorData;
    V3fVectorDataPtr p = new V3fVectorData;

    const int numRays = 8;
    for( int i = 0; i < numRays; ++i )
    {
        const float angle = M_PI * 2.0f * float(i)/(float)numRays;
        const V2f dir( cos( angle ), sin( angle ) );
        addRay( dir * .5, dir * 1, vertsPerCurve->writable(), p->writable() );
    }

    IECoreGL::CurvesPrimitivePtr curves = new IECoreGL::CurvesPrimitive( IECore::CubicBasisf::linear(), false, vertsPerCurve );
    curves->addPrimitiveVariable( "P", IECore::PrimitiveVariable( IECore::PrimitiveVariable::Vertex, p ) );
    curves->addPrimitiveVariable( "Cs", IECore::PrimitiveVariable( IECore::PrimitiveVariable::Constant, new Color3fData( Color3f( 1.0f, 0.835f, 0.07f ) ) ) );

    group->addChild( curves );

    return group;
}
コード例 #3
0
void ProceduralHolderUI::hiliteGroups( const ProceduralHolder::ComponentToGroupMap::mapped_type &groups, IECoreGL::StateComponentPtr hilite, IECoreGL::StateComponentPtr base ) const
{
	assert( base );
	for( ProceduralHolder::ComponentToGroupMap::mapped_type::const_iterator it = groups.begin(); it != groups.end(); ++it )
	{
		unhiliteGroupChildren( it->first, it->second, base );
	}

	for( ProceduralHolder::ComponentToGroupMap::mapped_type::const_iterator it = groups.begin(); it != groups.end(); ++it )
	{
		IECoreGL::GroupPtr group = it->second;
		assert( group );

		if ( m_stateMap.find( group.get() ) == m_stateMap.end() )
		{
			IECoreGL::StatePtr oldState = new IECoreGL::State( *(group->getState()) );
			assert( oldState );
			m_stateMap[ group.get() ] = oldState;
		}

		group->getState()->add( hilite );
	}
}
コード例 #4
0
ファイル: SceneShapeUI.cpp プロジェクト: RotorStudios/cortex
void SceneShapeUI::hiliteGroups( IECoreGL::GroupPtr group, IECoreGL::StateComponentPtr hilite, IECoreGL::StateComponentPtr base ) const
{
	assert( base );
	
	if( group )
	{
		IECoreGL::ConstNameStateComponentPtr n = group->getState()->get< IECoreGL::NameStateComponent >();
		if( n )
		{
			const std::string &name = n->name();
			unhiliteGroupChildren( name, group, base );
		}
		
		if ( m_stateMap.find( group.get() ) == m_stateMap.end() )
		{
			IECoreGL::StatePtr oldState = new IECoreGL::State( *(group->getState()) );
			assert( oldState );
			m_stateMap[ group.get() ] = oldState;
		}
	
		group->getState()->add( hilite );
	}
}
コード例 #5
0
IECoreGL::ConstRenderablePtr StandardLightVisualiser::spotlightCone( float innerAngle, float outerAngle, float lensRadius )
{
    IECoreGL::GroupPtr group = new IECoreGL::Group();
    addWireframeCurveState( group.get() );

    group->getState()->add( new IECoreGL::CurvesPrimitive::GLLineWidth( 1.0f ) );

    IECore::CompoundObjectPtr parameters = new CompoundObject;
    parameters->members()["aimType"] = new IntData( 0 );
    group->getState()->add(
        new IECoreGL::ShaderStateComponent( ShaderLoader::defaultShaderLoader(), TextureLoader::defaultTextureLoader(), faceCameraVertexSource(), "", IECoreGL::Shader::constantFragmentSource(), parameters )
    );

    IntVectorDataPtr vertsPerCurve = new IntVectorData;
    V3fVectorDataPtr p = new V3fVectorData;
    addCone( innerAngle, lensRadius, vertsPerCurve->writable(), p->writable() );

    IECoreGL::CurvesPrimitivePtr curves = new IECoreGL::CurvesPrimitive( IECore::CubicBasisf::linear(), false, vertsPerCurve );
    curves->addPrimitiveVariable( "P", IECore::PrimitiveVariable( IECore::PrimitiveVariable::Vertex, p ) );
    curves->addPrimitiveVariable( "Cs", IECore::PrimitiveVariable( IECore::PrimitiveVariable::Constant, new Color3fData( Color3f( 1.0f, 0.835f, 0.07f ) ) ) );

    group->addChild( curves );

    if( fabs( innerAngle - outerAngle ) > 0.1 )
    {
        IECoreGL::GroupPtr outerGroup = new Group;
        outerGroup->getState()->add( new IECoreGL::CurvesPrimitive::GLLineWidth( 0.5f ) );

        IntVectorDataPtr vertsPerCurve = new IntVectorData;
        V3fVectorDataPtr p = new V3fVectorData;
        addCone( outerAngle, lensRadius, vertsPerCurve->writable(), p->writable() );

        IECoreGL::CurvesPrimitivePtr curves = new IECoreGL::CurvesPrimitive( IECore::CubicBasisf::linear(), false, vertsPerCurve );
        curves->addPrimitiveVariable( "P", IECore::PrimitiveVariable( IECore::PrimitiveVariable::Vertex, p ) );
        curves->addPrimitiveVariable( "Cs", IECore::PrimitiveVariable( IECore::PrimitiveVariable::Constant, new Color3fData( Color3f( 1.0f, 0.835f, 0.07f ) ) ) );

        outerGroup->addChild( curves );

        group->addChild( outerGroup );
    }

    return group;
}
コード例 #6
0
IECoreGL::ConstRenderablePtr StandardLightVisualiser::ray()
{
    IECoreGL::GroupPtr group = new IECoreGL::Group();
    addWireframeCurveState( group.get() );

    IECore::CompoundObjectPtr parameters = new CompoundObject;
    parameters->members()["aimType"] = new IntData( 0 );
    group->getState()->add(
        new IECoreGL::ShaderStateComponent( ShaderLoader::defaultShaderLoader(), TextureLoader::defaultTextureLoader(), faceCameraVertexSource(), "", IECoreGL::Shader::constantFragmentSource(), parameters )
    );

    IntVectorDataPtr vertsPerCurve = new IntVectorData;
    V3fVectorDataPtr p = new V3fVectorData;
    addRay( V2f( 0 ), V2f( 1, 0 ), vertsPerCurve->writable(), p->writable() );

    IECoreGL::CurvesPrimitivePtr curves = new IECoreGL::CurvesPrimitive( IECore::CubicBasisf::linear(), false, vertsPerCurve );
    curves->addPrimitiveVariable( "P", IECore::PrimitiveVariable( IECore::PrimitiveVariable::Vertex, p ) );
    curves->addPrimitiveVariable( "Cs", IECore::PrimitiveVariable( IECore::PrimitiveVariable::Constant, new Color3fData( Color3f( 1.0f, 0.835f, 0.07f ) ) ) );

    group->addChild( curves );

    return group;
}