void ovalLocatorDrawOverride::draw (const MHWRender::MDrawContext &context, const MUserData *data) { MPointArray vertices =ovalLocator::vertices () ; // get cached data float color [3] ={ 0.0f, 1.0f, 0.0f } ; float multiplier =1.0f ; const ovalLocatorData *ovalData =dynamic_cast<const ovalLocatorData *>(data) ; if ( ovalData ) multiplier =ovalData->multiplier ; // get state data MStatus status ; const MMatrix transform =context.getMatrix (MHWRender::MDrawContext::kWorldViewMtx, &status) ; if ( status !=MStatus::kSuccess ) return ; const MMatrix projection =context.getMatrix (MHWRender::MDrawContext::kProjectionMtx, &status) ; if ( status !=MStatus::kSuccess ) return ; const int displayStyle =context.getDisplayStyle () ; // get renderer MHWRender::MRenderer *theRenderer =MHWRender::MRenderer::theRenderer () ; if ( !theRenderer ) return ; // GL Draw if ( theRenderer->drawAPIIsOpenGL () ) { // set colour glColor3fv (color) ; // set world matrix glMatrixMode (GL_MODELVIEW) ; glPushMatrix () ; glLoadMatrixd (transform.matrix [0]) ; // set projection matrix glMatrixMode (GL_PROJECTION) ; glPushMatrix () ; glLoadMatrixd (projection.matrix [0]) ; if ( displayStyle & MHWRender::MDrawContext::kGouraudShaded ) { // See myShadedDraw glPushAttrib (GL_CURRENT_BIT) ; glBegin (GL_TRIANGLE_FAN) ; glVertex3f (0, 0, 0) ; for ( int i =0 ; i < vertices.length () ; ++i ) glVertex3f (vertices [i].x * multiplier, vertices [i].y * multiplier, vertices [i].z * multiplier) ; glEnd () ; glPopAttrib () ; } if ( displayStyle & MHWRender::MDrawContext::kWireFrame ) { // See myWireFrameDraw glBegin (GL_LINES) ; for ( int i =0 ; i < vertices.length () - 1 ; ++i ) { glVertex3f (vertices [i].x * multiplier, vertices [i].y * multiplier, vertices [i].z * multiplier) ; glVertex3f (vertices [i + 1].x * multiplier, vertices [i + 1].y * multiplier, vertices [i + 1].z * multiplier) ; } glEnd () ; } glPopMatrix () ; glMatrixMode (GL_MODELVIEW) ; glPopMatrix () ; } }
void arrowLocatorOverride::draw( const MHWRender::MDrawContext& context, const MUserData* data) { MAngle rotationAngle; float color [3] ={ 0.0f, 1.0f, 0.0f } ; // data MStatus status; MHWRender::MStateManager* stateMgr = context.getStateManager(); const arrowLocatorData* locatorData = dynamic_cast<const arrowLocatorData*>(data); if (!stateMgr || !locatorData) return; if ( locatorData ) rotationAngle = locatorData->rotateAngle; // matrices const MMatrix transform = context.getMatrix(MHWRender::MFrameContext::kWorldViewMtx, &status); if (status != MStatus::kSuccess) return; const MMatrix projection = context.getMatrix(MHWRender::MFrameContext::kProjectionMtx, &status); if (status != MStatus::kSuccess) return; // get renderer MHWRender::MRenderer *theRenderer =MHWRender::MRenderer::theRenderer () ; if ( !theRenderer ) return ; if ( theRenderer->drawAPIIsOpenGL () ) { glPushAttrib(GL_CURRENT_BIT); glColor4fv(color); glPushMatrix(); glRotated(-rotationAngle.asDegrees(), 0.0, 1.0, 0.0); glBegin( GL_LINE_STRIP); glVertex3f(arrow[0][0],arrow[0][1],arrow[0][2]); glVertex3f(arrow[1][0],arrow[1][1],arrow[1][2]); glVertex3f(arrow[2][0],arrow[2][1],arrow[2][2]); glEnd(); glBegin( GL_LINE_STRIP ); glVertex3f(arrow[2][0],arrow[2][1],arrow[2][2]); glVertex3f(arrow[3][0],arrow[3][1],arrow[3][2]); glVertex3f(arrow[0][0],arrow[0][1],arrow[0][2]); glEnd(); glPopMatrix(); } }
void UsdMayaGLBatchRenderer::Draw( const MHWRender::MDrawContext& context, const MUserData *userData) { // VP 2.0 Implementation // MHWRender::MRenderer* theRenderer = MHWRender::MRenderer::theRenderer(); if( !theRenderer || !theRenderer->drawAPIIsOpenGL() ) return; const _BatchDrawUserData* batchData = static_cast<const _BatchDrawUserData*>(userData); if( !batchData ) return; MStatus status; MMatrix projectionMat = context.getMatrix(MHWRender::MDrawContext::kProjectionMtx, &status); if( batchData->_bounds ) { MMatrix worldViewMat = context.getMatrix(MHWRender::MDrawContext::kWorldViewMtx, &status); px_vp20Utils::RenderBoundingBox(*(batchData->_bounds), *(batchData->_wireframeColor), worldViewMat, projectionMat); } if( batchData->_drawShape && !_renderQueue.empty() ) { MMatrix viewMat = context.getMatrix(MHWRender::MDrawContext::kViewMtx, &status); // Extract camera settings from maya view int viewX, viewY, viewWidth, viewHeight; context.getViewportDimensions(viewX, viewY, viewWidth, viewHeight); GfVec4d viewport(viewX, viewY, viewWidth, viewHeight); // Only the first call to this will do anything... After that the batch // queue is cleared. // _RenderBatches( &context, viewMat, projectionMat, viewport ); } }
GLuint OpenSubdivPtexShader::bindProgram(const MHWRender::MDrawContext & mDrawContext, OpenSubdiv::OsdGLDrawContext *osdDrawContext, const OpenSubdiv::OsdPatchArray & patch) { CHECK_GL_ERROR("bindProgram begin\n"); // Build shader Effect effect; effect.color = _enableColor; effect.occlusion = _enableOcclusion; effect.displacement = _enableDisplacement; effect.normal = _enableNormal; EffectDesc effectDesc( patch.desc, effect ); EffectDrawRegistry::ConfigType * config = effectRegistry.GetDrawConfig(effectDesc); // Install shader GLuint program = config->program; glUseProgram(program); // Update and bind transform state struct Transform { float ModelViewMatrix[16]; float ProjectionMatrix[16]; float ModelViewProjectionMatrix[16]; } transformData; setMatrix(mDrawContext.getMatrix(MHWRender::MDrawContext::kWorldViewMtx), transformData.ModelViewMatrix); setMatrix(mDrawContext.getMatrix(MHWRender::MDrawContext::kProjectionMtx), transformData.ProjectionMatrix); setMatrix(mDrawContext.getMatrix(MHWRender::MDrawContext::kWorldViewProjMtx), transformData.ModelViewProjectionMatrix); if (!g_transformUB) { glGenBuffers(1, &g_transformUB); glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB); glBufferData(GL_UNIFORM_BUFFER, sizeof(transformData), NULL, GL_STATIC_DRAW); }; glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(transformData), &transformData); glBindBuffer(GL_UNIFORM_BUFFER, 0); glBindBufferBase(GL_UNIFORM_BUFFER, g_transformBinding, g_transformUB); // Update and bind tessellation state struct Tessellation { float TessLevel; int GregoryQuadOffsetBase; int PrimitiveIdBase; } tessellationData; tessellationData.TessLevel = static_cast<float>(1 << _tessFactor); tessellationData.GregoryQuadOffsetBase = patch.GetQuadOffsetBase; tessellationData.PrimitiveIdBase = patch.GetPatchIndex();; if (!g_tessellationUB) { glGenBuffers(1, &g_tessellationUB); glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB); glBufferData(GL_UNIFORM_BUFFER, sizeof(tessellationData), NULL, GL_STATIC_DRAW); }; glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(tessellationData), &tessellationData); glBindBuffer(GL_UNIFORM_BUFFER, 0); glBindBufferBase(GL_UNIFORM_BUFFER, g_tessellationBinding, g_tessellationUB); #ifdef USE_NON_IMAGE_BASED_LIGHTING // Update and bind lighting state int numLights = mDrawContext.numberOfActiveLights(); struct Lighting { struct Light { float position[4]; float diffuse[4]; float ambient[4]; float specular[4]; } lightSource[2]; } lightingData; memset(&lightingData, 0, sizeof(lightingData)); for (int i = 0; i < numLights && i < 1; ++i) { MFloatPointArray positions; MFloatVector direction; float intensity; MColor color; bool hasDirection, hasPosition; mDrawContext.getLightInformation(i, positions, direction, intensity, color, hasDirection, hasPosition); Lighting::Light &light = lightingData.lightSource[i]; if (hasDirection) { light.position[0] = -direction[0]; light.position[1] = -direction[1]; light.position[2] = -direction[2]; for (int j = 0; j < 4; ++j) { light.diffuse[j] = color[j] * intensity; light.ambient[j] = color[j] * intensity; light.specular[j] = color[j] * intensity; } } } if (!g_lightingUB) { glGenBuffers(1, &g_lightingUB); glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB); glBufferData(GL_UNIFORM_BUFFER, sizeof(lightingData), NULL, GL_STATIC_DRAW); }; glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(lightingData), &lightingData); glBindBuffer(GL_UNIFORM_BUFFER, 0); glBindBufferBase(GL_UNIFORM_BUFFER, g_lightingBinding, g_lightingUB); #endif GLint eye = glGetUniformLocation(program, "eyePositionInWorld"); MPoint e = MPoint(0, 0, 0) * mDrawContext.getMatrix(MHWRender::MDrawContext::kWorldViewInverseMtx); glProgramUniform3f(program, eye, static_cast<float>(e.x), static_cast<float>(e.y), static_cast<float>(e.z)); // update other uniforms float color[4] = { 0, 0, 0, 1 }; _diffuse.get(color); glProgramUniform4fv(program, glGetUniformLocation(program, "diffuseColor"), 1, color); _ambient.get(color); glProgramUniform4fv(program, glGetUniformLocation(program, "ambientColor"), 1, color); _specular.get(color); glProgramUniform4fv(program, glGetUniformLocation(program, "specularColor"), 1, color); glProgramUniform1f(program, glGetUniformLocation(program, "fresnelBias"), _fresnelBias); glProgramUniform1f(program, glGetUniformLocation(program, "fresnelScale"), _fresnelScale); glProgramUniform1f(program, glGetUniformLocation(program, "fresnelPower"), _fresnelPower); // Ptex bindings // color ptex if (effectRegistry.getPtexColorValid()) { GLint texData = glGetUniformLocation(program, "textureImage_Data"); glProgramUniform1i(program, texData, CLR_TEXTURE_UNIT + 0); GLint texPacking = glGetUniformLocation(program, "textureImage_Packing"); glProgramUniform1i(program, texPacking, CLR_TEXTURE_UNIT + 1); GLint texPages = glGetUniformLocation(program, "textureImage_Pages"); glProgramUniform1i(program, texPages, CLR_TEXTURE_UNIT + 2); } // displacement ptex if (effectRegistry.getPtexDisplacementValid()) { GLint texData = glGetUniformLocation(program, "textureDisplace_Data"); glProgramUniform1i(program, texData, DISP_TEXTURE_UNIT + 0); GLint texPacking = glGetUniformLocation(program, "textureDisplace_Packing"); glProgramUniform1i(program, texPacking, DISP_TEXTURE_UNIT + 1); GLint texPages = glGetUniformLocation(program, "textureDisplace_Pages"); glProgramUniform1i(program, texPages, DISP_TEXTURE_UNIT + 2); } // occlusion ptex if (effectRegistry.getPtexOcclusionValid()) { GLint texData = glGetUniformLocation(program, "textureOcclusion_Data"); glProgramUniform1i(program, texData, OCC_TEXTURE_UNIT + 0); GLint texPacking = glGetUniformLocation(program, "textureOcclusion_Packing"); glProgramUniform1i(program, texPacking, OCC_TEXTURE_UNIT + 1); GLint texPages = glGetUniformLocation(program, "textureOcclusion_Pages"); glProgramUniform1i(program, texPages, OCC_TEXTURE_UNIT + 2); } // diffuse environment map if (effectRegistry.getDiffuseEnvironmentId() != 0) { GLint difmap = glGetUniformLocation(program, "diffuseEnvironmentMap"); glProgramUniform1i(program, difmap, DIFF_TEXTURE_UNIT); } // specular environment map if (effectRegistry.getSpecularEnvironmentId() != 0) { GLint envmap = glGetUniformLocation(program, "specularEnvironmentMap"); glProgramUniform1i(program, envmap, ENV_TEXTURE_UNIT); } glActiveTexture(GL_TEXTURE0); CHECK_GL_ERROR("bindProgram leave\n"); return program; }
MStatus viewRenderUserOperation::execute( const MHWRender::MDrawContext & drawContext ) { // Sample code to debug pass information static const bool debugPassInformation = false; if (debugPassInformation) { const MHWRender::MPassContext & passCtx = drawContext.getPassContext(); const MString & passId = passCtx.passIdentifier(); const MStringArray & passSem = passCtx.passSemantics(); printf("viewRenderUserOperation: drawing in pass[%s], semantic[", passId.asChar()); for (unsigned int i=0; i<passSem.length(); i++) printf(" %s", passSem[i].asChar()); printf("\n"); } // Example code to find the active override. // This is not necessary if the operations just keep a reference // to the override, but this demonstrates how this // contextual information can be extracted. // MHWRender::MRenderer *theRenderer = MHWRender::MRenderer::theRenderer(); const MHWRender::MRenderOverride *overridePtr = NULL; if (theRenderer) { const MString & overrideName = theRenderer->activeRenderOverride(); overridePtr = theRenderer->findRenderOverride( overrideName ); } // Some sample code to debug lighting information in the MDrawContext // if (fDebugLightingInfo) { viewRenderOverrideUtilities::printDrawContextLightInfo( drawContext ); } // Some sample code to debug other MDrawContext information // if (fDebugDrawContext) { MStatus status; MMatrix matrix = drawContext.getMatrix(MHWRender::MFrameContext::kWorldMtx, &status); double dest[4][4]; status = matrix.get(dest); printf("World matrix is:\n"); printf("\t%f, %f, %f, %f\n", dest[0][0], dest[0][1], dest[0][2], dest[0][3]); printf("\t%f, %f, %f, %f\n", dest[1][0], dest[1][1], dest[1][2], dest[1][3]); printf("\t%f, %f, %f, %f\n", dest[2][0], dest[2][1], dest[2][2], dest[2][3]); printf("\t%f, %f, %f, %f\n", dest[3][0], dest[3][1], dest[3][2], dest[3][3]); MDoubleArray viewDirection = drawContext.getTuple(MHWRender::MFrameContext::kViewDirection, &status); printf("Viewdirection is: %f, %f, %f\n", viewDirection[0], viewDirection[1], viewDirection[2]); MBoundingBox box = drawContext.getSceneBox(&status); printf("Screen box is:\n"); printf("\twidth=%f, height=%f, depth=%f\n", box.width(), box.height(), box.depth()); float center[4]; box.center().get(center); printf("\tcenter=(%f, %f, %f, %f)\n", center[0], center[1], center[2], center[3]); int originX, originY, width, height; status = drawContext.getViewportDimensions(originX, originY, width, height); printf("Viewport dimension: center(%d, %d), width=%d, heigh=%d\n", originX, originY, width, height); } // Draw some addition things for scene draw // M3dView mView; if (mPanelName.length() && (M3dView::getM3dViewFromModelPanel(mPanelName, mView) == MStatus::kSuccess)) { // Get the current viewport and scale it relative to that // int targetW, targetH; drawContext.getRenderTargetSize( targetW, targetH ); if (fDrawLabel) { MString testString("Drawing with override: "); testString += overridePtr->name(); MPoint pos(0.0,0.0,0.0); glColor3f( 1.0f, 1.0f, 1.0f ); mView.drawText( testString, pos); } // Some user drawing of scene bounding boxes // if (fDrawBoundingBoxes) { MDagPath cameraPath; mView.getCamera( cameraPath); MCustomSceneDraw userDraw; userDraw.draw( cameraPath, targetW, targetH ); } } return MStatus::kSuccess; }
// #### bindProgram // // Do all the work to build and install shader including // set up buffer blocks for uniform variables, set up // default lighting parameters, pass material uniforms // and bind texture buffers used by texture maps and by // OpenSubdiv's built-in shading code. // GLuint OpenSubdivShader::bindProgram(const MHWRender::MDrawContext & mDrawContext, OpenSubdiv::OsdGLDrawContext *osdDrawContext, const OpenSubdiv::OsdDrawContext::PatchArray & patch) { CHECK_GL_ERROR("bindProgram begin\n"); // Primitives are triangles for Loop subdivision, quads otherwise Effect effect = kFill; EffectDesc effectDesc( patch.GetDescriptor(), effect ); // Build shader EffectDrawRegistry::ConfigType * config = g_effectRegistry.GetDrawConfig(effectDesc); // Install shader GLuint program = config->program; glUseProgram(program); // Update and bind transform state struct Transform { float ModelViewMatrix[16]; float ProjectionMatrix[16]; float ModelViewProjectionMatrix[16]; } transformData; setMatrix(mDrawContext.getMatrix(MHWRender::MDrawContext::kWorldViewMtx), transformData.ModelViewMatrix); setMatrix(mDrawContext.getMatrix(MHWRender::MDrawContext::kProjectionMtx), transformData.ProjectionMatrix); setMatrix(mDrawContext.getMatrix(MHWRender::MDrawContext::kWorldViewProjMtx), transformData.ModelViewProjectionMatrix); if (!g_transformUB) { glGenBuffers(1, &g_transformUB); glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB); glBufferData(GL_UNIFORM_BUFFER, sizeof(transformData), NULL, GL_STATIC_DRAW); }; glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(transformData), &transformData); glBindBuffer(GL_UNIFORM_BUFFER, 0); glBindBufferBase(GL_UNIFORM_BUFFER, g_transformBinding, g_transformUB); // Update and bind tessellation state struct Tessellation { float TessLevel; } tessellationData; tessellationData.TessLevel = static_cast<float>(1 << _tessFactor); if (!g_tessellationUB) { glGenBuffers(1, &g_tessellationUB); glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB); glBufferData(GL_UNIFORM_BUFFER, sizeof(tessellationData), NULL, GL_STATIC_DRAW); }; glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(tessellationData), &tessellationData); glBindBuffer(GL_UNIFORM_BUFFER, 0); glBindBufferBase(GL_UNIFORM_BUFFER, g_tessellationBinding, g_tessellationUB); // Update and bind lighting state int numLights = mDrawContext.numberOfActiveLights(); struct Lighting { struct Light { float position[4]; float diffuse[4]; float ambient[4]; float specular[4]; } lightSource[2]; } lightingData; memset(&lightingData, 0, sizeof(lightingData)); for (int i = 0; i < numLights && i < 2; ++i) { MFloatPointArray positions; MFloatVector direction; float intensity; MColor color; bool hasDirection, hasPosition; mDrawContext.getLightInformation(i, positions, direction, intensity, color, hasDirection, hasPosition); MMatrix modelView = mDrawContext.getMatrix(MHWRender::MDrawContext::kWorldViewMtx); direction = MVector(direction) * modelView; Lighting::Light &light = lightingData.lightSource[i]; if (hasDirection) { light.position[0] = -direction[0]; light.position[1] = -direction[1]; light.position[2] = -direction[2]; for (int j = 0; j < 4; ++j) { light.diffuse[j] = color[j] * intensity; light.ambient[j] = color[j] * intensity; light.specular[j] = color[j] * intensity; } } } if (!g_lightingUB) { glGenBuffers(1, &g_lightingUB); glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB); glBufferData(GL_UNIFORM_BUFFER, sizeof(lightingData), NULL, GL_STATIC_DRAW); }; glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(lightingData), &lightingData); glBindBuffer(GL_UNIFORM_BUFFER, 0); glBindBufferBase(GL_UNIFORM_BUFFER, g_lightingBinding, g_lightingUB); // Update other uniforms float color[4] = { 0, 0, 0, 1 }; _diffuse.get(color); glProgramUniform4fv(program, glGetUniformLocation(program, "diffuseColor"), 1, color); _ambient.get(color); glProgramUniform4fv(program, glGetUniformLocation(program, "ambientColor"), 1, color); _specular.get(color); glProgramUniform4fv(program, glGetUniformLocation(program, "specularColor"), 1, color); glProgramUniform1f(program, glGetUniformLocation(program, "shininess"), _shininess); // Bind diffuse map if (g_effectRegistry.getDiffuseId()!=0) { GLint difmap = glGetUniformLocation(program, "diffuseMap"); glProgramUniform1i(program, difmap, DIFF_TEXTURE_UNIT); } // Bind all texture buffers // OpenSubdiv's geometric shading code depends on additional // GL texture buffers. These are managed by the DrawContext // and must be bound for use by the program in addition to // any buffers used by the client/application shading code. if (osdDrawContext->GetVertexTextureBuffer()) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_BUFFER, osdDrawContext->GetVertexTextureBuffer()); } if (osdDrawContext->GetVertexValenceTextureBuffer()) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_BUFFER, osdDrawContext->GetVertexValenceTextureBuffer()); } if (osdDrawContext->GetQuadOffsetsTextureBuffer()) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_BUFFER, osdDrawContext->GetQuadOffsetsTextureBuffer()); } if (osdDrawContext->GetPatchParamTextureBuffer()) { glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_BUFFER, osdDrawContext->GetPatchParamTextureBuffer()); } if (osdDrawContext->GetFvarDataTextureBuffer()) { glActiveTexture(GL_TEXTURE4); glBindTexture(GL_TEXTURE_BUFFER, osdDrawContext->GetFvarDataTextureBuffer() ); } glActiveTexture(GL_TEXTURE0); CHECK_GL_ERROR("bindProgram leave\n"); return program; }
PXR_NAMESPACE_OPEN_SCOPE /* static */ bool px_vp20Utils::setupLightingGL(const MHWRender::MDrawContext& context) { MStatus status; // Take into account only the 8 lights supported by the basic // OpenGL profile. const unsigned int nbLights = std::min(context.numberOfActiveLights(&status), 8u); if (status != MStatus::kSuccess) return false; if (nbLights > 0) { // Lights are specified in world space and needs to be // converted to view space. glMatrixMode(GL_MODELVIEW); glPushMatrix(); const MMatrix worldToView = context.getMatrix(MHWRender::MDrawContext::kViewMtx, &status); if (status != MStatus::kSuccess) return false; glLoadMatrixd(worldToView.matrix[0]); glEnable(GL_LIGHTING); glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); glEnable(GL_COLOR_MATERIAL) ; glEnable(GL_NORMALIZE) ; { const GLfloat ambient[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; const GLfloat specular[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1); } for (unsigned int i=0; i<nbLights; ++i) { MFloatVector direction; float intensity; MColor color; bool hasDirection; bool hasPosition; #if MAYA_API_VERSION >= 201300 // Starting with Maya 2013, getLightInformation() uses MFloatPointArray for positions MFloatPointArray positions; status = context.getLightInformation( i, positions, direction, intensity, color, hasDirection, hasPosition); const MFloatPoint &position = positions[0]; #else // Maya 2012, getLightInformation() uses MFloatPoint for position MFloatPoint position; status = context.getLightInformation( i, position, direction, intensity, color, hasDirection, hasPosition); #endif if (status != MStatus::kSuccess) return false; if (hasDirection) { if (hasPosition) { // Assumes a Maya Spot Light! const GLfloat ambient[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; const GLfloat diffuse[4] = { intensity * color[0], intensity * color[1], intensity * color[2], 1.0f }; const GLfloat pos[4] = { position[0], position[1], position[2], 1.0f }; const GLfloat dir[3] = { direction[0], direction[1], direction[2]}; glLightfv(GL_LIGHT0+i, GL_AMBIENT, ambient); glLightfv(GL_LIGHT0+i, GL_DIFFUSE, diffuse); glLightfv(GL_LIGHT0+i, GL_POSITION, pos); glLightfv(GL_LIGHT0+i, GL_SPOT_DIRECTION, dir); // Maya's default value's for spot lights. glLightf(GL_LIGHT0+i, GL_SPOT_EXPONENT, 0.0); glLightf(GL_LIGHT0+i, GL_SPOT_CUTOFF, 20.0); } else { // Assumes a Maya Directional Light! const GLfloat ambient[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; const GLfloat diffuse[4] = { intensity * color[0], intensity * color[1], intensity * color[2], 1.0f }; const GLfloat pos[4] = { -direction[0], -direction[1], -direction[2], 0.0f }; glLightfv(GL_LIGHT0+i, GL_AMBIENT, ambient); glLightfv(GL_LIGHT0+i, GL_DIFFUSE, diffuse); glLightfv(GL_LIGHT0+i, GL_POSITION, pos); glLightf(GL_LIGHT0+i, GL_SPOT_CUTOFF, 180.0); } } else if (hasPosition) { // Assumes a Maya Point Light! const GLfloat ambient[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; const GLfloat diffuse[4] = { intensity * color[0], intensity * color[1], intensity * color[2], 1.0f }; const GLfloat pos[4] = { position[0], position[1], position[2], 1.0f }; glLightfv(GL_LIGHT0+i, GL_AMBIENT, ambient); glLightfv(GL_LIGHT0+i, GL_DIFFUSE, diffuse); glLightfv(GL_LIGHT0+i, GL_POSITION, pos); glLightf(GL_LIGHT0+i, GL_SPOT_CUTOFF, 180.0); } else { // Assumes a Maya Ambient Light! const GLfloat ambient[4] = { intensity * color[0], intensity * color[1], intensity * color[2], 1.0f }; const GLfloat diffuse[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; const GLfloat pos[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; glLightfv(GL_LIGHT0+i, GL_AMBIENT, ambient); glLightfv(GL_LIGHT0+i, GL_DIFFUSE, diffuse); glLightfv(GL_LIGHT0+i, GL_POSITION, pos); glLightf(GL_LIGHT0+i, GL_SPOT_CUTOFF, 180.0); } glEnable(GL_LIGHT0+i); } glPopMatrix(); } glDisable(GL_LIGHTING); return nbLights > 0; }
void OpenSubdivDrawOverride::draw(const MHWRender::MDrawContext& context, const MUserData* data) { // get cached data bool isSelected = false; SubdivUserData* mesh = const_cast<SubdivUserData*>(dynamic_cast<const SubdivUserData*>(data)); if (mesh) { isSelected = mesh->fIsSelected; } // set colour static const float colorData[] = {1.0f, 0.0f, 0.0f}; static const float selectedColorData[] = {0.0f, 1.0f, 0.0f}; if(isSelected) glColor3fv(selectedColorData); else glColor3fv(colorData); MStatus status; // set world matrix glMatrixMode(GL_MODELVIEW); glPushMatrix(); MMatrix transform = context.getMatrix(MHWRender::MDrawContext::kWorldViewMtx, &status); if (status) { glLoadMatrixd(transform.matrix[0]); } // set projection matrix glMatrixMode(GL_PROJECTION); glPushMatrix(); MMatrix projection = context.getMatrix(MHWRender::MDrawContext::kProjectionMtx, &status); if (status) { glLoadMatrixd(projection.matrix[0]); } const int displayStyle = context.getDisplayStyle(); glPushAttrib( GL_CURRENT_BIT ); glPushAttrib( GL_ENABLE_BIT); if(displayStyle & MHWRender::MDrawContext::kGouraudShaded) { glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); }else if(displayStyle & MHWRender::MDrawContext::kWireFrame){ glDisable(GL_LIGHTING); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } { int vertexStride = mesh->GetVertexStride(); // int varyingStride = mesh->GetVaryingStride(); //printf("Draw. stride = %d\n", stride); glBindBuffer(GL_ARRAY_BUFFER, mesh->GetVertexBuffer()); glVertexPointer(3, GL_FLOAT, vertexStride, ((char*)(0))); glEnableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, mesh->GetVertexBuffer()); glNormalPointer(GL_FLOAT, vertexStride, ((char*)(12))); // glBindBuffer(GL_ARRAY_BUFFER, mesh->GetVaryingBuffer()); // glNormalPointer(GL_FLOAT, varyingStride, ((char*)(0))); glEnableClientState(GL_NORMAL_ARRAY); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->GetElementBuffer()); glDrawElements(mesh->GetPrimType(), mesh->GetNumIndices(), GL_UNSIGNED_INT, NULL); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } glPopAttrib(); glPopAttrib(); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glColor3f(1, 1, 1); }
void UsdMayaGLHdRenderer::RenderVp2( const RequestDataArray &requests, const MHWRender::MDrawContext& context, UsdImagingGLRenderParams params) const { using namespace MHWRender; MStatus status; MHWRender::MRenderer* theRenderer = MHWRender::MRenderer::theRenderer(); if (!theRenderer) return; MHWRender::MStateManager* stateMgr = context.getStateManager(); if (!stateMgr) return; const int displayStyle = context.getDisplayStyle(); if (displayStyle == 0) return; if (displayStyle & MDrawContext::kXray) { // Viewport 2.0 will call draw() twice when drawing transparent objects // (X-Ray mode). We skip the first draw() call. const MRasterizerState* rasterState = stateMgr->getRasterizerState(); if (rasterState && rasterState->desc().cullMode == MRasterizerState::kCullFront) { return; } } if (!theRenderer->drawAPIIsOpenGL()) return; glPushAttrib(GL_CURRENT_BIT | GL_LIGHTING_BIT); const MMatrix worldView = context.getMatrix(MHWRender::MDrawContext::kWorldViewMtx, &status); GfMatrix4d modelViewMatrix(worldView.matrix); const MMatrix projection = context.getMatrix(MHWRender::MDrawContext::kProjectionMtx, &status); GfMatrix4d projectionMatrix(projection.matrix); // get root matrix MMatrix root = context.getMatrix(MHWRender::MDrawContext::kWorldMtx, &status); GfMatrix4d rootMatrix(root.matrix); // Extract camera settings from maya view int viewX, viewY, viewWidth, viewHeight; context.getViewportDimensions(viewX, viewY, viewWidth, viewHeight); GfVec4d viewport(viewX, viewY, viewWidth, viewHeight); M3dView::DisplayStyle viewDisplayStyle = displayStyle & MDrawContext::kWireFrame ? M3dView::kWireFrame : M3dView::kGouraudShaded; if(viewDisplayStyle == M3dView::kGouraudShaded) { px_vp20Utils::setupLightingGL(context); glEnable(GL_LIGHTING); } _renderer->SetCameraState(modelViewMatrix, projectionMatrix, viewport); _renderer->SetLightingStateFromOpenGL(); TF_FOR_ALL(it, requests) { RequestData request = *it; if(viewDisplayStyle == M3dView::kWireFrame && request.drawRequest.displayStyle() == M3dView::kGouraudShaded) { request.drawRequest.setDisplayStyle(viewDisplayStyle); } switch(request.drawRequest.token()) { case UsdMayaGLHdRenderer::DRAW_WIREFRAME: case UsdMayaGLHdRenderer::DRAW_POINTS: { params.drawMode = request.drawRequest.token() == UsdMayaGLHdRenderer::DRAW_WIREFRAME ? UsdImagingGLDrawMode::DRAW_WIREFRAME : UsdImagingGLDrawMode::DRAW_POINTS; params.enableLighting = false; params.cullStyle = UsdImagingGLCullStyle::CULL_STYLE_NOTHING; params.overrideColor = request.fWireframeColor; // Get and render usdPrim _renderer->Render(_renderedPrim, params); break; } case UsdMayaGLHdRenderer::DRAW_SHADED_FLAT: case UsdMayaGLHdRenderer::DRAW_SHADED_SMOOTH: { params.drawMode = ((request.drawRequest.token() == UsdMayaGLHdRenderer::DRAW_SHADED_FLAT) ? UsdImagingGLDrawMode::DRAW_GEOM_FLAT : UsdImagingGLDrawMode::DRAW_GEOM_SMOOTH); params.enableLighting = true; params.cullStyle = UsdImagingGLCullStyle::CULL_STYLE_BACK_UNLESS_DOUBLE_SIDED; _renderer->Render(_renderedPrim, params); break; } case UsdMayaGLHdRenderer::DRAW_BOUNDING_BOX: { px_vp20Utils::RenderBoundingBox(request.bounds, request.fWireframeColor, worldView, projection); break; } } }