Пример #1
0
void DrawableHolderUI::draw( const MDrawRequest &request, M3dView &view ) const
{
	MDrawData drawData = request.drawData();
	DrawableHolder *drawableHolder = (DrawableHolder *)drawData.geometry();
	assert( drawableHolder );

	IECoreGL::ConstScenePtr s = drawableHolder->scene();
	if( !s )
	{
		return;
	}

	view.beginGL();

		// maya can sometimes leave an error from it's own code,
		// and we don't want that to confuse us in our drawing code.
		while( glGetError()!=GL_NO_ERROR )
		{
		}

		// if we're being drawn as part of a selection operation we need
		// to make sure there's a name on the name stack, as the IECoreGL::NameStateComponent
		// expects to be able to load a name into it (it fails with an invalid operation if
		// there's no name slot to load into).
		if( view.selectMode() )
		{
			view.pushName( 0 );
		}

		try
		{
			// do the main render
			s->render( m_displayStyle.baseState( request.displayStyle() ) );

			// do a wireframe render over the top if we're selected and we just did a solid
			// draw.
			bool selected = request.displayStatus()==M3dView::kActive || request.displayStatus()==M3dView::kLead;
			bool solid = request.displayStyle()==M3dView::kFlatShaded || request.displayStyle()==M3dView::kGouraudShaded;
			if( selected && solid )
			{
				s->render( m_displayStyle.baseState( M3dView::kWireFrame ) );
			}
		}
		catch( std::exception &e )
		{
			IECore::msg( IECore::Msg::Error, "DrawableHolderUI::draw", e.what() );
		}

	view.endGL();
}
Пример #2
0
void
UsdMayaGLBatchRenderer::Draw(
    const MDrawRequest& request,
    M3dView &view )
{
    // VP 1.0 Implementation
    //
    MDrawData drawData = request.drawData();
    
    _BatchDrawUserData* batchData =
                static_cast<_BatchDrawUserData*>(drawData.geometry());
    if( !batchData )
        return;
    
    MMatrix projectionMat;
    view.projectionMatrix(projectionMat);
    
    MMatrix modelViewMat;
    view.modelViewMatrix(modelViewMat);

    if( batchData->_bounds )
    {
        px_vp20Utils::RenderBoundingBox(*(batchData->_bounds),
                                        *(batchData->_wireframeColor),
                                        modelViewMat,
                                        projectionMat);
    }
    
    if( batchData->_drawShape && !_renderQueue.empty() )
    {
        MMatrix viewMat( request.matrix().inverse() * modelViewMat );

        unsigned int viewX, viewY, viewWidth, viewHeight;
        view.viewport(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( NULL, viewMat, projectionMat, viewport );
    }
    
    // Clean up the _BatchDrawUserData!
    delete batchData;
}
Пример #3
0
void apiSimpleShapeUI::drawVertices( const MDrawRequest & request,
							  M3dView & view ) const
//
// Description:
//
//     Component (vertex) drawing routine
//
// Arguments:
//
//     request - request to be drawn
//     view    - view to draw into
//
{
	MDrawData data = request.drawData();
	MVectorArray * geom = (MVectorArray*)data.geometry();

	view.beginGL(); 

	// Query current state so it can be restored
	//
	bool lightingWasOn = glIsEnabled( GL_LIGHTING ) ? true : false;
	if ( lightingWasOn ) {
		glDisable( GL_LIGHTING );
	}
	float lastPointSize;
	glGetFloatv( GL_POINT_SIZE, &lastPointSize );

	// Set the point size of the vertices
	//
	glPointSize( POINT_SIZE );

	// If there is a component specified by the draw request
	// then loop over comp (using an MFnComponent class) and draw the
	// active vertices, otherwise draw all vertices.
	//
	MObject comp = request.component();
	if ( ! comp.isNull() ) {
		MFnSingleIndexedComponent fnComponent( comp );
		for ( int i=0; i<fnComponent.elementCount(); i++ )
		{
			int index = fnComponent.element( i );
			glBegin( GL_POINTS );
			MVector& point = (*geom)[index];
			glVertex3f( (float)point[0], 
						(float)point[1], 
						(float)point[2] );
			glEnd();

			char annotation[32];
			sprintf( annotation, "%d", index );
			view.drawText( annotation, point );
		}
	}
	else {
		for ( unsigned int i=0; i<geom->length(); i++ )
		{
			glBegin( GL_POINTS );
			MVector point = (*geom)[ i ];
			glVertex3f( (float)point[0], (float)point[1], (float)point[2] );
			glEnd();
		}
	}

	// Restore the state
	//
	if ( lightingWasOn ) {
		glEnable( GL_LIGHTING );
	}
	glPointSize( lastPointSize );

	view.endGL(); 
}
Пример #4
0
void ProceduralHolderUI::draw( const MDrawRequest &request, M3dView &view ) const
{
	MStatus s;
	MDrawData drawData = request.drawData();
	ProceduralHolder *proceduralHolder = (ProceduralHolder *)drawData.geometry();
	assert( proceduralHolder );
	
	view.beginGL();
	
	LightingState lightingState;
	bool restoreLightState = cleanupLights( request, view, &lightingState );	

	// maya can sometimes leave an error from it's own code,
	// and we don't want that to confuse us in our drawing code.
	while( glGetError()!=GL_NO_ERROR )
	{
	}

	try
	{
		// draw the bound if asked
		if( request.token()==BoundDrawMode )
		{
			IECoreGL::BoxPrimitive::renderWireframe( IECore::convert<Imath::Box3f>( proceduralHolder->boundingBox() ) );
		}

		// draw the scene if asked
		if( request.token()==SceneDrawMode )
		{
			resetHilites();

			IECoreGL::ConstScenePtr scene = proceduralHolder->scene();
			if( scene )
			{
				IECoreGL::State *displayState = m_displayStyle.baseState( (M3dView::DisplayStyle)request.displayStyle() );

				if ( request.component() != MObject::kNullObj )
				{
					MDoubleArray col;
					s = MGlobal::executeCommand( "colorIndex -q 21", col );
					assert( s );
					IECoreGL::WireframeColorStateComponentPtr hilite = new IECoreGL::WireframeColorStateComponent( Imath::Color4f( col[0], col[1], col[2], 1.0f ) );

					MFnSingleIndexedComponent fnComp( request.component(), &s );
					assert( s );

					int len = fnComp.elementCount( &s );
					assert( s );
					for ( int j = 0; j < len; j++ )
					{
						int compId = fnComp.element(j);

						assert( proceduralHolder->m_componentToGroupMap.find( compId ) != proceduralHolder->m_componentToGroupMap.end() );

						hiliteGroups(
							proceduralHolder->m_componentToGroupMap[compId],
							hilite,
							const_cast<IECoreGL::WireframeColorStateComponent *>( displayState->get< IECoreGL::WireframeColorStateComponent >() )
						);
					}
				}
				scene->render( displayState );
			}
		}
	}
	catch( const IECoreGL::Exception &e )
	{
		// much better to catch and report this than to let the application die
		IECore::msg( IECore::Msg::Error, "ProceduralHolderUI::draw", boost::format( "IECoreGL Exception : %s" ) % e.what() );
	}

	if( restoreLightState )
	{
		restoreLights( &lightingState );	
	}
	
	view.endGL();
}
Пример #5
0
void SceneShapeUI::draw( const MDrawRequest &request, M3dView &view ) const
{
	MStatus s;
	MDrawData drawData = request.drawData();
	SceneShape *sceneShape = (SceneShape *)drawData.geometry();
	assert( sceneShape );

	view.beginGL();
	
	M3dView::LightingMode lightingMode;
	view.getLightingMode( lightingMode );
	
	LightingState lightingState;
	bool restoreLightState = cleanupLights( request, view, &lightingState );
	
	// maya can sometimes leave an error from it's own code,
	// and we don't want that to confuse us in our drawing code.
	while( glGetError()!=GL_NO_ERROR )
	{
	}

	try
	{
		// draw the bound if asked
		if( request.token()==BoundDrawMode )
		{
			IECoreGL::BoxPrimitive::renderWireframe( IECore::convert<Imath::Box3f>( sceneShape->boundingBox() ) );
		}
		
		// draw the scene if asked
		if( request.token()==SceneDrawMode )
		{
			resetHilites();
			
			IECoreGL::ConstScenePtr scene = sceneShape->glScene();
			if( scene )
			{
				IECoreGL::State *displayState = m_displayStyle.baseState( (M3dView::DisplayStyle)request.displayStyle(), lightingMode );
				
				if ( request.component() != MObject::kNullObj )
				{
					MDoubleArray col;
					s = MGlobal::executeCommand( "colorIndex -q 21", col );
					assert( s );
					IECoreGL::WireframeColorStateComponentPtr hilite = new IECoreGL::WireframeColorStateComponent( Imath::Color4f( col[0], col[1], col[2], 1.0f ) );

					MFnSingleIndexedComponent fnComp( request.component(), &s );
					assert( s );
					
					int len = fnComp.elementCount( &s );
					assert( s );
					std::vector<IECore::InternedString> groupNames;
					for ( int j = 0; j < len; j++ )
					{
						int index = fnComp.element(j);
						groupNames.push_back( sceneShape->selectionName( index ) );
					}
					// Sort by name to make sure we don't unhilite selected items that are further down the hierarchy
					std::sort( groupNames.begin(), groupNames.end() );
					
					for ( std::vector<IECore::InternedString>::iterator it = groupNames.begin(); it!= groupNames.end(); ++it)
					{
						IECoreGL::GroupPtr group = sceneShape->glGroup( *it );

						hiliteGroups(
								group,
								hilite,
								const_cast<IECoreGL::WireframeColorStateComponent *>( displayState->get< IECoreGL::WireframeColorStateComponent >() )
							);
					}
				}
				
				scene->render( displayState );
			}
		}
	}
	catch( const IECoreGL::Exception &e )
	{
		// much better to catch and report this than to let the application die
		IECore::msg( IECore::Msg::Error, "SceneShapeUI::draw", boost::format( "IECoreGL Exception : %s" ) % e.what() );
	}
	
	if( restoreLightState )
	{
		restoreLights( &lightingState );	
	}
	
	view.endGL();
}