Пример #1
0
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 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);
}
Пример #3
0
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;
        }
        }
    }