/// \todo We should be firing off a separate drawRequest for the components, then we can be done with the "hiliteGroups" mechanism. void ProceduralHolderUI::getDrawRequests( const MDrawInfo &info, bool objectAndActiveOnly, MDrawRequestQueue &requests ) { // it's easy if noone want to look at us if( !info.objectDisplayStatus( M3dView::kDisplayMeshes ) ) { return; } // the node we're meant to be drawing ProceduralHolder *proceduralHolder = (ProceduralHolder *)surfaceShape(); // draw data encapsulating that node MDrawData drawData; getDrawData( proceduralHolder, drawData ); // a request for the bound if necessary MPlug pDrawBound( proceduralHolder->thisMObject(), ProceduralHolder::aDrawBound ); bool drawBound = true; pDrawBound.getValue( drawBound ); if( drawBound ) { MDrawRequest request = info.getPrototype( *this ); request.setDrawData( drawData ); request.setToken( BoundDrawMode ); request.setDisplayStyle( M3dView::kWireFrame ); setWireFrameColors( request, info.displayStatus() ); requests.add( request ); } // requests for the scene if necessary MPlug pGLPreview( proceduralHolder->thisMObject(), ProceduralHolder::aGLPreview ); bool glPreview = false; pGLPreview.getValue( glPreview ); if( glPreview ) { if( info.displayStyle()==M3dView::kGouraudShaded || info.displayStyle()==M3dView::kFlatShaded ) { // make a request for solid drawing with a material MDrawRequest solidRequest = info.getPrototype( *this ); solidRequest.setDrawData( drawData ); MDagPath path = info.multiPath(); M3dView view = info.view(); MMaterial material = MPxSurfaceShapeUI::material( path ); if( !material.evaluateMaterial( view, path ) ) { MString pathName = path.fullPathName(); IECore::msg( IECore::Msg::Warning, "ProceduralHolderUI::getDrawRequests", boost::format( "Failed to evaluate material for \"%s\"." ) % pathName.asChar() ); } if( material.materialIsTextured() ) { material.evaluateTexture( drawData ); } solidRequest.setMaterial( material ); // set the transparency request. we don't have a decent way of finding out // if shaders applied by the procedural are transparent, so we've got a transparency // attribute on the procedural holder for users to use. maya materials may also say // they're transparent. if either asks for transparency then we'll ask for it here bool transparent = false; material.getHasTransparency( transparent ); if( !transparent ) { MPlug pT( proceduralHolder->thisMObject(), ProceduralHolder::aTransparent ); bool transparent = false; pT.getValue( transparent ); } solidRequest.setIsTransparent( transparent ); solidRequest.setToken( SceneDrawMode ); requests.add( solidRequest ); // and add another request for wireframe drawing if we're selected if( info.displayStatus()==M3dView::kActive || info.displayStatus()==M3dView::kLead || info.displayStatus()==M3dView::kHilite ) { MDrawRequest wireRequest = info.getPrototype( *this ); wireRequest.setDrawData( drawData ); wireRequest.setDisplayStyle( M3dView::kWireFrame ); wireRequest.setToken( SceneDrawMode ); setWireFrameColors( wireRequest, info.displayStatus() ); wireRequest.setComponent( MObject::kNullObj ); if ( !objectAndActiveOnly ) { if ( proceduralHolder->hasActiveComponents() ) { MObjectArray components = proceduralHolder->activeComponents(); MObject component = components[0]; // Should filter list wireRequest.setComponent( component ); } } requests.add( wireRequest ); } } else { MDrawRequest request = info.getPrototype( *this ); request.setDrawData( drawData ); setWireFrameColors( request, info.displayStatus() ); request.setToken( SceneDrawMode ); request.setComponent( MObject::kNullObj ); if ( !objectAndActiveOnly ) { if ( proceduralHolder->hasActiveComponents() ) { MObjectArray components = proceduralHolder->activeComponents(); MObject component = components[0]; // Should filter list request.setComponent( component ); } } requests.add( request ); } } }
void DrawableHolderUI::getDrawRequests( const MDrawInfo &info, bool objectAndActiveOnly, MDrawRequestQueue &requests ) { // it's easy if noone want to look at us if( !info.objectDisplayStatus( M3dView::kDisplayLocators ) ) { return; } // the node we're meant to be drawing DrawableHolder *drawableHolder = dynamic_cast<DrawableHolder *>( surfaceShape() ); if( !drawableHolder ) { return; } // do we actually want to draw it? MPlug pDraw( drawableHolder->thisMObject(), DrawableHolder::aDraw ); bool draw = true; pDraw.getValue( draw ); if( !draw ) { return; } // draw data encapsulating that node MDrawData drawData; getDrawData( drawableHolder, drawData ); MDrawRequest request = info.getPrototype( *this ); request.setDrawData( drawData ); // set correct drawing colour: switch( info.displayStatus() ) { case M3dView::kLead : request.setColor( 18, M3dView::kActiveColors ); break; case M3dView::kActive : request.setColor( 15, M3dView::kActiveColors ); break; case M3dView::kActiveAffected : request.setColor( 8, M3dView::kActiveColors ); break; case M3dView::kHilite : request.setColor( 17, M3dView::kActiveColors ); break; case M3dView::kTemplate : request.setColor( 2, M3dView::kDormantColors ); break; case M3dView::kActiveTemplate : request.setColor( 19, M3dView::kActiveColors ); break; default : // dormant request.setColor( 4, M3dView::kDormantColors ); break; } requests.add( request ); }
void SceneShapeUI::getDrawRequests( const MDrawInfo &info, bool objectAndActiveOnly, MDrawRequestQueue &requests ) { // it's easy if no one want to look at us if( !info.objectDisplayStatus( M3dView::kDisplayMeshes ) ) { return; } // the node we're meant to be drawing SceneShape *sceneShape = (SceneShape *)surfaceShape(); if( !sceneShape->getSceneInterface() ) { return; } // draw data encapsulating that node MDrawData drawData; getDrawData( sceneShape, drawData ); // a request for the bound if necessary MPlug pDrawBound( sceneShape->thisMObject(), SceneShape::aDrawRootBound ); bool drawBound; pDrawBound.getValue( drawBound ); if( drawBound ) { bool doDrawBound = true; // If objectOnly is true, check for an object. If none found, no need to add the bound request. MPlug pObjectOnly( sceneShape->thisMObject(), SceneShape::aObjectOnly ); bool objectOnly; pObjectOnly.getValue( objectOnly ); if( objectOnly && !sceneShape->getSceneInterface()->hasObject() ) { doDrawBound = false; } if( doDrawBound ) { MDrawRequest request = info.getPrototype( *this ); request.setDrawData( drawData ); request.setToken( BoundDrawMode ); request.setDisplayStyle( M3dView::kWireFrame ); setWireFrameColors( request, info.displayStatus() ); requests.add( request ); } } MPlug pDrawAllBounds( sceneShape->thisMObject(), SceneShape::aDrawChildBounds ); bool drawAllBounds = false; pDrawAllBounds.getValue( drawAllBounds ); // requests for the scene if necessary MPlug pGLPreview( sceneShape->thisMObject(), SceneShape::aDrawGeometry ); bool glPreview; pGLPreview.getValue( glPreview ); if( glPreview || drawAllBounds ) { if( info.displayStyle()==M3dView::kGouraudShaded || info.displayStyle()==M3dView::kFlatShaded ) { // make a request for solid drawing with a material MDrawRequest solidRequest = info.getPrototype( *this ); solidRequest.setDrawData( drawData ); MDagPath path = info.multiPath(); M3dView view = info.view(); MMaterial material = MPxSurfaceShapeUI::material( path ); if( !material.evaluateMaterial( view, path ) ) { MString pathName = path.fullPathName(); IECore::msg( IECore::Msg::Warning, "SceneShapeUI::getDrawRequests", boost::format( "Failed to evaluate material for \"%s\"." ) % pathName.asChar() ); } if( material.materialIsTextured() ) { material.evaluateTexture( drawData ); } solidRequest.setMaterial( material ); // set the transparency request. we don't have a decent way of finding out // if shaders applied by the procedural are transparent, so we've got a transparency // attribute on the procedural holder for users to use. maya materials may also say // they're transparent. if either asks for transparency then we'll ask for it here bool transparent = false; material.getHasTransparency( transparent ); solidRequest.setIsTransparent( transparent ); solidRequest.setToken( SceneDrawMode ); requests.add( solidRequest ); if( info.displayStatus()==M3dView::kActive || info.displayStatus()==M3dView::kLead || info.displayStatus()==M3dView::kHilite ) { MDrawRequest wireRequest = info.getPrototype( *this ); wireRequest.setDrawData( drawData ); wireRequest.setDisplayStyle( M3dView::kWireFrame ); wireRequest.setToken( SceneDrawMode ); setWireFrameColors( wireRequest, info.displayStatus() ); wireRequest.setComponent( MObject::kNullObj ); if ( !objectAndActiveOnly ) { if ( sceneShape->hasActiveComponents() ) { MObjectArray components = sceneShape->activeComponents(); MObject component = components[0]; wireRequest.setComponent( component ); } } requests.add( wireRequest ); } } else { MDrawRequest request = info.getPrototype( *this ); request.setDrawData( drawData ); setWireFrameColors( request, info.displayStatus() ); request.setToken( SceneDrawMode ); request.setComponent( MObject::kNullObj ); if ( !objectAndActiveOnly ) { if ( sceneShape->hasActiveComponents() ) { MObjectArray components = sceneShape->activeComponents(); MObject component = components[0]; request.setComponent( component ); } } requests.add( request ); } } }