2012-06-11 19:35:47 +00:00
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//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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2012-06-21 01:51:16 +00:00
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#include <GL/glew.h>
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2012-06-11 18:53:35 +00:00
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// Include this first to avoid winsock2.h problems on Windows:
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#include <maya/MTypes.h>
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#include <osd/cpuDispatcher.h>
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2012-06-18 22:24:27 +00:00
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#include <osd/cudaDispatcher.h>
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2012-06-11 18:53:35 +00:00
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#include <osd/mesh.h>
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2012-06-12 23:37:40 +00:00
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#include <osd/vertexBuffer.h>
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2012-06-11 18:53:35 +00:00
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#include "hbrUtil.h"
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// Maya API includes
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#include <maya/MDagPath.h>
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#include <maya/MFnPlugin.h>
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#include <maya/MFnMesh.h>
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#include <maya/MFloatPointArray.h>
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#include <maya/MIntArray.h>
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#include <maya/MUintArray.h>
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#include <maya/MDoubleArray.h>
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#include <maya/MItMeshPolygon.h>
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#include <maya/MPxCommand.h>
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#include <maya/MSyntax.h>
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#include <maya/MArgDatabase.h>
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// Viewport 2.0 includes
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#include <maya/MDrawRegistry.h>
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#include <maya/MPxDrawOverride.h>
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#include <maya/MUserData.h>
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#include <maya/MDrawContext.h>
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#include <maya/MGlobal.h>
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#include <maya/MSelectionList.h>
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//---------------------------------------------------------------------------
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template<class T> static int
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FindAttribute( MFnDependencyNode &fnDN, const char *nm, T *val )
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{
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MStatus s;
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MPlug p;
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T ss;
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p = fnDN.findPlug(nm, &s);
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if(s != MS::kSuccess) return -1;
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s = p.getValue(ss);
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if( s != MS::kSuccess ) return -1;
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*val = ss;
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return 0;
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}
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//---------------------------------------------------------------------------
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template<class T> static bool
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CompareArray(const T &a, const T &b)
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{
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if(a.length() != b.length()) return false;
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for(unsigned int i = 0; i < a.length(); ++i){
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if(a[i] != b[i]) return false;
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}
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return true;
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}
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//---------------------------------------------------------------------------
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class SubdivUserData : public MUserData
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{
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public:
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SubdivUserData(bool loop);
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virtual ~SubdivUserData();
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void Populate(MObject mesh);
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void UpdatePoints(MObject mesh);
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int GetElementBuffer() const { return _index; }
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int GetNumIndices() const { return _numIndices; }
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2012-06-12 23:37:40 +00:00
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int GetVertexBuffer() const { return _vertexBuffer->GetGpuBuffer(); }
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int GetVaryingBuffer() const { return _varyingBuffer->GetGpuBuffer(); }
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int GetVertexStride() const { return _vertexBuffer->GetNumElements() * sizeof(float); }
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int GetVaryingStride() const { return _varyingBuffer->GetNumElements() * sizeof(float); }
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2012-06-11 18:53:35 +00:00
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int GetPrimType() const { return _loop ? GL_TRIANGLES : GL_QUADS; }
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// XXX
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bool fIsSelected;
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private:
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// topology cache
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MIntArray _vertexList;
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MUintArray _edgeIds, _vtxIds;
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MDoubleArray _edgeCreaseData, _vtxCreaseData;
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int _level;
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int _interpBoundary;
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bool _loop;
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OpenSubdiv::OsdMesh *_osdmesh;
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2012-06-12 23:37:40 +00:00
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OpenSubdiv::OsdVertexBuffer *_vertexBuffer, *_varyingBuffer;
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2012-06-11 18:53:35 +00:00
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GLuint _index;
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int _numIndices;
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float _cachedTotal;
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};
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//---------------------------------------------------------------------------
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class OpenSubdivDrawOverride : public MHWRender::MPxDrawOverride
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{
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public:
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static MHWRender::MPxDrawOverride* Creator(const MObject& obj) {
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return new OpenSubdivDrawOverride(obj);
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}
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virtual ~OpenSubdivDrawOverride();
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virtual MBoundingBox boundingBox(
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const MDagPath& objPath,
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const MDagPath& cameraPath) const;
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virtual MUserData* prepareForDraw(
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const MDagPath& objPath,
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const MDagPath& cameraPath,
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MUserData* oldData);
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static void draw(const MHWRender::MDrawContext& context, const MUserData* data);
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static void setLoopSubdivision(bool loop) { _loop = loop; }
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private:
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OpenSubdivDrawOverride(const MObject& obj);
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bool getSelectionStatus(const MDagPath& objPath) const;
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static bool _loop;
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};
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bool OpenSubdivDrawOverride::_loop = false;
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//---------------------------------------------------------------------------
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SubdivUserData::SubdivUserData(bool loop) :
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MUserData(false /*don't delete after draw */),
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_loop(loop)
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{
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2012-06-12 23:37:40 +00:00
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_osdmesh = new OpenSubdiv::OsdMesh();
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2012-06-11 18:53:35 +00:00
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glGenBuffers(1, &_index);
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}
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SubdivUserData::~SubdivUserData()
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{
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delete _osdmesh;
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glDeleteBuffers(1, &_index);
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}
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void
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SubdivUserData::Populate(MObject mesh)
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{
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MStatus s;
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MFnMesh meshFn(mesh);
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MIntArray vertexCount, vertexList;
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meshFn.getVertices(vertexCount, vertexList);
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MUintArray edgeIds;
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MDoubleArray edgeCreaseData;
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meshFn.getCreaseEdges(edgeIds, edgeCreaseData);
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MUintArray vtxIds;
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MDoubleArray vtxCreaseData;
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meshFn.getCreaseVertices(vtxIds, vtxCreaseData );
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short level = 1;
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FindAttribute(meshFn, "smoothLevel", &level);
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if(level < 1) level = 1;
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short interpBoundary = 0;
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FindAttribute(meshFn, "boundaryRule", &interpBoundary);
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if(CompareArray(_vertexList, vertexList) &&
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CompareArray(_edgeIds, edgeIds) &&
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CompareArray(_edgeCreaseData, edgeCreaseData) &&
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CompareArray(_vtxIds, vtxIds) &&
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CompareArray(_vtxCreaseData, vtxCreaseData) &&
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_level == level &&
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_interpBoundary == interpBoundary)
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{
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return;
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}
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// update topology
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_vertexList = vertexList;
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_edgeIds = edgeIds;
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_edgeCreaseData = edgeCreaseData;
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_vtxIds = vtxIds;
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_vtxCreaseData = vtxCreaseData;
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_level = level;
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_interpBoundary = interpBoundary;
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if(_loop){
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MIntArray triangleCounts;
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meshFn.getTriangles(triangleCounts, vertexList);
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int numTriangles = vertexList.length()/3;
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vertexCount.clear();
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for(int i = 0; i < numTriangles; ++i){
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vertexCount.append(3);
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}
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}
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// XXX redundant copy... replace _vertexList with numIndices, etc
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// create Osd mesh
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std::vector<int> numIndices, faceIndices, edgeCreaseIndices, vtxCreaseIndices;
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std::vector<float> edgeCreases, vtxCreases;
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numIndices.resize(vertexCount.length());
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faceIndices.resize(vertexList.length());
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for(int i = 0; i < (int)vertexCount.length(); ++i) numIndices[i] = vertexCount[i];
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for(int i = 0; i < (int)vertexList.length(); ++i) faceIndices[i] = vertexList[i];
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vtxCreaseIndices.resize(vtxIds.length());
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for(int i = 0; i < (int)vtxIds.length(); ++i) vtxCreaseIndices[i] = vtxIds[i];
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vtxCreases.resize(vtxCreaseData.length());
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for(int i = 0; i < (int)vtxCreaseData.length(); ++i) vtxCreases[i] = (float)vtxCreaseData[i];
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edgeCreases.resize(edgeCreaseData.length());
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for(int i = 0; i < (int)edgeCreaseData.length(); ++i) edgeCreases[i] = (float)edgeCreaseData[i];
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// edge crease index is stored as pair of <face id> <edge localid> ...
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int nEdgeIds = edgeIds.length();
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edgeCreaseIndices.resize(nEdgeIds*2);
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for(int i = 0; i < nEdgeIds; ++i){
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int2 vertices;
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if (meshFn.getEdgeVertices(edgeIds[i], vertices) != MS::kSuccess) {
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s.perror("ERROR can't get creased edge vertices");
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continue;
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}
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edgeCreaseIndices[i*2] = vertices[0];
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edgeCreaseIndices[i*2+1] = vertices[1];
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}
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OpenSubdiv::OsdHbrMesh *hbrMesh = ConvertToHBR(meshFn.numVertices(), numIndices, faceIndices,
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vtxCreaseIndices, vtxCreases,
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std::vector<int>(), std::vector<float>(),
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edgeCreaseIndices, edgeCreases,
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interpBoundary, _loop);
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2012-06-12 23:37:40 +00:00
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if (_vertexBuffer) delete _vertexBuffer;
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2012-06-15 04:18:00 +00:00
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int kernel = OpenSubdiv::OsdKernelDispatcher::kCPU;
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if (OpenSubdiv::OsdKernelDispatcher::HasKernelType(OpenSubdiv::OsdKernelDispatcher::kOPENMP)) {
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kernel = OpenSubdiv::OsdKernelDispatcher::kOPENMP;
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}
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2012-06-11 18:53:35 +00:00
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_osdmesh->Create(hbrMesh, level, kernel);
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2012-06-12 23:37:40 +00:00
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// create vertex buffer
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_vertexBuffer = _osdmesh->InitializeVertexBuffer(6 /* position + normal */);
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2012-06-11 18:53:35 +00:00
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delete hbrMesh;
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// update element array buffer
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const std::vector<int> indices = _osdmesh->GetFarMesh()->GetFaceVertices(level);
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_numIndices = indices.size();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _index);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int)*_numIndices,
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&(indices[0]), GL_STATIC_DRAW);
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_cachedTotal = -1;
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UpdatePoints(mesh);
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}
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void
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SubdivUserData::UpdatePoints(MObject mesh)
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{
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// update coarse vertex array
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MFnMesh meshFn(mesh);
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MStatus status;
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int nPoints = meshFn.numVertices();
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const float *points = meshFn.getRawPoints(&status);
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// XXX: looking for other good way to detect change
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float total = 0;
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for(int i = 0; i < 3*nPoints; ++i) total += points[i];
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if(_cachedTotal == total) return;
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_cachedTotal = total;
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MFloatVectorArray normals;
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meshFn.getVertexNormals(true, normals);
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if (nPoints != normals.length()) return; // XXX: error
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// Update vertex
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std::vector<float> vertex;
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vertex.resize(nPoints*6);
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for(int i = 0; i < nPoints; ++i){
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vertex[i*6+0] = points[i*3+0];
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vertex[i*6+1] = points[i*3+1];
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vertex[i*6+2] = points[i*3+2];
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vertex[i*6+3] = normals[i].x;
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vertex[i*6+4] = normals[i].y;
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vertex[i*6+5] = normals[i].z;
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}
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2012-06-12 23:37:40 +00:00
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_vertexBuffer->UpdateData(&vertex.at(0), nPoints);
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2012-06-11 18:53:35 +00:00
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|
|
|
|
|
/* XXX
|
|
|
|
float *varying = new float[_osdmesh.GetNumVaryingElements()];
|
|
|
|
_osdmesh.BeginUpdateCoarseVertexVarying();
|
|
|
|
for(int i = 0; i < nPoints; ++i){
|
|
|
|
varying[0] = normals[i].x;
|
|
|
|
varying[1] = normals[i].y;
|
|
|
|
varying[2] = normals[i].z;
|
|
|
|
_osdmesh.UpdateCoarseVertexVarying(i, varying);
|
|
|
|
}
|
|
|
|
_osdmesh.EndUpdateCoarseVertexVarying();
|
|
|
|
delete[] varying;
|
|
|
|
*/
|
|
|
|
|
|
|
|
// subdivide
|
2012-06-12 23:37:40 +00:00
|
|
|
_osdmesh->Subdivide(_vertexBuffer, NULL);
|
2012-06-11 18:53:35 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
OpenSubdivDrawOverride::OpenSubdivDrawOverride(const MObject& obj)
|
|
|
|
: MHWRender::MPxDrawOverride(obj, OpenSubdivDrawOverride::draw)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
OpenSubdivDrawOverride::~OpenSubdivDrawOverride()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
bool OpenSubdivDrawOverride::getSelectionStatus(const MDagPath& objPath) const
|
|
|
|
{
|
|
|
|
// retrieve the selection status of the node
|
|
|
|
MStatus status;
|
|
|
|
MSelectionList selectedList;
|
|
|
|
status = MGlobal::getActiveSelectionList(selectedList);
|
|
|
|
if(!status)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
MDagPath pathCopy = objPath;
|
|
|
|
do {
|
|
|
|
if(selectedList.hasItem(pathCopy)) return true;
|
|
|
|
status = pathCopy.pop();
|
|
|
|
} while(status);
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
MBoundingBox OpenSubdivDrawOverride::boundingBox(const MDagPath& objPath, const MDagPath& cameraPath) const
|
|
|
|
{
|
|
|
|
MPoint corner1( -1.0, -1.0, -1.0 );
|
|
|
|
MPoint corner2( 1.0, 1.0, 1.0);
|
|
|
|
|
|
|
|
return MBoundingBox(corner1, corner2);
|
|
|
|
}
|
|
|
|
|
|
|
|
MUserData* OpenSubdivDrawOverride::prepareForDraw(
|
|
|
|
const MDagPath& objPath,
|
|
|
|
const MDagPath& cameraPath,
|
|
|
|
MUserData* oldData)
|
|
|
|
{
|
|
|
|
SubdivUserData* data = dynamic_cast<SubdivUserData*>(oldData);
|
|
|
|
if (!data)
|
|
|
|
{
|
|
|
|
// data did not exist or was incorrect type, create new
|
|
|
|
// XXX by the way, who release this object?
|
|
|
|
bool loop = _loop;
|
|
|
|
data = new SubdivUserData(loop);
|
|
|
|
}
|
|
|
|
data->fIsSelected = getSelectionStatus(objPath);
|
|
|
|
data->Populate(objPath.node());
|
|
|
|
data->UpdatePoints(objPath.node());
|
|
|
|
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
|
|
|
|
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();
|
2012-06-12 23:37:40 +00:00
|
|
|
// int varyingStride = mesh->GetVaryingStride();
|
2012-06-11 18:53:35 +00:00
|
|
|
//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);
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
// Control command
|
|
|
|
|
|
|
|
class OpenSubdivCommand : public MPxCommand
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
virtual MStatus doIt(const MArgList &args);
|
|
|
|
static void *Creator();
|
|
|
|
};
|
|
|
|
|
|
|
|
void*
|
|
|
|
OpenSubdivCommand::Creator()
|
|
|
|
{
|
|
|
|
return new OpenSubdivCommand();
|
|
|
|
}
|
|
|
|
|
|
|
|
MStatus
|
|
|
|
OpenSubdivCommand::doIt(const MArgList &args)
|
|
|
|
{
|
|
|
|
MSyntax syntax;
|
|
|
|
syntax.addFlag("m", "method", MSyntax::kString);
|
|
|
|
MArgDatabase argDB(syntax, args);
|
|
|
|
|
|
|
|
if(argDB.isFlagSet("m")){
|
|
|
|
MString method;
|
|
|
|
argDB.getFlagArgument("m", 0, method);
|
|
|
|
if(method == "loop"){
|
|
|
|
OpenSubdivDrawOverride::setLoopSubdivision(true);
|
|
|
|
}else{
|
|
|
|
OpenSubdivDrawOverride::setLoopSubdivision(false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return MS::kSuccess;
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
// Plugin Registration
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
MString drawDbClassification("drawdb/geometry/mesh");
|
|
|
|
MString drawRegistrantId("OpenSubdivDrawOverridePlugin");
|
|
|
|
|
|
|
|
MStatus initializePlugin( MObject obj )
|
|
|
|
{
|
|
|
|
#if defined(_WIN32) && defined(_DEBUG)
|
|
|
|
// Disable buffering for stdout and stderr when using debug versions
|
|
|
|
// of the C run-time library.
|
|
|
|
setvbuf(stdout, NULL, _IONBF, 0);
|
|
|
|
setvbuf(stderr, NULL, _IONBF, 0);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
MStatus status;
|
|
|
|
MFnPlugin plugin( obj, PLUGIN_COMPANY, "3.0", "Any");
|
|
|
|
|
|
|
|
status = MHWRender::MDrawRegistry::registerDrawOverrideCreator(
|
|
|
|
drawDbClassification,
|
|
|
|
drawRegistrantId,
|
|
|
|
OpenSubdivDrawOverride::Creator);
|
|
|
|
if (!status) {
|
|
|
|
status.perror("registerDrawOverrideCreator");
|
|
|
|
return status;
|
|
|
|
}
|
|
|
|
|
|
|
|
status = plugin.registerCommand("openSubdivControl", OpenSubdivCommand::Creator);
|
|
|
|
if (!status) {
|
|
|
|
status.perror("registerCommand");
|
|
|
|
return status;
|
|
|
|
}
|
|
|
|
|
|
|
|
glewInit();
|
|
|
|
|
|
|
|
//XXX:cleanup Need to register other kernel dispatchers.
|
|
|
|
OpenSubdiv::OsdCpuKernelDispatcher::Register();
|
2012-06-18 22:25:49 +00:00
|
|
|
#if OPENSUBDIV_HAS_CUDA
|
2012-06-18 22:24:27 +00:00
|
|
|
OpenSubdiv::OsdCudaKernelDispatcher::Register();
|
2012-06-18 22:25:49 +00:00
|
|
|
#endif
|
2012-06-11 18:53:35 +00:00
|
|
|
|
|
|
|
return status;
|
|
|
|
}
|
|
|
|
|
|
|
|
MStatus uninitializePlugin( MObject obj)
|
|
|
|
{
|
|
|
|
MStatus status;
|
|
|
|
MFnPlugin plugin( obj );
|
|
|
|
|
|
|
|
status = MHWRender::MDrawRegistry::deregisterDrawOverrideCreator(
|
|
|
|
drawDbClassification,
|
|
|
|
drawRegistrantId);
|
|
|
|
if (!status) {
|
|
|
|
status.perror("deregisterDrawOverrideCreator");
|
|
|
|
return status;
|
|
|
|
}
|
|
|
|
|
|
|
|
status = plugin.deregisterCommand("openSubdivControl");
|
|
|
|
|
|
|
|
return status;
|
|
|
|
}
|