mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-02 00:00:07 +00:00
1981885f6d
kernel, call OsdKernelDispatcher::Factory::Register() and keep the integer result value as kernel handle. Attempted to elimiate registering function from client code, but currently disabled (in kernelDispatcher.cpp) because of Maya plugin doesn't work with cuda kernel. glutViewer creates kernel menu dynamically according to linked kernels. Fix a bug of maya plugin crashes. Closes #14
603 lines
19 KiB
C++
603 lines
19 KiB
C++
//
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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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// 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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#include <osd/mesh.h>
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#include <osd/vertexBuffer.h>
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#include "hbrUtil.h"
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#include <GL/glew.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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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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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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OpenSubdiv::OsdVertexBuffer *_vertexBuffer, *_varyingBuffer;
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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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_osdmesh = new OpenSubdiv::OsdMesh();
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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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if (_vertexBuffer) delete _vertexBuffer;
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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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_osdmesh->Create(hbrMesh, level, kernel);
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// create vertex buffer
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_vertexBuffer = _osdmesh->InitializeVertexBuffer(6 /* position + normal */);
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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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_vertexBuffer->UpdateData(&vertex.at(0), nPoints);
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/* XXX
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float *varying = new float[_osdmesh.GetNumVaryingElements()];
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_osdmesh.BeginUpdateCoarseVertexVarying();
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for(int i = 0; i < nPoints; ++i){
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varying[0] = normals[i].x;
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varying[1] = normals[i].y;
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varying[2] = normals[i].z;
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_osdmesh.UpdateCoarseVertexVarying(i, varying);
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}
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_osdmesh.EndUpdateCoarseVertexVarying();
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delete[] varying;
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*/
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// subdivide
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_osdmesh->Subdivide(_vertexBuffer, NULL);
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}
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//---------------------------------------------------------------------------
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OpenSubdivDrawOverride::OpenSubdivDrawOverride(const MObject& obj)
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: MHWRender::MPxDrawOverride(obj, OpenSubdivDrawOverride::draw)
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{
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}
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OpenSubdivDrawOverride::~OpenSubdivDrawOverride()
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{
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}
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bool OpenSubdivDrawOverride::getSelectionStatus(const MDagPath& objPath) const
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{
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// retrieve the selection status of the node
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MStatus status;
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MSelectionList selectedList;
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status = MGlobal::getActiveSelectionList(selectedList);
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if(!status)
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return false;
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MDagPath pathCopy = objPath;
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do {
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if(selectedList.hasItem(pathCopy)) return true;
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status = pathCopy.pop();
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} while(status);
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return false;
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}
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MBoundingBox OpenSubdivDrawOverride::boundingBox(const MDagPath& objPath, const MDagPath& cameraPath) const
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{
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MPoint corner1( -1.0, -1.0, -1.0 );
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MPoint corner2( 1.0, 1.0, 1.0);
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return MBoundingBox(corner1, corner2);
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}
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MUserData* OpenSubdivDrawOverride::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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{
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SubdivUserData* data = dynamic_cast<SubdivUserData*>(oldData);
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if (!data)
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{
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// data did not exist or was incorrect type, create new
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// XXX by the way, who release this object?
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bool loop = _loop;
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data = new SubdivUserData(loop);
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}
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data->fIsSelected = getSelectionStatus(objPath);
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data->Populate(objPath.node());
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data->UpdatePoints(objPath.node());
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return data;
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}
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void OpenSubdivDrawOverride::draw(const MHWRender::MDrawContext& context, const MUserData* data)
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{
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// get cached data
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bool isSelected = false;
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SubdivUserData* mesh = const_cast<SubdivUserData*>(dynamic_cast<const SubdivUserData*>(data));
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if (mesh)
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{
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isSelected = mesh->fIsSelected;
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}
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// set colour
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static const float colorData[] = {1.0f, 0.0f, 0.0f};
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static const float selectedColorData[] = {0.0f, 1.0f, 0.0f};
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if(isSelected)
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glColor3fv(selectedColorData);
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else
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glColor3fv(colorData);
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MStatus status;
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// set world matrix
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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MMatrix transform =
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context.getMatrix(MHWRender::MDrawContext::kWorldViewMtx, &status);
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if (status)
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{
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glLoadMatrixd(transform.matrix[0]);
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}
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// set projection matrix
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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MMatrix projection =
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context.getMatrix(MHWRender::MDrawContext::kProjectionMtx, &status);
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if (status)
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{
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glLoadMatrixd(projection.matrix[0]);
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}
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const int displayStyle = context.getDisplayStyle();
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glPushAttrib( GL_CURRENT_BIT );
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glPushAttrib( GL_ENABLE_BIT);
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if(displayStyle & MHWRender::MDrawContext::kGouraudShaded) {
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}else if(displayStyle & MHWRender::MDrawContext::kWireFrame){
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glDisable(GL_LIGHTING);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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{
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int vertexStride = mesh->GetVertexStride();
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// int varyingStride = mesh->GetVaryingStride();
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//printf("Draw. stride = %d\n", stride);
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glBindBuffer(GL_ARRAY_BUFFER, mesh->GetVertexBuffer());
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glVertexPointer(3, GL_FLOAT, vertexStride, ((char*)(0)));
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glEnableClientState(GL_VERTEX_ARRAY);
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glBindBuffer(GL_ARRAY_BUFFER, mesh->GetVertexBuffer());
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glNormalPointer(GL_FLOAT, vertexStride, ((char*)(12)));
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// glBindBuffer(GL_ARRAY_BUFFER, mesh->GetVaryingBuffer());
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// glNormalPointer(GL_FLOAT, varyingStride, ((char*)(0)));
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glEnableClientState(GL_NORMAL_ARRAY);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->GetElementBuffer());
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glDrawElements(mesh->GetPrimType(), mesh->GetNumIndices(), GL_UNSIGNED_INT, NULL);
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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();
|
|
|
|
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;
|
|
}
|