OpenSubdiv/examples/mayaViewer/OpenSubdivDrawOverride.cpp
Takahito Tejima 1981885f6d Changed to use kernel enum rather than strings. If clients need to add their own
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
2012-06-14 21:18:00 -07:00

603 lines
19 KiB
C++

//
// Copyright (C) Pixar. All rights reserved.
//
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// with this license.
// (E) The software is licensed "as-is." You bear the risk of
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// rights under your local laws which this license cannot change.
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// exclude the implied warranties of merchantability, fitness for
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// Include this first to avoid winsock2.h problems on Windows:
#include <maya/MTypes.h>
#include <osd/cpuDispatcher.h>
#include <osd/mesh.h>
#include <osd/vertexBuffer.h>
#include "hbrUtil.h"
#include <GL/glew.h>
// Maya API includes
#include <maya/MDagPath.h>
#include <maya/MFnPlugin.h>
#include <maya/MFnMesh.h>
#include <maya/MFloatPointArray.h>
#include <maya/MIntArray.h>
#include <maya/MUintArray.h>
#include <maya/MDoubleArray.h>
#include <maya/MItMeshPolygon.h>
#include <maya/MPxCommand.h>
#include <maya/MSyntax.h>
#include <maya/MArgDatabase.h>
// Viewport 2.0 includes
#include <maya/MDrawRegistry.h>
#include <maya/MPxDrawOverride.h>
#include <maya/MUserData.h>
#include <maya/MDrawContext.h>
#include <maya/MGlobal.h>
#include <maya/MSelectionList.h>
//---------------------------------------------------------------------------
template<class T> static int
FindAttribute( MFnDependencyNode &fnDN, const char *nm, T *val )
{
MStatus s;
MPlug p;
T ss;
p = fnDN.findPlug(nm, &s);
if(s != MS::kSuccess) return -1;
s = p.getValue(ss);
if( s != MS::kSuccess ) return -1;
*val = ss;
return 0;
}
//---------------------------------------------------------------------------
template<class T> static bool
CompareArray(const T &a, const T &b)
{
if(a.length() != b.length()) return false;
for(unsigned int i = 0; i < a.length(); ++i){
if(a[i] != b[i]) return false;
}
return true;
}
//---------------------------------------------------------------------------
class SubdivUserData : public MUserData
{
public:
SubdivUserData(bool loop);
virtual ~SubdivUserData();
void Populate(MObject mesh);
void UpdatePoints(MObject mesh);
int GetElementBuffer() const { return _index; }
int GetNumIndices() const { return _numIndices; }
int GetVertexBuffer() const { return _vertexBuffer->GetGpuBuffer(); }
int GetVaryingBuffer() const { return _varyingBuffer->GetGpuBuffer(); }
int GetVertexStride() const { return _vertexBuffer->GetNumElements() * sizeof(float); }
int GetVaryingStride() const { return _varyingBuffer->GetNumElements() * sizeof(float); }
int GetPrimType() const { return _loop ? GL_TRIANGLES : GL_QUADS; }
// XXX
bool fIsSelected;
private:
// topology cache
MIntArray _vertexList;
MUintArray _edgeIds, _vtxIds;
MDoubleArray _edgeCreaseData, _vtxCreaseData;
int _level;
int _interpBoundary;
bool _loop;
OpenSubdiv::OsdMesh *_osdmesh;
OpenSubdiv::OsdVertexBuffer *_vertexBuffer, *_varyingBuffer;
GLuint _index;
int _numIndices;
float _cachedTotal;
};
//---------------------------------------------------------------------------
class OpenSubdivDrawOverride : public MHWRender::MPxDrawOverride
{
public:
static MHWRender::MPxDrawOverride* Creator(const MObject& obj) {
return new OpenSubdivDrawOverride(obj);
}
virtual ~OpenSubdivDrawOverride();
virtual MBoundingBox boundingBox(
const MDagPath& objPath,
const MDagPath& cameraPath) const;
virtual MUserData* prepareForDraw(
const MDagPath& objPath,
const MDagPath& cameraPath,
MUserData* oldData);
static void draw(const MHWRender::MDrawContext& context, const MUserData* data);
static void setLoopSubdivision(bool loop) { _loop = loop; }
private:
OpenSubdivDrawOverride(const MObject& obj);
bool getSelectionStatus(const MDagPath& objPath) const;
static bool _loop;
};
bool OpenSubdivDrawOverride::_loop = false;
//---------------------------------------------------------------------------
SubdivUserData::SubdivUserData(bool loop) :
MUserData(false /*don't delete after draw */),
_loop(loop)
{
_osdmesh = new OpenSubdiv::OsdMesh();
glGenBuffers(1, &_index);
}
SubdivUserData::~SubdivUserData()
{
delete _osdmesh;
glDeleteBuffers(1, &_index);
}
void
SubdivUserData::Populate(MObject mesh)
{
MStatus s;
MFnMesh meshFn(mesh);
MIntArray vertexCount, vertexList;
meshFn.getVertices(vertexCount, vertexList);
MUintArray edgeIds;
MDoubleArray edgeCreaseData;
meshFn.getCreaseEdges(edgeIds, edgeCreaseData);
MUintArray vtxIds;
MDoubleArray vtxCreaseData;
meshFn.getCreaseVertices(vtxIds, vtxCreaseData );
short level = 1;
FindAttribute(meshFn, "smoothLevel", &level);
if(level < 1) level = 1;
short interpBoundary = 0;
FindAttribute(meshFn, "boundaryRule", &interpBoundary);
if(CompareArray(_vertexList, vertexList) &&
CompareArray(_edgeIds, edgeIds) &&
CompareArray(_edgeCreaseData, edgeCreaseData) &&
CompareArray(_vtxIds, vtxIds) &&
CompareArray(_vtxCreaseData, vtxCreaseData) &&
_level == level &&
_interpBoundary == interpBoundary)
{
return;
}
// update topology
_vertexList = vertexList;
_edgeIds = edgeIds;
_edgeCreaseData = edgeCreaseData;
_vtxIds = vtxIds;
_vtxCreaseData = vtxCreaseData;
_level = level;
_interpBoundary = interpBoundary;
if(_loop){
MIntArray triangleCounts;
meshFn.getTriangles(triangleCounts, vertexList);
int numTriangles = vertexList.length()/3;
vertexCount.clear();
for(int i = 0; i < numTriangles; ++i){
vertexCount.append(3);
}
}
// XXX redundant copy... replace _vertexList with numIndices, etc
// create Osd mesh
std::vector<int> numIndices, faceIndices, edgeCreaseIndices, vtxCreaseIndices;
std::vector<float> edgeCreases, vtxCreases;
numIndices.resize(vertexCount.length());
faceIndices.resize(vertexList.length());
for(int i = 0; i < (int)vertexCount.length(); ++i) numIndices[i] = vertexCount[i];
for(int i = 0; i < (int)vertexList.length(); ++i) faceIndices[i] = vertexList[i];
vtxCreaseIndices.resize(vtxIds.length());
for(int i = 0; i < (int)vtxIds.length(); ++i) vtxCreaseIndices[i] = vtxIds[i];
vtxCreases.resize(vtxCreaseData.length());
for(int i = 0; i < (int)vtxCreaseData.length(); ++i) vtxCreases[i] = (float)vtxCreaseData[i];
edgeCreases.resize(edgeCreaseData.length());
for(int i = 0; i < (int)edgeCreaseData.length(); ++i) edgeCreases[i] = (float)edgeCreaseData[i];
// edge crease index is stored as pair of <face id> <edge localid> ...
int nEdgeIds = edgeIds.length();
edgeCreaseIndices.resize(nEdgeIds*2);
for(int i = 0; i < nEdgeIds; ++i){
int2 vertices;
if (meshFn.getEdgeVertices(edgeIds[i], vertices) != MS::kSuccess) {
s.perror("ERROR can't get creased edge vertices");
continue;
}
edgeCreaseIndices[i*2] = vertices[0];
edgeCreaseIndices[i*2+1] = vertices[1];
}
OpenSubdiv::OsdHbrMesh *hbrMesh = ConvertToHBR(meshFn.numVertices(), numIndices, faceIndices,
vtxCreaseIndices, vtxCreases,
std::vector<int>(), std::vector<float>(),
edgeCreaseIndices, edgeCreases,
interpBoundary, _loop);
if (_vertexBuffer) delete _vertexBuffer;
int kernel = OpenSubdiv::OsdKernelDispatcher::kCPU;
if (OpenSubdiv::OsdKernelDispatcher::HasKernelType(OpenSubdiv::OsdKernelDispatcher::kOPENMP)) {
kernel = OpenSubdiv::OsdKernelDispatcher::kOPENMP;
}
_osdmesh->Create(hbrMesh, level, kernel);
// create vertex buffer
_vertexBuffer = _osdmesh->InitializeVertexBuffer(6 /* position + normal */);
delete hbrMesh;
// update element array buffer
const std::vector<int> indices = _osdmesh->GetFarMesh()->GetFaceVertices(level);
_numIndices = indices.size();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _index);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int)*_numIndices,
&(indices[0]), GL_STATIC_DRAW);
_cachedTotal = -1;
UpdatePoints(mesh);
}
void
SubdivUserData::UpdatePoints(MObject mesh)
{
// update coarse vertex array
MFnMesh meshFn(mesh);
MStatus status;
int nPoints = meshFn.numVertices();
const float *points = meshFn.getRawPoints(&status);
// XXX: looking for other good way to detect change
float total = 0;
for(int i = 0; i < 3*nPoints; ++i) total += points[i];
if(_cachedTotal == total) return;
_cachedTotal = total;
MFloatVectorArray normals;
meshFn.getVertexNormals(true, normals);
if (nPoints != normals.length()) return; // XXX: error
// Update vertex
std::vector<float> vertex;
vertex.resize(nPoints*6);
for(int i = 0; i < nPoints; ++i){
vertex[i*6+0] = points[i*3+0];
vertex[i*6+1] = points[i*3+1];
vertex[i*6+2] = points[i*3+2];
vertex[i*6+3] = normals[i].x;
vertex[i*6+4] = normals[i].y;
vertex[i*6+5] = normals[i].z;
}
_vertexBuffer->UpdateData(&vertex.at(0), nPoints);
/* 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
_osdmesh->Subdivide(_vertexBuffer, NULL);
}
//---------------------------------------------------------------------------
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();
// 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);
}
//---------------------------------------------------------------------------
// 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;
}