public void getDrawRequestsShaded(MDrawRequest request, MDrawInfo info, MDrawRequestQueue queue, MDrawData data) { // Need to get the material info // MDagPath path = info.multiPath; // path to your dag object M3dView view = info.view; // view to draw to MMaterial material = base.material(path); M3dView.DisplayStatus displayStatus = info.displayStatus; // Evaluate the material and if necessary, the texture. // material.evaluateMaterial(view, path); bool drawTexture = true; if (drawTexture && material.materialIsTextured) { material.evaluateTexture(data); } request.material = material; bool materialTransparent = false; material.getHasTransparency(ref materialTransparent); if (materialTransparent) { request.isTransparent = true; } // create a draw request for wireframe on shaded if // necessary. // if ((displayStatus == M3dView.DisplayStatus.kActive) || (displayStatus == M3dView.DisplayStatus.kLead) || (displayStatus == M3dView.DisplayStatus.kHilite)) { MDrawRequest wireRequest = info.getPrototype(this); wireRequest.setDrawData(data); getDrawRequestsWireframe(wireRequest, info); wireRequest.token = (int)DrawShapeStyle.kDrawWireframeOnShaded; wireRequest.displayStyle = M3dView.DisplayStyle.kWireFrame; queue.add(wireRequest); } }
public override void draw(MDrawRequest request, M3dView view) // // From the given draw request, get the draw data and determine // which quadric to draw and with what values. // { MDrawData data = request.drawData(); quadricGeom geom = data.geometry() as quadricGeom; DrawShapeStyle token = (DrawShapeStyle)request.token; bool drawTexture = false; view.beginGL(); if ((token == DrawShapeStyle.kDrawSmoothShaded) || (token == DrawShapeStyle.kDrawFlatShaded)) { OpenGL.glEnable((uint)OpenGL.GL_POLYGON_OFFSET_FILL); // Set up the material // MMaterial material = request.material; material.setMaterial(request.multiPath, request.isTransparent); // Enable texturing // drawTexture = material.materialIsTextured; if (drawTexture) { OpenGL.glEnable((uint)OpenGL.GL_TEXTURE_2D); } // Apply the texture to the current view // if (drawTexture) { material.applyTexture(view, data); } } IntPtr qobj = GLUFunctionInvoker.gluNewQuadric(); switch (token) { case DrawShapeStyle.kDrawWireframe: case DrawShapeStyle.kDrawWireframeOnShaded: GLUFunctionInvoker.gluQuadricDrawStyle(qobj, GLU_LINE); break; case DrawShapeStyle.kDrawSmoothShaded: GLUFunctionInvoker.gluQuadricNormals(qobj, GLU_SMOOTH); GLUFunctionInvoker.gluQuadricTexture(qobj, GLtrue); GLUFunctionInvoker.gluQuadricDrawStyle(qobj, GLU_FILL); break; case DrawShapeStyle.kDrawFlatShaded: GLUFunctionInvoker.gluQuadricNormals(qobj, GLU_FLAT); GLUFunctionInvoker.gluQuadricTexture(qobj, GLtrue); GLUFunctionInvoker.gluQuadricDrawStyle(qobj, GLU_FILL); break; } switch (geom.shapeType) { case (short)DrawShapeType.kDrawCylinder: GLUFunctionInvoker.gluCylinder(qobj, geom.radius1, geom.radius2, geom.height, geom.slices, geom.stacks); break; case (short)DrawShapeType.kDrawDisk: GLUFunctionInvoker.gluDisk(qobj, geom.radius1, geom.radius2, geom.slices, geom.loops); break; case (short)DrawShapeType.kDrawPartialDisk: GLUFunctionInvoker.gluPartialDisk(qobj, geom.radius1, geom.radius2, geom.slices, geom.loops, geom.startAngle, geom.sweepAngle); break; case (short)DrawShapeType.kDrawSphere: default: GLUFunctionInvoker.gluSphere(qobj, geom.radius1, geom.slices, geom.stacks); break; } // Turn off texture mode // if (drawTexture) { OpenGL.glDisable((uint)OpenGL.GL_TEXTURE_2D); } view.endGL(); }
// // Description: // // Add draw requests to the draw queue // // Arguments: // // info - current drawing state // objectsAndActiveOnly - no components if true // queue - queue of draw requests to add to // ///////////////////////////////////////////////////////////////////// // // Overrides // ///////////////////////////////////////////////////////////////////// public override void getDrawRequests( MDrawInfo info, bool objectAndActiveOnly, MDrawRequestQueue queue) { // Get the data necessary to draw the shape // MDrawData data = new MDrawData(); apiMesh meshNode = (apiMesh)surfaceShape; apiMeshGeom geom = meshNode.meshGeom(); if ( (null == geom) || (0 == geom.faceCount) ) { MGlobal.displayInfo("NO DrawRequest for apiMesh"); return; } // This call creates a prototype draw request that we can fill // in and then add to the draw queue. // MDrawRequest request = getDrawRequest(info); // info.getPrototype(this); getDrawData( geom, out data ); request.setDrawData( data ); // Decode the draw info and determine what needs to be drawn // M3dView.DisplayStyle appearance = info.displayStyle; M3dView.DisplayStatus displayStatus = info.displayStatus; // Are we displaying meshes? if ( ! info.objectDisplayStatus( M3dView.DisplayObjects.kDisplayMeshes ) ) return; // Use this code to help speed up drawing. // inUserInteraction() is true for any interaction with // the viewport, including object or component TRS and camera changes. // userChangingViewContext() is true only when the user is using view // context tools (tumble, dolly, track, etc.) // if ( info.inUserInteraction || info.userChangingViewContext ) { // User is using view context tools so // request fast draw and get out // request.token = (int)DrawToken.kDrawRedPointAtCenter; queue.add( request ); return; } switch ( appearance ) { case M3dView.DisplayStyle.kWireFrame : { request.token = (int)DrawToken.kDrawWireframe; int activeColorTable = (int)M3dView.ColorTable.kActiveColors; int dormantColorTable = (int)M3dView.ColorTable.kDormantColors; switch ( displayStatus ) { case M3dView.DisplayStatus.kLead : request.setColor( LEAD_COLOR, activeColorTable ); break; case M3dView.DisplayStatus.kActive : request.setColor( ACTIVE_COLOR, activeColorTable ); break; case M3dView.DisplayStatus.kActiveAffected : request.setColor( ACTIVE_AFFECTED_COLOR, activeColorTable ); break; case M3dView.DisplayStatus.kDormant : request.setColor( DORMANT_COLOR, dormantColorTable ); break; case M3dView.DisplayStatus.kHilite : request.setColor( HILITE_COLOR, activeColorTable ); break; default: break; } queue.add( request ); break; } case M3dView.DisplayStyle.kGouraudShaded : { // Create the smooth shaded draw request // request.token = (int)DrawToken.kDrawSmoothShaded; // Need to get the material info // MDagPath path = info.multiPath; // path to your dag object M3dView view = info.view; // view to draw to MMaterial material = base.material( path ); // If the user currently has the default material enabled on the // view then use the default material for shading. // if ( view.usingDefaultMaterial ) { material = MMaterial.defaultMaterial; } // Evaluate the material and if necessary, the texture. // material.evaluateMaterial( view, path ); bool drawTexture = true; if ( drawTexture && material.materialIsTextured ) { material.evaluateTexture( data ); } request.material = material; // request.setDisplayStyle( appearance ); bool materialTransparent = false; material.getHasTransparency( ref materialTransparent ); if ( materialTransparent ) { request.isTransparent = true; } queue.add( request ); // create a draw request for wireframe on shaded if // necessary. // if ( (displayStatus == M3dView.DisplayStatus.kActive) || (displayStatus == M3dView.DisplayStatus.kLead) || (displayStatus == M3dView.DisplayStatus.kHilite) ) { MDrawRequest wireRequest = getDrawRequest(info); // info.getPrototype(this); wireRequest.setDrawData( data ); wireRequest.token = (int)DrawToken.kDrawWireframeOnShaded; wireRequest.displayStyle = M3dView.DisplayStyle.kWireFrame; int activeColorTable = (int)M3dView.ColorTable.kActiveColors; switch ( displayStatus ) { case M3dView.DisplayStatus.kLead : wireRequest.setColor( LEAD_COLOR, activeColorTable ); break; case M3dView.DisplayStatus.kActive : wireRequest.setColor( ACTIVE_COLOR, activeColorTable ); break; case M3dView.DisplayStatus.kHilite : wireRequest.setColor( HILITE_COLOR, activeColorTable ); break; default: break; } queue.add( wireRequest ); } break; } case M3dView.DisplayStyle.kFlatShaded : request.token = (int)DrawToken.kDrawFlatShaded; queue.add( request ); break; case M3dView.DisplayStyle.kBoundingBox : request.token = (int)DrawToken.kDrawBoundingBox; queue.add( request ); break; default: break; } // Add draw requests for components // if ( !objectAndActiveOnly ) { // Inactive components // if ( (appearance == M3dView.DisplayStyle.kPoints) || (displayStatus == M3dView.DisplayStatus.kHilite) ) { MDrawRequest vertexRequest = getDrawRequest(info); // info.getPrototype(this); vertexRequest.setDrawData( data ); vertexRequest.token = (int)DrawToken.kDrawVertices; vertexRequest.setColor( DORMANT_VERTEX_COLOR, (int)M3dView.ColorTable.kActiveColors ); queue.add( vertexRequest ); } // Active components // if ( ((MPxSurfaceShape)surfaceShape).hasActiveComponents ) { MDrawRequest activeVertexRequest = getDrawRequest(info); // info.getPrototype(this); activeVertexRequest.setDrawData( data ); activeVertexRequest.token = (int)DrawToken.kDrawVertices; activeVertexRequest.setColor( ACTIVE_VERTEX_COLOR, (int)M3dView.ColorTable.kActiveColors); MObjectArray clist = ((MPxSurfaceShape)surfaceShape).activeComponents; MObject vertexComponent = clist[0]; // Should filter list activeVertexRequest.component = vertexComponent; queue.add( activeVertexRequest ); } } }
public void getDrawRequestsShaded(MDrawRequest request, MDrawInfo info, MDrawRequestQueue queue, MDrawData data) { // Need to get the material info // MDagPath path = info.multiPath; // path to your dag object M3dView view = info.view; // view to draw to MMaterial material = base.material(path); M3dView.DisplayStatus displayStatus = info.displayStatus; // Evaluate the material and if necessary, the texture. // material.evaluateMaterial(view, path); bool drawTexture = true; if (drawTexture && material.materialIsTextured) { material.evaluateTexture(data); } request.material = material; bool materialTransparent = false; material.getHasTransparency( ref materialTransparent); if ( materialTransparent ) { request.isTransparent = true; } // create a draw request for wireframe on shaded if // necessary. // if ((displayStatus == M3dView.DisplayStatus.kActive) || (displayStatus == M3dView.DisplayStatus.kLead) || (displayStatus == M3dView.DisplayStatus.kHilite)) { MDrawRequest wireRequest = info.getPrototype(this); wireRequest.setDrawData(data); getDrawRequestsWireframe(wireRequest, info); wireRequest.token = (int)DrawShapeStyle.kDrawWireframeOnShaded; wireRequest.displayStyle = M3dView.DisplayStyle.kWireFrame; queue.add(wireRequest); } }
public void drawVertices(MDrawRequest request, M3dView view) // // Description: // // Component (vertex) drawing routine // // Arguments: // // request - request to be drawn // view - view to draw into // { MDrawData data = request.drawData(); apiMeshGeom geom = (apiMeshGeom)data.geometry(); if (geom == null) { return; } view.beginGL(); // Query current state so it can be restored // bool lightingWasOn = OpenGL.glIsEnabled(OpenGL.GL_LIGHTING) != 0; if (lightingWasOn) { OpenGL.glDisable(OpenGL.GL_LIGHTING); } float[] lastPointSize = new float[1]; OpenGL.glGetFloatv(OpenGL.GL_POINT_SIZE, lastPointSize); // Set the point size of the vertices // OpenGL.glPointSize(POINT_SIZE); // If there is a component specified by the draw request // then loop over comp (using an MFnComponent class) and draw the // active vertices, otherwise draw all vertices. // MObject comp = request.component; if (!comp.isNull) { MFnSingleIndexedComponent fnComponent = new MFnSingleIndexedComponent(comp); for (int i = 0; i < fnComponent.elementCount; i++) { int index = fnComponent.element(i); OpenGL.glBegin(OpenGL.GL_POINTS); MPoint vertex = geom.vertices[index]; OpenGL.glVertex3f((float)vertex[0], (float)vertex[1], (float)vertex[2]); OpenGL.glEnd(); string annotation = index.ToString(); view.drawText(annotation, vertex); } } else { int vid = 0; for (int i = 0; i < geom.faceCount; i++) { OpenGL.glBegin(OpenGL.GL_POINTS); for (int v = 0; v < geom.face_counts[i]; v++) { MPoint vertex = geom.vertices[geom.face_connects[vid++]]; OpenGL.glVertex3f((float)vertex[0], (float)vertex[1], (float)vertex[2]); } OpenGL.glEnd(); } } // Restore the state // if (lightingWasOn) { OpenGL.glEnable(OpenGL.GL_LIGHTING); } OpenGL.glPointSize(lastPointSize[0]); view.endGL(); }
public void drawShaded(MDrawRequest request, M3dView view) // // Description: // // Shaded drawing routine // // Arguments: // // request - request to be drawn // view - view to draw into // { MDrawData data = request.drawData(); apiMeshGeom geom = (apiMeshGeom)data.geometry(); if (geom == null) { return; } view.beginGL(); OpenGL.glEnable(OpenGL.GL_POLYGON_OFFSET_FILL); // Set up the material // MMaterial material = request.material; material.setMaterial(request.multiPath, request.isTransparent); // Enable texturing ... // // Note, Maya does not enable texturing if useDefaultMaterial is enabled. // However, you can choose to ignore this in your draw routine. // bool drawTexture = material.materialIsTextured && !view.usingDefaultMaterial; if (drawTexture) { OpenGL.glEnable(OpenGL.GL_TEXTURE_2D); } // Apply the texture to the current view // if (drawTexture) { material.applyTexture(view, data); } // Draw the polygons // int vid = 0; uint uv_len = geom.uvcoords.uvcount(); for (int i = 0; i < geom.faceCount; i++) { OpenGL.glBegin(OpenGL.GL_POLYGON); for (int v = 0; v < geom.face_counts[i]; v++) { MPoint vertex = geom.vertices[geom.face_connects[vid]]; MVector normal = geom.normals[geom.face_connects[vid]]; if (uv_len > 0) { // If we are drawing the texture, make sure the coord // arrays are in bounds. if (drawTexture) { int uvId1 = geom.uvcoords.uvId(vid); if (uvId1 < uv_len) { float tu = 0.0f; float tv = 0.0f; geom.uvcoords.getUV(uvId1, ref tu, ref tv); OpenGL.glTexCoord2f(tu, tv); } } } OpenGL.glNormal3f((float)normal[0], (float)normal[1], (float)normal[2]); OpenGL.glVertex3f((float)vertex[0], (float)vertex[1], (float)vertex[2]); vid++; } OpenGL.glEnd(); } // Turn off texture mode // if (drawTexture) { OpenGL.glDisable(OpenGL.GL_TEXTURE_2D); } view.endGL(); }
///////////////////////////////////////////////////////////////////// // // Helper routines // ///////////////////////////////////////////////////////////////////// public void drawWireframe(MDrawRequest request, M3dView view) // // Description: // // Wireframe drawing routine // // Arguments: // // request - request to be drawn // view - view to draw into // { MDrawData data = request.drawData(); apiMeshGeom geom = (apiMeshGeom)data.geometry(); if (geom == null) { return; } int token = request.token; bool wireFrameOnShaded = false; if ((int)DrawToken.kDrawWireframeOnShaded == token) { wireFrameOnShaded = true; } view.beginGL(); // Query current state so it can be restored // bool lightingWasOn = OpenGL.glIsEnabled(OpenGL.GL_LIGHTING) != 0; if (lightingWasOn) { OpenGL.glDisable(OpenGL.GL_LIGHTING); } if (wireFrameOnShaded) { OpenGL.glDepthMask(0); } // Draw the wireframe mesh // int vid = 0; for (int i = 0; i < geom.faceCount; i++) { OpenGL.glBegin(OpenGL.GL_LINE_LOOP); for (int v = 0; v < geom.face_counts[i]; v++) { MPoint vertex = geom.vertices[geom.face_connects[vid++]]; OpenGL.glVertex3f((float)vertex[0], (float)vertex[1], (float)vertex[2]); } OpenGL.glEnd(); } // Restore the state // if (lightingWasOn) { OpenGL.glEnable(OpenGL.GL_LIGHTING); } if (wireFrameOnShaded) { OpenGL.glDepthMask(1); } view.endGL(); }
///////////////////////////////////////////////////////////////////// // // Overrides // ///////////////////////////////////////////////////////////////////// public override void getDrawRequests(MDrawInfo info, bool objectAndActiveOnly, MDrawRequestQueue queue) // // Description: // // Add draw requests to the draw queue // // Arguments: // // info - current drawing state // objectsAndActiveOnly - no components if true // queue - queue of draw requests to add to // { // Get the data necessary to draw the shape // MDrawData data = new MDrawData(); apiMesh meshNode = (apiMesh)surfaceShape; apiMeshGeom geom = meshNode.meshGeom(); if ((null == geom) || (0 == geom.faceCount)) { MGlobal.displayInfo("NO DrawRequest for apiMesh"); return; } // This call creates a prototype draw request that we can fill // in and then add to the draw queue. // MDrawRequest request = getDrawRequest(info); // info.getPrototype(this); getDrawData(geom, out data); request.setDrawData(data); // Decode the draw info and determine what needs to be drawn // M3dView.DisplayStyle appearance = info.displayStyle; M3dView.DisplayStatus displayStatus = info.displayStatus; // Are we displaying meshes? if (!info.objectDisplayStatus(M3dView.DisplayObjects.kDisplayMeshes)) { return; } // Use this code to help speed up drawing. // inUserInteraction() is true for any interaction with // the viewport, including object or component TRS and camera changes. // userChangingViewContext() is true only when the user is using view // context tools (tumble, dolly, track, etc.) // if (info.inUserInteraction || info.userChangingViewContext) { // User is using view context tools so // request fast draw and get out // request.token = (int)DrawToken.kDrawRedPointAtCenter; queue.add(request); return; } switch (appearance) { case M3dView.DisplayStyle.kWireFrame: { request.token = (int)DrawToken.kDrawWireframe; int activeColorTable = (int)M3dView.ColorTable.kActiveColors; int dormantColorTable = (int)M3dView.ColorTable.kDormantColors; switch (displayStatus) { case M3dView.DisplayStatus.kLead: request.setColor(LEAD_COLOR, activeColorTable); break; case M3dView.DisplayStatus.kActive: request.setColor(ACTIVE_COLOR, activeColorTable); break; case M3dView.DisplayStatus.kActiveAffected: request.setColor(ACTIVE_AFFECTED_COLOR, activeColorTable); break; case M3dView.DisplayStatus.kDormant: request.setColor(DORMANT_COLOR, dormantColorTable); break; case M3dView.DisplayStatus.kHilite: request.setColor(HILITE_COLOR, activeColorTable); break; default: break; } queue.add(request); break; } case M3dView.DisplayStyle.kGouraudShaded: { // Create the smooth shaded draw request // request.token = (int)DrawToken.kDrawSmoothShaded; // Need to get the material info // MDagPath path = info.multiPath; // path to your dag object M3dView view = info.view; // view to draw to MMaterial material = base.material(path); // If the user currently has the default material enabled on the // view then use the default material for shading. // if (view.usingDefaultMaterial) { material = MMaterial.defaultMaterial; } // Evaluate the material and if necessary, the texture. // material.evaluateMaterial(view, path); bool drawTexture = true; if (drawTexture && material.materialIsTextured) { material.evaluateTexture(data); } request.material = material; // request.setDisplayStyle( appearance ); bool materialTransparent = false; material.getHasTransparency(ref materialTransparent); if (materialTransparent) { request.isTransparent = true; } queue.add(request); // create a draw request for wireframe on shaded if // necessary. // if ((displayStatus == M3dView.DisplayStatus.kActive) || (displayStatus == M3dView.DisplayStatus.kLead) || (displayStatus == M3dView.DisplayStatus.kHilite)) { MDrawRequest wireRequest = getDrawRequest(info); // info.getPrototype(this); wireRequest.setDrawData(data); wireRequest.token = (int)DrawToken.kDrawWireframeOnShaded; wireRequest.displayStyle = M3dView.DisplayStyle.kWireFrame; int activeColorTable = (int)M3dView.ColorTable.kActiveColors; switch (displayStatus) { case M3dView.DisplayStatus.kLead: wireRequest.setColor(LEAD_COLOR, activeColorTable); break; case M3dView.DisplayStatus.kActive: wireRequest.setColor(ACTIVE_COLOR, activeColorTable); break; case M3dView.DisplayStatus.kHilite: wireRequest.setColor(HILITE_COLOR, activeColorTable); break; default: break; } queue.add(wireRequest); } break; } case M3dView.DisplayStyle.kFlatShaded: request.token = (int)DrawToken.kDrawFlatShaded; queue.add(request); break; case M3dView.DisplayStyle.kBoundingBox: request.token = (int)DrawToken.kDrawBoundingBox; queue.add(request); break; default: break; } // Add draw requests for components // if (!objectAndActiveOnly) { // Inactive components // if ((appearance == M3dView.DisplayStyle.kPoints) || (displayStatus == M3dView.DisplayStatus.kHilite)) { MDrawRequest vertexRequest = getDrawRequest(info); // info.getPrototype(this); vertexRequest.setDrawData(data); vertexRequest.token = (int)DrawToken.kDrawVertices; vertexRequest.setColor(DORMANT_VERTEX_COLOR, (int)M3dView.ColorTable.kActiveColors); queue.add(vertexRequest); } // Active components // if (((MPxSurfaceShape)surfaceShape).hasActiveComponents) { MDrawRequest activeVertexRequest = getDrawRequest(info); // info.getPrototype(this); activeVertexRequest.setDrawData(data); activeVertexRequest.token = (int)DrawToken.kDrawVertices; activeVertexRequest.setColor(ACTIVE_VERTEX_COLOR, (int)M3dView.ColorTable.kActiveColors); MObjectArray clist = ((MPxSurfaceShape)surfaceShape).activeComponents; MObject vertexComponent = clist[0]; // Should filter list activeVertexRequest.component = vertexComponent; queue.add(activeVertexRequest); } } }
public void drawVertices(MDrawRequest request, M3dView view) { MDrawData data = request.drawData(); MVectorArray geom = data.geometry() as MVectorArray; view.beginGL(); // Query current state so it can be restored // bool lightingWasOn = OpenGL.glIsEnabled(OpenGL.GL_LIGHTING) != 0 ? true : false; if (lightingWasOn) { OpenGL.glDisable(OpenGL.GL_LIGHTING); } float lastPointSize; getLastPointSize(out lastPointSize); // Set the point size of the vertices // OpenGL.glPointSize(POINT_SIZE); // If there is a component specified by the draw request // then loop over comp (using an MFnComponent class) and draw the // active vertices, otherwise draw all vertices. // MObject comp = request.component; if (!comp.isNull) { MFnSingleIndexedComponent fnComponent = new MFnSingleIndexedComponent(comp); for (int i = 0; i < fnComponent.elementCount; i++) { int index = fnComponent.element(i); OpenGL.glBegin(OpenGL.GL_POINTS); MVector point = geom[index]; OpenGL.glVertex3f((float)point[0], (float)point[1], (float)point[2]); OpenGL.glEnd(); MPoint mp = new MPoint(point); view.drawText(String.Format("{0}", index), mp); } } else { for (int i = 0; i < geom.length; i++) { OpenGL.glBegin(OpenGL.GL_POINTS); MVector point = geom[i]; OpenGL.glVertex3f((float)point[0], (float)point[1], (float)point[2]); OpenGL.glEnd(); } } // Restore the state // if (lightingWasOn) { OpenGL.glEnable(OpenGL.GL_LIGHTING); } OpenGL.glPointSize(lastPointSize); view.endGL(); }