Esempio n. 1
0
        private void drawUVMapCoordNum(apiMeshGeom geom, M3dView view,
                                       MTextureEditorDrawInfo info, bool drawNumbers)
        //
        // Description:
        //  Draw the UV points for all uvs on this surface shape.
        //
        {
            view.beginGL();

            float[] ptSize = new float[1];
            OpenGL.glGetFloatv(OpenGL.GL_POINT_SIZE, ptSize);
            OpenGL.glPointSize(UV_POINT_SIZE);

            int  uv;
            uint uv_len = geom.uvcoords.uvcount();

            for (uv = 0; uv < uv_len; uv++)
            {
                float du = 0.0f;
                float dv = 0.0f;
                geom.uvcoords.getUV(uv, ref du, ref dv);
                drawUVMapCoord(view, uv, du, dv, drawNumbers);
            }

            OpenGL.glPointSize(ptSize[0]);
            view.endGL();
        }
Esempio n. 2
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        // for userInteraction example code
        //
        public void drawRedPointAtCenter(MDrawRequest request, M3dView view)
        //
        // Description:
        //
        //     Simple very fast draw routine
        //
        // Arguments:
        //
        //     request - request to be drawn
        //     view    - view to draw into
        //
        {
            // Draw point
            //
            view.beginGL();

            // save state
            //
            OpenGL.glPushAttrib(OpenGL.GL_CURRENT_BIT | OpenGL.GL_POINT_BIT);
            OpenGL.glPointSize(20.0f);
            OpenGL.glBegin(OpenGL.GL_POINTS);
            OpenGL.glColor3f(1.0f, 0.0f, 0.0f);
            OpenGL.glVertex3f(0.0f, 0.0f, 0.0f);
            OpenGL.glEnd();

            // restore state
            //
            OpenGL.glPopAttrib();
            view.endGL();
        }
Esempio n. 3
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        private void drawUVWireframe(apiMeshGeom geom, M3dView view,
                                     MTextureEditorDrawInfo info)
        //
        // Description:
        //  Draws the UV layout in wireframe mode.
        //
        {
            view.beginGL();

            // Draw the polygons
            //
            int vid       = 0;
            int vid_start = 0;

            for (int i = 0; i < geom.faceCount; i++)
            {
                OpenGL.glBegin(OpenGL.GL_LINES);
                uint v;

                float du1 = 0.0f;
                float dv1 = 0.0f;
                float du2 = 0.0f;
                float dv2 = 0.0f;
                int   uvId1, uvId2;

                vid_start = vid;
                for (v = 0; v < geom.face_counts[i] - 1; v++)
                {
                    uvId1 = geom.uvcoords.uvId(vid);
                    uvId2 = geom.uvcoords.uvId(vid + 1);
                    geom.uvcoords.getUV(uvId1, ref du1, ref dv1);
                    geom.uvcoords.getUV(uvId2, ref du2, ref dv2);
                    OpenGL.glVertex3f(du1, dv1, 0.0f);
                    OpenGL.glVertex3f(du2, dv2, 0.0f);
                    vid++;
                }

                uvId1 = geom.uvcoords.uvId(vid);
                uvId2 = geom.uvcoords.uvId(vid_start);
                geom.uvcoords.getUV(uvId1, ref du1, ref dv1);
                geom.uvcoords.getUV(uvId2, ref du2, ref dv2);
                OpenGL.glVertex3f(du1, dv1, 0.0f);
                OpenGL.glVertex3f(du2, dv2, 0.0f);
                vid++;
                OpenGL.glEnd();
            }

            view.endGL();
        }
Esempio n. 4
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        public override void draw(M3dView view, MDagPath path, M3dView.DisplayStyle style, M3dView.DisplayStatus status)
        {
            base.draw(view, path, style, status);

            //
            view.beginGL();

            //MPoint textPos = new MPoint(nodeTranslation());
            MPoint textPos      = new MPoint(0, 0, 0);
            String distanceText = "Two custom line manipulators";

            view.drawText(distanceText, textPos, M3dView.TextPosition.kLeft);

            //
            view.endGL();
        }
Esempio n. 5
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        //
        // Description:
        //
        //     Wireframe drawing routine
        //
        // Arguments:
        //
        //     request - request to be drawn
        //     view    - view to draw into
        //
        /////////////////////////////////////////////////////////////////////
        //
        // Helper routines
        //
        /////////////////////////////////////////////////////////////////////
        public void drawWireframe( MDrawRequest request, M3dView view )
        {
            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();
        }
Esempio n. 6
0
        //
        // Description:
        //
        //     Component (vertex) drawing routine
        //
        // Arguments:
        //
        //     request - request to be drawn
        //     view    - view to draw into
        //
        public void drawVertices( MDrawRequest request, M3dView view )
        {
            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();
        }
Esempio n. 7
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        //
        // Description:
        //
        //     Shaded drawing routine
        //
        // Arguments:
        //
        //     request - request to be drawn
        //     view    - view to draw into
        //
        public void drawShaded( MDrawRequest request, M3dView view )
        {
            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();
        }
Esempio n. 8
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        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();
        }
Esempio n. 9
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        //
        // From the given draw request, get the draw data and determine
        // which quadric to draw and with what values.
        //
        public override void draw(MDrawRequest request, M3dView view)
        {
            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();
        }
Esempio n. 10
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		public override void draw(M3dView view, MDagPath path, M3dView.DisplayStyle style, M3dView.DisplayStatus status)
		{
			// Are we in the right view
			MDagPath dpath = new MDagPath();
			view.getCamera(dpath);
			MFnCamera viewCamera = new MFnCamera(dpath);
			string nameBuffer = viewCamera.name;
			if (nameBuffer == null)
				return;
			if (nameBuffer.IndexOf("persp") == -1 && nameBuffer.IndexOf("front") == -1)
				return;
			//
			bool rightLine = !affectTranslate;

			// Populate the point arrays which are in local space
			MPoint top = lineGeometry.topPoint();
			MPoint bottom = lineGeometry.bottomPoint();

			// Depending on what's active, we modify the
			// end points with mouse deltas in local
			// space
			uint active = 0;
			try
			{
				glActiveName(ref active);
			}
			catch (System.Exception)
			{
				return;
			}

			if (active == lineName && active != 0)
			{
				top[0] += (float)mousePointGlName.x; top[1] += (float)mousePointGlName.y; top[2] += (float)mousePointGlName.z;
				bottom[0] += (float)mousePointGlName.x; bottom[1] += (float)mousePointGlName.y; bottom[2] += (float)mousePointGlName.z;
			}

			// Begin the drawing
			view.beginGL();

			// Get the starting value of the pickable items
			uint glPickableItem = 0;
			glFirstHandle(ref glPickableItem);

			// Top
			lineName = glPickableItem;
			// Place before you draw the manipulator component that can
			// be pickable.
			colorAndName(view, glPickableItem, true, mainColor());
			OpenGL.glBegin((uint)libOpenMayaRenderNet.MGL_LINES);
			OpenGL.glVertex3d(top.x, top.y, top.z);
			OpenGL.glVertex3d(bottom.x, bottom.y, bottom.z);
			OpenGL.glEnd();

			// End the drawing
			view.endGL();
		}
Esempio n. 11
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        public void drawBoundingBox(MDrawRequest request, M3dView view)
        //
        // Description:
        //
        //     Bounding box drawing routine
        //
        // Arguments:
        //
        //     request - request to be drawn
        //     view    - view to draw into
        //
        {
            // Get the surface shape
            MPxSurfaceShape shape = (MPxSurfaceShape)surfaceShape;

            if (shape == null)
            {
                return;
            }

            // Get the bounding box
            MBoundingBox box = shape.boundingBox();
            float        w   = (float)box.width;
            float        h   = (float)box.height;
            float        d   = (float)box.depth;

            view.beginGL();

            // Below we just two sides and then connect
            // the edges together

            MPoint minVertex = box.min;

            // Draw first side
            OpenGL.glBegin(OpenGL.GL_LINE_LOOP);
            MPoint vertex = minVertex;

            OpenGL.glVertex3f((float)vertex[0], (float)vertex[1], (float)vertex[2]);
            OpenGL.glVertex3f((float)vertex[0] + w, (float)vertex[1], (float)vertex[2]);
            OpenGL.glVertex3f((float)vertex[0] + w, (float)vertex[1] + h, (float)vertex[2]);
            OpenGL.glVertex3f((float)vertex[0], (float)vertex[1] + h, (float)vertex[2]);
            OpenGL.glVertex3f((float)vertex[0], (float)vertex[1], (float)vertex[2]);
            OpenGL.glEnd();

            // Draw second side
            MVector sideFactor = new MVector(0, 0, d);
            MPoint  vertex2    = minVertex.plus(sideFactor);

            OpenGL.glBegin(OpenGL.GL_LINE_LOOP);
            OpenGL.glVertex3f((float)vertex2[0], (float)vertex2[1], (float)vertex2[2]);
            OpenGL.glVertex3f((float)vertex2[0] + w, (float)vertex2[1], (float)vertex2[2]);
            OpenGL.glVertex3f((float)vertex2[0] + w, (float)vertex2[1] + h, (float)vertex2[2]);
            OpenGL.glVertex3f((float)vertex2[0], (float)vertex2[1] + h, (float)vertex2[2]);
            OpenGL.glVertex3f((float)vertex2[0], (float)vertex2[1], (float)vertex2[2]);
            OpenGL.glEnd();

            // Connect the edges together
            OpenGL.glBegin(OpenGL.GL_LINES);
            OpenGL.glVertex3f((float)vertex2[0], (float)vertex2[1], (float)vertex2[2]);
            OpenGL.glVertex3f((float)vertex[0], (float)vertex[1], (float)vertex[2]);

            OpenGL.glVertex3f((float)vertex2[0] + w, (float)vertex2[1], (float)vertex2[2]);
            OpenGL.glVertex3f((float)vertex[0] + w, (float)vertex[1], (float)vertex[2]);

            OpenGL.glVertex3f((float)vertex2[0] + w, (float)vertex2[1] + h, (float)vertex2[2]);
            OpenGL.glVertex3f((float)vertex[0] + w, (float)vertex[1] + h, (float)vertex[2]);

            OpenGL.glVertex3f((float)vertex2[0], (float)vertex2[1] + h, (float)vertex2[2]);
            OpenGL.glVertex3f((float)vertex[0], (float)vertex[1] + h, (float)vertex[2]);
            OpenGL.glEnd();

            view.endGL();
        }
Esempio n. 12
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        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();
        }
Esempio n. 13
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        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();
        }
Esempio n. 14
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        /////////////////////////////////////////////////////////////////////
        //
        // 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();
        }
Esempio n. 15
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        //
        // Description:
        //  Draw the UV points for all uvs on this surface shape.
        //
        private void drawUVMapCoordNum( apiMeshGeom geom, M3dView view,
            MTextureEditorDrawInfo info, bool drawNumbers)
        {
            view.beginGL();

            float[] ptSize = new float[1];
            OpenGL.glGetFloatv(OpenGL.GL_POINT_SIZE, ptSize);
            OpenGL.glPointSize(UV_POINT_SIZE);

            int uv;
            uint uv_len = geom.uvcoords.uvcount();
            for ( uv = 0; uv < uv_len; uv ++ ) {
                float du = 0.0f;
                float dv = 0.0f;
                geom.uvcoords.getUV( uv, ref du, ref dv );
                drawUVMapCoord( view, uv, du, dv, drawNumbers );
            }

            OpenGL.glPointSize(ptSize[0]);
            view.endGL();
        }
Esempio n. 16
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        //
        // Description:
        //  Draws the UV layout in wireframe mode.
        //
        private void drawUVWireframe( apiMeshGeom geom, M3dView view,
            MTextureEditorDrawInfo info)
        {
            view.beginGL();

            // Draw the polygons
            //
            int vid = 0;
            int vid_start = 0;
            for ( int i=0; i<geom.faceCount; i++ )
            {
                OpenGL.glBegin(OpenGL.GL_LINES);
                uint v;

                float du1 = 0.0f;
                float dv1 = 0.0f;
                float du2 = 0.0f;
                float dv2 = 0.0f;
                int uvId1, uvId2;

                vid_start = vid;
                for ( v=0; v<geom.face_counts[i]-1; v++ )
                {
                    uvId1 = geom.uvcoords.uvId(vid);
                    uvId2 = geom.uvcoords.uvId(vid + 1);
                    geom.uvcoords.getUV( uvId1, ref du1, ref dv1 );
                    geom.uvcoords.getUV( uvId2, ref du2, ref dv2 );
                    OpenGL.glVertex3f( du1, dv1, 0.0f );
                    OpenGL.glVertex3f( du2, dv2, 0.0f );
                    vid++;
                }

                uvId1 = geom.uvcoords.uvId(vid);
                uvId2 = geom.uvcoords.uvId(vid_start);
                geom.uvcoords.getUV( uvId1, ref du1, ref dv1 );
                geom.uvcoords.getUV( uvId2, ref du2, ref dv2 );
                OpenGL.glVertex3f(du1, dv1, 0.0f);
                OpenGL.glVertex3f(du2, dv2, 0.0f);
                vid ++ ;
                OpenGL.glEnd();
            }

            view.endGL();
        }
Esempio n. 17
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        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();
        }
Esempio n. 18
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		public override void draw(M3dView view, MDagPath path, M3dView.DisplayStyle style, M3dView.DisplayStatus status)
		{
			base.draw(view, path, style, status);

			//
			view.beginGL(); 

			//MPoint textPos = new MPoint(nodeTranslation());
			MPoint textPos = new MPoint(0,0,0);
			String distanceText = "Two custom line manipulators";
			view.drawText(distanceText, textPos, M3dView.TextPosition.kLeft);

			// 
			view.endGL();
		}
Esempio n. 19
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        //
        // Description:
        //
        //     Bounding box drawing routine
        //
        // Arguments:
        //
        //     request - request to be drawn
        //     view    - view to draw into
        //
        public void drawBoundingBox( MDrawRequest request, M3dView view )
        {
            // Get the surface shape
            MPxSurfaceShape shape = (MPxSurfaceShape)surfaceShape;
            if ( shape == null )
                return;

            // Get the bounding box
            MBoundingBox box = shape.boundingBox();
            float w = (float) box.width;
            float h = (float) box.height;
            float d = (float) box.depth;
            view.beginGL();

            // Below we just two sides and then connect
            // the edges together

            MPoint minVertex = box.min;

            // Draw first side
            OpenGL.glBegin(OpenGL.GL_LINE_LOOP);
            MPoint vertex = minVertex;
            OpenGL.glVertex3f((float)vertex[0], (float)vertex[1], (float)vertex[2]);
            OpenGL.glVertex3f((float)vertex[0] + w, (float)vertex[1], (float)vertex[2]);
            OpenGL.glVertex3f((float)vertex[0] + w, (float)vertex[1] + h, (float)vertex[2]);
            OpenGL.glVertex3f((float)vertex[0], (float)vertex[1] + h, (float)vertex[2]);
            OpenGL.glVertex3f((float)vertex[0], (float)vertex[1], (float)vertex[2]);
            OpenGL.glEnd();

            // Draw second side
            MVector sideFactor = new MVector(0, 0, d);
            MPoint vertex2 = minVertex.plus( sideFactor );
            OpenGL.glBegin(OpenGL.GL_LINE_LOOP);
            OpenGL.glVertex3f((float)vertex2[0], (float)vertex2[1], (float)vertex2[2]);
            OpenGL.glVertex3f((float)vertex2[0] + w, (float)vertex2[1], (float)vertex2[2]);
            OpenGL.glVertex3f((float)vertex2[0] + w, (float)vertex2[1] + h, (float)vertex2[2]);
            OpenGL.glVertex3f((float)vertex2[0], (float)vertex2[1] + h, (float)vertex2[2]);
            OpenGL.glVertex3f((float)vertex2[0], (float)vertex2[1], (float)vertex2[2]);
            OpenGL.glEnd();

            // Connect the edges together
            OpenGL.glBegin(OpenGL.GL_LINES);
            OpenGL.glVertex3f((float)vertex2[0], (float)vertex2[1], (float)vertex2[2]);
            OpenGL.glVertex3f((float)vertex[0], (float)vertex[1], (float)vertex[2]);

            OpenGL.glVertex3f((float)vertex2[0] + w, (float)vertex2[1], (float)vertex2[2]);
            OpenGL.glVertex3f((float)vertex[0] + w, (float)vertex[1], (float)vertex[2]);

            OpenGL.glVertex3f((float)vertex2[0] + w, (float)vertex2[1] + h, (float)vertex2[2]);
            OpenGL.glVertex3f((float)vertex[0] + w, (float)vertex[1] + h, (float)vertex[2]);

            OpenGL.glVertex3f((float)vertex2[0], (float)vertex2[1] + h, (float)vertex2[2]);
            OpenGL.glVertex3f((float)vertex[0], (float)vertex[1] + h, (float)vertex[2]);
            OpenGL.glEnd();

            view.endGL();
        }
Esempio n. 20
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        public override void draw(M3dView view, MDagPath path, M3dView.DisplayStyle style, M3dView.DisplayStatus status)
        {
            // Are we in the right view
            MDagPath dpath = new MDagPath();

            view.getCamera(dpath);
            MFnCamera viewCamera = new MFnCamera(dpath);
            string    nameBuffer = viewCamera.name;

            if (nameBuffer == null)
            {
                return;
            }
            if (nameBuffer.IndexOf("persp") == -1 && nameBuffer.IndexOf("front") == -1)
            {
                return;
            }
            //
            bool rightLine = !affectTranslate;

            // Populate the point arrays which are in local space
            MPoint top    = lineGeometry.topPoint();
            MPoint bottom = lineGeometry.bottomPoint();

            // Depending on what's active, we modify the
            // end points with mouse deltas in local
            // space
            uint active = 0;

            try
            {
                glActiveName(ref active);
            }
            catch (System.Exception)
            {
                return;
            }

            if (active == lineName && active != 0)
            {
                top[0]    += (float)mousePointGlName.x; top[1] += (float)mousePointGlName.y; top[2] += (float)mousePointGlName.z;
                bottom[0] += (float)mousePointGlName.x; bottom[1] += (float)mousePointGlName.y; bottom[2] += (float)mousePointGlName.z;
            }

            // Begin the drawing
            view.beginGL();

            // Get the starting value of the pickable items
            uint glPickableItem = 0;

            glFirstHandle(ref glPickableItem);

            // Top
            lineName = glPickableItem;
            // Place before you draw the manipulator component that can
            // be pickable.
            colorAndName(view, glPickableItem, true, mainColor());
            OpenGL.glBegin((uint)libOpenMayaRenderNet.MGL_LINES);
            OpenGL.glVertex3d(top.x, top.y, top.z);
            OpenGL.glVertex3d(bottom.x, bottom.y, bottom.z);
            OpenGL.glEnd();

            // End the drawing
            view.endGL();
        }
Esempio n. 21
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        //
        // Description:
        //
        //     Simple very fast draw routine
        //
        // Arguments:
        //
        //     request - request to be drawn
        //     view    - view to draw into
        //
        // for userInteraction example code
        //
        public void drawRedPointAtCenter( MDrawRequest request, M3dView view )
        {
            // Draw point
            //
            view.beginGL();

            // save state
            //
            OpenGL.glPushAttrib(OpenGL.GL_CURRENT_BIT | OpenGL.GL_POINT_BIT);
            OpenGL.glPointSize(20.0f);
            OpenGL.glBegin(OpenGL.GL_POINTS);
            OpenGL.glColor3f(1.0f, 0.0f, 0.0f);
            OpenGL.glVertex3f(0.0f, 0.0f, 0.0f);
            OpenGL.glEnd();

            // restore state
            //
            OpenGL.glPopAttrib();
            view.endGL();
        }
Esempio n. 22
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        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();
        }
Esempio n. 23
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		// for userInteraction example code
		//
		public void drawRedPointAtCenter( MDrawRequest request, M3dView view )
		//
		// Description:
		//
		//     Simple very fast draw routine
		//
		// Arguments:
		//
		//     request - request to be drawn
		//     view    - view to draw into
		//
		{
			// Draw point
			// 
			view.beginGL();
		
			// save state
			//
			OpenGL.glPushAttrib(OpenGL.GL_CURRENT_BIT | OpenGL.GL_POINT_BIT);
			OpenGL.glPointSize(20.0f);
			OpenGL.glBegin(OpenGL.GL_POINTS);
			OpenGL.glColor3f(1.0f, 0.0f, 0.0f);
			OpenGL.glVertex3f(0.0f, 0.0f, 0.0f);
			OpenGL.glEnd();
							
			// restore state
			//
			OpenGL.glPopAttrib();
			view.endGL();

		}