Exemplo n.º 1
0
        public override void glBind(MDagPath shapePath)
        {
            // ONLY push and pop required attributes performance reasons...
            //
            OpenGL.glPushAttrib(OpenGL.GL_LIGHTING_BIT);

            lightingOn = OpenGL.glIsEnabled(OpenGL.GL_LIGHTING);
            if (lightingOn > 0)
            {
                OpenGL.glEnable(OpenGL.GL_COLOR_MATERIAL);
                OpenGL.glColorMaterial(OpenGL.GL_FRONT_AND_BACK, OpenGL.GL_DIFFUSE);
            }

            // Base colour is always white
            OpenGL.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);

            // Bind texture
            if (libOpenMayaNet.MAYA_API_VERSION >= 800)
            {
                MObject      l_object  = shapePath.node;
                MFnMesh      mesh      = new MFnMesh(l_object);
                String       uvSetName = "map1";
                MObjectArray textures  = new MObjectArray();

                boundTexture = false;
                mesh.getAssociatedUVSetTextures(uvSetName, textures);
                if (textures.length > 0)
                {
                    MImageFileInfo.MHwTextureType hwType = new MImageFileInfo.MHwTextureType();
                    MHwTextureManager.glBind(textures[0], ref hwType);
                    boundTexture = true;
                }

                if (!boundTexture)
                {
                    OpenGL.glDisable(OpenGL.GL_TEXTURE_2D);
                    OpenGL.glBindTexture(OpenGL.GL_TEXTURE_2D, 0);
                }
            }
            else
            {
                // To get this code branch to compile, replace <change file name here>
                // with an appropriate file name
                if (id == 0)
                {
                    MImage fileImage = new MImage();
                    fileImage.readFromFile("<change file name here>");
                    uint[] param = new uint[1];
                    OpenGL.glGenTextures(1, param);
                    id = param[0];
                    OpenGL.glEnable(OpenGL.GL_TEXTURE_2D);
                    OpenGL.glBindTexture(OpenGL.GL_TEXTURE_2D, id);
                    unsafe
                    {
                        uint width = 0, height = 0;
                        fileImage.getSize(out width, out height);
                        byte *pPixels = fileImage.pixels();
                        OpenGL.glTexImage2D(OpenGL.GL_TEXTURE_2D,
                                            0,
                                            (int)OpenGL.GL_RGBA8,
                                            (int)width,
                                            (int)height,
                                            0,
                                            OpenGL.GL_RGBA,
                                            OpenGL.GL_UNSIGNED_BYTE,
                                            pPixels);
                    }
                }
                else
                {
                    OpenGL.glEnable(OpenGL.GL_TEXTURE_2D);
                    OpenGL.glBindTexture(OpenGL.GL_TEXTURE_2D, id);
                }
                boundTexture = true;
            }

            if (boundTexture)
            {
                OpenGL.glTexParameteri(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_WRAP_S, (int)OpenGL.GL_REPEAT);
                OpenGL.glTexParameteri(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_WRAP_T, (int)OpenGL.GL_REPEAT);
                OpenGL.glTexParameteri(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MIN_FILTER, (int)OpenGL.GL_LINEAR);
                OpenGL.glTexParameteri(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MAG_FILTER, (int)OpenGL.GL_LINEAR);
            }
            OpenGL.glEnableClientState(OpenGL.GL_VERTEX_ARRAY);

            return;
        }
        public override void glBind(MDagPath shapePath)
        {
            // ONLY push and pop required attributes performance reasons...
            //
            OpenGL.glPushAttrib(OpenGL.GL_LIGHTING_BIT);

            lightingOn = OpenGL.glIsEnabled(OpenGL.GL_LIGHTING);
            if (lightingOn > 0)
            {
                OpenGL.glEnable(OpenGL.GL_COLOR_MATERIAL);
                OpenGL.glColorMaterial(OpenGL.GL_FRONT_AND_BACK, OpenGL.GL_DIFFUSE);
            }

            // Base colour is always white
            OpenGL.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);

            // Bind texture
            if(libOpenMayaNet.MAYA_API_VERSION >= 800)
            {
                MObject l_object =  shapePath.node;
                MFnMesh mesh = new MFnMesh(l_object);
                String uvSetName = "map1";
                MObjectArray textures = new MObjectArray();

                boundTexture = false;
                mesh.getAssociatedUVSetTextures(uvSetName, textures);
                if (textures.length > 0)
                {
                    MImageFileInfo.MHwTextureType hwType = new MImageFileInfo.MHwTextureType();
                    MHwTextureManager.glBind(textures[0], ref hwType);
                    boundTexture = true;
                }

                if( !boundTexture)
                {
                    OpenGL.glDisable(OpenGL.GL_TEXTURE_2D);
                    OpenGL.glBindTexture(OpenGL.GL_TEXTURE_2D, 0);
                }
            }
            else
            {
                // To get this code branch to compile, replace <change file name here>
                // with an appropriate file name
                if (id == 0)
                {
                    MImage fileImage = new MImage();
                    fileImage.readFromFile("<change file name here>");
                    uint[] param = new uint[1];
                    OpenGL.glGenTextures(1, param);
                    id = param[0];
                    OpenGL.glEnable(OpenGL.GL_TEXTURE_2D);
                    OpenGL.glBindTexture(OpenGL.GL_TEXTURE_2D, id);
                    unsafe
                    {
                        uint width = 0, height = 0;
                        fileImage.getSize(out width, out height);
                        byte* pPixels = fileImage.pixels();
                        OpenGL.glTexImage2D(OpenGL.GL_TEXTURE_2D,
                                            0,
                                            (int)OpenGL.GL_RGBA8,
                                            (int)width,
                                            (int)height,
                                            0,
                                            OpenGL.GL_RGBA,
                                            OpenGL.GL_UNSIGNED_BYTE,
                                            pPixels);
                    }
                }
                else
                {
                    OpenGL.glEnable(OpenGL.GL_TEXTURE_2D);
                    OpenGL.glBindTexture(OpenGL.GL_TEXTURE_2D, id);
                }
                boundTexture = true;

            }

            if( boundTexture)
            {
                OpenGL.glTexParameteri(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_WRAP_S, (int)OpenGL.GL_REPEAT);
                OpenGL.glTexParameteri(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_WRAP_T, (int)OpenGL.GL_REPEAT);
                OpenGL.glTexParameteri(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MIN_FILTER, (int)OpenGL.GL_LINEAR);
                OpenGL.glTexParameteri(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MAG_FILTER, (int)OpenGL.GL_LINEAR);
            }
            OpenGL.glEnableClientState(OpenGL.GL_VERTEX_ARRAY);

            return;
        }