D3DViewportRenderer/D3DGeometryItem.cpp

D3DViewportRenderer/D3DGeometryItem.cpp
//-
// ==========================================================================
// Copyright 2015 Autodesk, Inc. All rights reserved.
//
// Use of this software is subject to the terms of the Autodesk
// license agreement provided at the time of installation or download,
// or which otherwise accompanies this software in either electronic
// or hard copy form.
// ==========================================================================
//+
#include <stdio.h>
#include "D3DViewportRenderer.h"
#include <maya/MGlobal.h>
#include <maya/MString.h>
#include <maya/MMatrix.h>
#include <maya/MDagPath.h>
#include <maya/MFnDagNode.h>
#include <maya/MFnMesh.h>
#include <maya/MItMeshPolygon.h>
#include <maya/MBoundingBox.h>
#include <maya/MImage.h>
#include <maya/MDrawTraversal.h>
#include <maya/MGeometryManager.h>
#include <maya/MGeometry.h>
#include <maya/MGeometryData.h>
#include <maya/MGeometryPrimitive.h>
#include <maya/MNodeMessage.h> // For monitor geometry list
#include <maya/MPlug.h>
#include <maya/MPlugArray.h>
#include <maya/MFnSet.h>
#include <maya/MFnNumericData.h>
#include <maya/MItDependencyGraph.h>
#include <stdio.h>
#if defined(D3D9_SUPPORTED)
//
// Populate a D3DGeometry object from a Maya mesh
//
bool D3DGeometry::Populate( const MDagPath& dagPath, LPDIRECT3DDEVICE9 D3D)
{
Release();
MFnMesh mesh( dagPath.node());
// Figure out texturing
//
MString pn = dagPath.fullPathName();
//printf("Convert shape %s\n", pn.asChar());
bool haveTexture = false;
int numUVsets = mesh.numUVSets();
MString uvSetName;
MObjectArray textures;
if (numUVsets > 0)
{
mesh.getCurrentUVSetName( uvSetName );
// Always send down uvs for now, since we don't dirty the populate
// based on material texture connection.
//
//MStatus status = mesh.getAssociatedUVSetTextures(uvSetName, textures);
//if (status == MS::kSuccess && textures.length())
int numCoords = mesh.numUVs( uvSetName );
if (numCoords > 0)
{
haveTexture = true;
}
}
bool haveColors = false;
int numColors = mesh.numColorSets();
MString colorSetName;
if (numColors > 0)
{
haveColors = true;
mesh.getCurrentColorSetName(colorSetName);
}
bool useNormals = true;
// Setup our requirements needs.
MGeometryRequirements requirements;
requirements.addPosition();
if (useNormals)
requirements.addNormal();
if (haveTexture)
requirements.addTexCoord( uvSetName );
if (haveColors)
requirements.addColor( colorSetName );
// Test for tangents and binormals
bool testBinormal = false;
if (testBinormal)
requirements.addBinormal( uvSetName );
bool testTangent= false;
if (testTangent)
requirements.addTangent( uvSetName );
MGeometry geom = MGeometryManager::getGeometry( dagPath, requirements, NULL );
unsigned int numPrims = geom.primitiveArrayCount();
if( numPrims)
{
const MGeometryPrimitive prim = geom.primitiveArray(0);
NumIndices = prim.elementCount();
if( NumIndices)
{
//MGeometryData::ElementType primType = prim.dataType();
unsigned int *idx = (unsigned int *) prim.data();
// Get the position data
const MGeometryData pos = geom.position();
float * posPtr = (float * )pos.data();
if( !idx || !posPtr) return false;
NumVertices = pos.elementCount();
// Start building our vertex format. We always have position, so
// start with that and add in all the elements we find along the way
FVF = D3DFVF_XYZ;
Stride = sizeof( float) * 3;
// Get the normals data
float * normPtr = NULL;
if( useNormals)
{
const MGeometryData norm = geom.normal();
normPtr = (float * )norm.data();
Stride += sizeof( float) * 3;
FVF |= D3DFVF_NORMAL;
}
// Get the texture coordinate data
float *uvPtr = NULL;
if( haveTexture)
{
const MGeometryData uvs = geom.texCoord( uvSetName );
uvPtr = (float *)uvs.data();
Stride += sizeof( float) * 2;
FVF |= D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0);
}
unsigned int numColorComponents = 4;
float *clrPtr = NULL;
if (haveColors)
{
const MGeometryData clrs = geom.color( colorSetName );
clrPtr = (float *)clrs.data();
}
else if (testBinormal)
{
const MGeometryData binorm = geom.binormal( uvSetName );
clrPtr = (float *)binorm.data();
numColorComponents = 3;
}
else if (testTangent)
{
const MGeometryData tang = geom.tangent( uvSetName );
clrPtr = (float *)tang.data();
numColorComponents = 3;
}
// Allocate our vertex buffer
//
if( D3D->CreateVertexBuffer( Stride * NumVertices, D3DUSAGE_WRITEONLY, FVF,
D3DPOOL_DEFAULT, &VertexBuffer, NULL) != D3D_OK)
{
MGlobal::displayWarning( "Direct3D renderer : Unable to allocate vertex buffer\n");
return false;
}
// Copy our vertex data into the buffer
//
float* VertexData = NULL;
int FloatsPerVertex = Stride / sizeof( float);
int StrideOffset = FloatsPerVertex - 3;
//MGlobal::displayInfo( MString( "Allocating buffers for ") + NumVertices + MString( " verts and ") + NumIndices + MString( " indices\n"));
VertexBuffer->Lock( 0, 0, (void**)&VertexData, D3DLOCK_DISCARD);
for( unsigned int i = 0; i < NumVertices; i++)
{
*VertexData++ = *posPtr++;
*VertexData++ = *posPtr++;
*VertexData++ = *posPtr++;
VertexData += StrideOffset;
}
VertexData -= NumVertices * FloatsPerVertex - 3;
if( normPtr)
{
for( unsigned int i = 0; i < NumVertices; i++)
{
*VertexData++ = *normPtr++;
*VertexData++ = *normPtr++;
*VertexData++ = *normPtr++;
VertexData += StrideOffset;
}
VertexData -= NumVertices * FloatsPerVertex - 3;
}
if( uvPtr)
{
StrideOffset = FloatsPerVertex - 2;
for( unsigned int i = 0; i < NumVertices; i++)
{
*VertexData++ = *uvPtr++;
*VertexData++ = 1.0f - *uvPtr++;
VertexData += StrideOffset;
}
VertexData -= NumVertices * FloatsPerVertex - 2;
}
VertexBuffer->Unlock();
// Allocate our index buffer
//
if( D3D->CreateIndexBuffer( NumIndices * sizeof( DWORD), 0, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &IndexBuffer, NULL) != D3D_OK)
{
MGlobal::displayWarning( "Direct3D renderer : Unable to allocate index buffer\n");
return false;
}
// Copy our index data into the buffer
//
unsigned int* IndexData = NULL;
IndexBuffer->Lock( 0, 0, (void**)&IndexData, D3DLOCK_DISCARD);
memcpy( IndexData, idx, NumIndices * sizeof(DWORD));
IndexBuffer->Unlock();
}
}
return IndexBuffer && VertexBuffer;
}
#endif