rawfootPrintNode/rawfootPrintNode.cpp

rawfootPrintNode/rawfootPrintNode.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.
// ==========================================================================
//+
#if _MSC_VER >= 1700
#pragma warning( disable: 4005 )
#endif
#include <maya/MPxLocatorNode.h>
#include <maya/MString.h>
#include <maya/MDagPath.h>
#include <maya/MTypeId.h>
#include <maya/MPlug.h>
#include <maya/MVector.h>
#include <maya/MDataBlock.h>
#include <maya/MDataHandle.h>
#include <maya/MColor.h>
#include <maya/M3dView.h>
#include <maya/MFnPlugin.h>
#include <maya/MDistance.h>
#include <maya/MMatrix.h>
#include <maya/MFnUnitAttribute.h>
#include <maya/MFnNumericAttribute.h>
#include <maya/MFileObject.h>
#include <maya/MHWGeometry.h>
#include <maya/MEventMessage.h>
#include <maya/MEvaluationNode.h>
// Viewport 2.0 includes
#include <maya/MDrawRegistry.h>
#include <maya/MPxDrawOverride.h>
#include <maya/MUserData.h>
#include <maya/MDrawContext.h>
#include <maya/MSelectionContext.h>
#include <maya/MGlobal.h>
#include <maya/MSelectionList.h>
#include <maya/MViewport2Renderer.h>
#include <maya/MHWGeometryUtilities.h>
#include <maya/MStateManager.h>
#include <maya/MShaderManager.h>
#include <maya/MRenderTargetManager.h>
#include <maya/MAnimControl.h>
#include <maya/MFnCamera.h>
#include <assert.h>
#include <stdlib.h>
// DX stuff
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <d3d11.h>
#if _MSC_VER < 1700
#include <d3dx11.h>
#include <xnamath.h>
#else
#include <dxgi.h>
#include <DirectXMath.h>
using namespace DirectX;
#endif
#include <d3dcompiler.h>
#ifndef D3DCOMPILE_ENABLE_STRICTNESS
#define D3DCOMPILE_ENABLE_STRICTNESS D3D10_SHADER_ENABLE_STRICTNESS
#define D3DCOMPILE_DEBUG D3D10_SHADER_DEBUG
#endif
#endif //_WIN32
#if defined (OSMac_)
#define GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED
#include <OpenGL/gl3.h> // For gl*VertexArray(s) and APIENTRY
#endif // OSMac_
// Foot Data
//
static float sole[][3] = { { 0.00f, 0.0f, -0.70f },
{ 0.04f, 0.0f, -0.69f },
{ 0.09f, 0.0f, -0.65f },
{ 0.13f, 0.0f, -0.61f },
{ 0.16f, 0.0f, -0.54f },
{ 0.17f, 0.0f, -0.46f },
{ 0.17f, 0.0f, -0.35f },
{ 0.16f, 0.0f, -0.25f },
{ 0.15f, 0.0f, -0.14f },
{ 0.13f, 0.0f, 0.00f },
{ 0.00f, 0.0f, 0.00f },
{ -0.13f, 0.0f, 0.00f },
{ -0.15f, 0.0f, -0.14f },
{ -0.16f, 0.0f, -0.25f },
{ -0.17f, 0.0f, -0.35f },
{ -0.17f, 0.0f, -0.46f },
{ -0.16f, 0.0f, -0.54f },
{ -0.13f, 0.0f, -0.61f },
{ -0.09f, 0.0f, -0.65f },
{ -0.04f, 0.0f, -0.69f },
{ -0.00f, 0.0f, -0.70f } };
#ifdef _WIN32
static float soleNorm[][3] = { { 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f } };
#endif
static float heel[][3] = { { 0.00f, 0.0f, 0.06f },
{ 0.13f, 0.0f, 0.06f },
{ 0.14f, 0.0f, 0.15f },
{ 0.14f, 0.0f, 0.21f },
{ 0.13f, 0.0f, 0.25f },
{ 0.11f, 0.0f, 0.28f },
{ 0.09f, 0.0f, 0.29f },
{ 0.04f, 0.0f, 0.30f },
{ 0.00f, 0.0f, 0.30f },
{ -0.04f, 0.0f, 0.30f },
{ -0.09f, 0.0f, 0.29f },
{ -0.11f, 0.0f, 0.28f },
{ -0.13f, 0.0f, 0.25f },
{ -0.14f, 0.0f, 0.21f },
{ -0.14f, 0.0f, 0.15f },
{ -0.13f, 0.0f, 0.06f },
{ -0.00f, 0.0f, 0.06f } };
#ifdef _WIN32
static float heelNorm[][3] = { { 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f },
{ 0.00f, 1.0f, 0.00f } };
#endif
static int soleCount = 21;
static int heelCount = 17;
// Index buffer data for drawing in Dx and Core Profile modes:
static unsigned short soleWireIndices[] =
{
0, 1,
1, 2,
2, 3,
3, 4,
4, 5,
5, 6,
6, 7,
7, 8,
8, 9,
9, 10,
10, 11,
11, 12,
12, 13,
13, 14,
14, 15,
15, 16,
16, 17,
17, 18,
18, 19,
19, 20
};
static unsigned short heelWireIndices[] =
{
0, 1,
1, 2,
2, 3,
3, 4,
4, 5,
5, 6,
6, 7,
7, 8,
8, 9,
9, 10,
10, 11,
11, 12,
12, 13,
13, 14,
14, 15,
15, 16
};
static unsigned short soleShadedIndices[] =
{
0, 1, 2,
0, 2, 3,
0, 3, 4,
0, 4, 5,
0, 5, 6,
0, 6, 7,
0, 7, 8,
0, 8, 9,
0, 9, 10,
0, 10, 11,
0, 11, 12,
0, 12, 13,
0, 13, 14,
0, 14, 15,
0, 15, 16,
0, 16, 17,
0, 17, 18,
0, 18, 19,
0, 19, 20
};
static unsigned short heelShadedIndices[] =
{
0, 1, 2,
0, 2, 3,
0, 3, 4,
0, 4, 5,
0, 5, 6,
0, 6, 7,
0, 7, 8,
0, 8, 9,
0, 9, 10,
0, 10, 11,
0, 11, 12,
0, 12, 13,
0, 13, 14,
0, 14, 15,
0, 15, 16
};
// 8 Vertices for drawing the bounding box in DX and Core Profile mode
// lower and upper values of the sole and heel vertices +/- 0.1
static float bbData[][3] = {
{ -0.18f, 0.f, -0.71f},
{ 0.18f, 0.f, -0.71f},
{ 0.18f, 0.f, 0.31f},
{ -0.18f, 0.f, 0.31f},
{ -0.18f, 0.f, -0.71f},
{ 0.18f, 0.f, -0.71f},
{ 0.18f, 0.f, 0.31f},
{ -0.18f, 0.f, 0.31f}};
// Index buffer for Wireframe drawing in Dx and Core Profile
static unsigned short bbWireIndices[] =
{
0,1,
1,2,
2,3,
3,0,
4,5,
5,6,
6,7,
7,4,
0,4,
1,5,
2,6,
3,7
};
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
// Node implementation with standard viewport draw
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
class rawfootPrint : public MPxLocatorNode
{
public:
rawfootPrint();
virtual ~rawfootPrint();
virtual MStatus compute( const MPlug& plug, MDataBlock& data );
virtual void draw( M3dView & view, const MDagPath & path,
virtual bool isBounded() const;
virtual MBoundingBox boundingBox() const;
MStatus preEvaluation(const MDGContext& context, const MEvaluationNode& evaluationNode) override;
static void * creator();
static MStatus initialize();
static MObject size; // The size of the foot
static MObject transparencySort; // The transparent status of the foot
static MObject transparency; // The transparent value of the foot
public:
static MTypeId id;
static MString drawDbClassification;
static MString drawRegistrantId;
};
MObject rawfootPrint::size;
MObject rawfootPrint::transparencySort;
MObject rawfootPrint::transparency;
MTypeId rawfootPrint::id( 0x0008002D );
MString rawfootPrint::drawDbClassification("drawdb/geometry/rawfootPrint");
MString rawfootPrint::drawRegistrantId("RawFootprintNodePlugin");
rawfootPrint::rawfootPrint() {}
rawfootPrint::~rawfootPrint() {}
MStatus rawfootPrint::compute( const MPlug& /*plug*/, MDataBlock& /*data*/ )
{
}
void rawfootPrint::draw( M3dView & view, const MDagPath & /*path*/,
{
// Get the size
//
MObject thisNode = thisMObject();
MPlug plug( thisNode, size );
MDistance sizeVal;
plug.getValue( sizeVal );
float multiplier = (float) sizeVal.asCentimeters();
view.beginGL();
if ( ( style == M3dView::kFlatShaded ) ||
( style == M3dView::kGouraudShaded ) )
{
// Push the color settings
//
glPushAttrib( GL_CURRENT_BIT );
if ( status == M3dView::kActive ) {
} else {
}
glBegin( GL_TRIANGLE_FAN );
int i;
int last = soleCount - 1;
for ( i = 0; i < last; ++i ) {
glVertex3f( sole[i][0] * multiplier,
sole[i][1] * multiplier,
sole[i][2] * multiplier );
}
glEnd();
glBegin( GL_TRIANGLE_FAN );
last = heelCount - 1;
for ( i = 0; i < last; ++i ) {
glVertex3f( heel[i][0] * multiplier,
heel[i][1] * multiplier,
heel[i][2] * multiplier );
}
glEnd();
glPopAttrib();
}
// Draw the outline of the foot
//
glBegin( GL_LINES );
int i;
int last = soleCount - 1;
for ( i = 0; i < last; ++i ) {
glVertex3f( sole[i][0] * multiplier,
sole[i][1] * multiplier,
sole[i][2] * multiplier );
glVertex3f( sole[i+1][0] * multiplier,
sole[i+1][1] * multiplier,
sole[i+1][2] * multiplier );
}
last = heelCount - 1;
for ( i = 0; i < last; ++i ) {
glVertex3f( heel[i][0] * multiplier,
heel[i][1] * multiplier,
heel[i][2] * multiplier );
glVertex3f( heel[i+1][0] * multiplier,
heel[i+1][1] * multiplier,
heel[i+1][2] * multiplier );
}
glEnd();
view.endGL();
// Draw the name of the rawfootPrint
view.setDrawColor( MColor( 0.1f, 0.8f, 0.8f, 1.0f ) );
view.drawText( MString("rawFootprint"), MPoint( 0.0, 0.0, 0.0 ), M3dView::kCenter );
}
bool rawfootPrint::isBounded() const
{
return true;
}
MBoundingBox rawfootPrint::boundingBox() const
{
// Get the size
//
MObject thisNode = thisMObject();
MPlug plug( thisNode, size );
MDistance sizeVal;
plug.getValue( sizeVal );
double multiplier = sizeVal.asCentimeters();
MPoint corner1( -0.17, 0.0, -0.7 );
MPoint corner2( 0.17, 0.0, 0.3 );
corner1 = corner1 * multiplier;
corner2 = corner2 * multiplier;
return MBoundingBox( corner1, corner2 );
}
// Called before this node is evaluated by Evaluation Manager
MStatus rawfootPrint::preEvaluation(
const MDGContext& context,
const MEvaluationNode& evaluationNode)
{
if (context.isNormal())
{
// The size attribute is set to affect the localScale attribute during
// initialization, thus no need to be checked here to trigger geometry
// change.
MStatus status;
if ((evaluationNode.dirtyPlugExists(transparencySort, &status) && status) ||
(evaluationNode.dirtyPlugExists(transparency, &status) && status))
{
}
}
}
void* rawfootPrint::creator()
{
return new rawfootPrint();
}
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
// Viewport 2.0 override implementation
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
class RawFootPrintData : public MUserData
{
public:
RawFootPrintData() : MUserData(false)
, mBlendState(NULL)
{
mLastFrameStamp = 0;
} // don't delete after draw
virtual ~RawFootPrintData() { mBlendState = NULL; }
float fMultiplier;
float fColor[4];
bool fCustomBoxDraw;
MBoundingBox fCurrentBoundingBox;
const MHWRender::MBlendState* mBlendState;
MUint64 mLastFrameStamp;
};
// Helper class declaration for the object drawing
class RawFootPrintDrawAgent
{
public:
RawFootPrintDrawAgent() : mDrawContext(NULL), mShaderOverride(NULL) {}
virtual ~RawFootPrintDrawAgent(){}
virtual void drawShaded() = 0;
virtual void drawBoundingBox() = 0;
virtual void drawWireframe() = 0;
virtual void setMatrix( const MHWRender::MDrawContext& context, MHWRender::MSelectionInfo* selContext) = 0;
virtual void beginDraw( const MHWRender::MDrawContext& context, MHWRender::MShaderInstance* passShaderOverride ) {
mDrawContext = &context;
mShaderOverride = passShaderOverride;
// Sample code to debug geometry streams required for the override
// shader.
const bool debugShader = false;
if (mShaderOverride)
{
if (debugShader)
{
mShaderOverride->requiredVertexBuffers(bufferList);
for (int i=0; i<bufferList.length(); i++)
{
bufferList.getDescriptor( i, desc );
printf("Buffer[%d][name=%s]\n", i,
desc.name().asChar());
printf("[semantic = %s\n", desc.semanticName().asChar());
printf("[dataType = %d\n", desc.dataType());
printf("[dataTyleSize = %d\n", desc.dataTypeSize());
printf("[dimension = %d\n", desc.dimension());
printf("[offset = %d\n", desc.offset());
printf("[stride = %d\n", desc.stride());
}
}
mShaderOverride->bind( *mDrawContext );
mShaderOverride->updateParameters( *mDrawContext );
mShaderOverride->activatePass( *mDrawContext, 0 );
}
}
virtual void endDraw() {
if (mShaderOverride) {
mShaderOverride->unbind( *mDrawContext );
}
mDrawContext = NULL;
mShaderOverride = NULL;
}
void setColor( const MColor& color){
mColor = color;
}
protected:
const MHWRender::MDrawContext* mDrawContext;
MHWRender::MShaderInstance* mShaderOverride;
MColor mColor;
};
// GL draw agent declaration
class RawFootPrintDrawAgentGL : public RawFootPrintDrawAgent
{
public:
static RawFootPrintDrawAgentGL& getDrawAgent(){
static RawFootPrintDrawAgentGL obj;
return obj;
}
virtual void drawShaded();
virtual void drawBoundingBox();
virtual void drawWireframe();
virtual void beginDraw( const MHWRender::MDrawContext& context, MHWRender::MShaderInstance* passShaderOverride );
virtual void endDraw();
void setMatrix( const MHWRender::MDrawContext& context, MHWRender::MSelectionInfo* selContext) override{
// Get world view matrix
MStatus status;
mWorldViewMatrix =
if (status != MStatus::kSuccess) return;
// Get projection matrix
mProjectionMatrix = context.getMatrix(MHWRender::MFrameContext::kProjectionMtx, &status);
mUsePickMatrix = false;
if (selContext) {
MMatrix pickMatrix;
pickMatrix.setToIdentity();
unsigned int sel_x, sel_y, sel_width, sel_height;
selContext->selectRect(sel_x, sel_y, sel_width, sel_height);
int scr_x, scr_y, scr_width, scr_height;
context.getViewportDimensions(scr_x, scr_y, scr_width, scr_height);
mPickParams[0] = sel_x + sel_width / 2;
mPickParams[1] = sel_y + sel_height / 2;
mPickParams[2] = sel_width;
mPickParams[3] = sel_height;
mPickViewport[0] = scr_x;
mPickViewport[1] = scr_y;
mPickViewport[2] = scr_width;
mPickViewport[3] = scr_height;
mUsePickMatrix = true;
}
}
private:
RawFootPrintDrawAgentGL(){}
~RawFootPrintDrawAgentGL(){}
RawFootPrintDrawAgentGL( const RawFootPrintDrawAgentGL& v ){}
RawFootPrintDrawAgentGL operator = (const RawFootPrintDrawAgentGL& v){ return *this; }
MMatrix mWorldViewMatrix;
MMatrix mProjectionMatrix;
bool mUsePickMatrix;
double mPickParams[4];
GLint mPickViewport[4];
};
// GL Core Profile functions:
class GLCP
{
public:
// For more extensive OpenGL coding you will definitively want to
// use a good extension loader framework. I recommend looking at:
// https://www.opengl.org/wiki/OpenGL_Loading_Library
// to find the one that will fit your needs the best.
// Also note that MGLFunctionTable stops at GL 2.1, so a lot
// of functions will be missing.
#if !defined (OSMac_)
typedef char GLchar;
typedef ptrdiff_t GLsizeiptr;
#endif
typedef void (APIENTRY *Tp_glBindVertexArray) (GLuint array);
static Tp_glBindVertexArray BindVertexArray;
typedef void (APIENTRY *Tp_glGenVertexArrays) (GLsizei n, GLuint *arrays);
static Tp_glGenVertexArrays GenVertexArrays;
typedef void (APIENTRY *Tp_glDeleteVertexArrays ) (GLsizei n, const GLuint *arrays);
static Tp_glDeleteVertexArrays DeleteVertexArrays;
typedef void (APIENTRY *Tp_glUniform4f) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
static Tp_glUniform4f Uniform4f;
typedef void (APIENTRY *Tp_glUniformMatrix4fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
static Tp_glUniformMatrix4fv UniformMatrix4fv;
typedef GLint (APIENTRY *Tp_glGetUniformLocation) (GLuint program, const GLchar *name);
static Tp_glGetUniformLocation GetUniformLocation;
typedef GLint (APIENTRY *Tp_glGetAttribLocation) (GLuint program, const GLchar *name);
static Tp_glGetAttribLocation GetAttribLocation;
typedef GLuint (APIENTRY *Tp_glCreateShader ) (GLenum type);
static Tp_glCreateShader CreateShader;
typedef void (APIENTRY *Tp_glShaderSource ) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
static Tp_glShaderSource ShaderSource;
typedef void (APIENTRY *Tp_glCompileShader ) (GLuint shader);
static Tp_glCompileShader CompileShader;
typedef void (APIENTRY *Tp_glGetShaderiv ) (GLuint shader, GLenum pname, GLint *params);
static Tp_glGetShaderiv GetShaderiv;
typedef void (APIENTRY *Tp_glGetShaderInfoLog ) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
static Tp_glGetShaderInfoLog GetShaderInfoLog;
typedef GLuint (APIENTRY *Tp_glCreateProgram ) (void);
static Tp_glCreateProgram CreateProgram;
typedef void (APIENTRY *Tp_glAttachShader ) (GLuint program, GLuint shader);
static Tp_glAttachShader AttachShader;
typedef void (APIENTRY *Tp_glDeleteShader ) (GLuint shader);
static Tp_glDeleteShader DeleteShader;
typedef void (APIENTRY *Tp_glLinkProgram ) (GLuint program);
static Tp_glLinkProgram LinkProgram;
typedef void (APIENTRY *Tp_glGetProgramiv ) (GLuint program, GLenum pname, GLint *params);
static Tp_glGetProgramiv GetProgramiv;
typedef void (APIENTRY *Tp_glUseProgram ) (GLuint program);
static Tp_glUseProgram UseProgram;
typedef void (APIENTRY *Tp_glDeleteProgram ) (GLuint program);
static Tp_glDeleteProgram DeleteProgram;
typedef void (APIENTRY *Tp_glGetProgramInfoLog ) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
static Tp_glGetProgramInfoLog GetProgramInfoLog;
typedef void (APIENTRY *Tp_glGenBuffers ) (GLsizei n, GLuint *buffers);
static Tp_glGenBuffers GenBuffers;
typedef void (APIENTRY *Tp_glDeleteBuffers ) (GLsizei n, const GLuint *buffers);
static Tp_glDeleteBuffers DeleteBuffers;
typedef void (APIENTRY *Tp_glBindBuffer ) (GLenum target, GLuint buffer);
static Tp_glBindBuffer BindBuffer;
typedef void (APIENTRY *Tp_glBufferData ) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
static Tp_glBufferData BufferData;
typedef void (APIENTRY *Tp_glEnableVertexAttribArray ) (GLuint index);
static Tp_glEnableVertexAttribArray EnableVertexAttribArray;
typedef void (APIENTRY *Tp_glVertexAttribPointer ) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
static Tp_glVertexAttribPointer VertexAttribPointer;
static void initGLFunctionsCoreProfile();
};
GLCP::Tp_glBindVertexArray GLCP::BindVertexArray = 0;
GLCP::Tp_glGenVertexArrays GLCP::GenVertexArrays = 0;
GLCP::Tp_glDeleteVertexArrays GLCP::DeleteVertexArrays = 0;
GLCP::Tp_glUniform4f GLCP::Uniform4f = 0;
GLCP::Tp_glUniformMatrix4fv GLCP::UniformMatrix4fv = 0;
GLCP::Tp_glGetUniformLocation GLCP::GetUniformLocation = 0;
GLCP::Tp_glGetAttribLocation GLCP::GetAttribLocation = 0;
GLCP::Tp_glCreateShader GLCP::CreateShader = 0;
GLCP::Tp_glShaderSource GLCP::ShaderSource = 0;
GLCP::Tp_glCompileShader GLCP::CompileShader = 0;
GLCP::Tp_glGetShaderiv GLCP::GetShaderiv = 0;
GLCP::Tp_glGetShaderInfoLog GLCP::GetShaderInfoLog = 0;
GLCP::Tp_glCreateProgram GLCP::CreateProgram = 0;
GLCP::Tp_glAttachShader GLCP::AttachShader = 0;
GLCP::Tp_glDeleteShader GLCP::DeleteShader = 0;
GLCP::Tp_glLinkProgram GLCP::LinkProgram = 0;
GLCP::Tp_glGetProgramiv GLCP::GetProgramiv = 0;
GLCP::Tp_glUseProgram GLCP::UseProgram = 0;
GLCP::Tp_glDeleteProgram GLCP::DeleteProgram = 0;
GLCP::Tp_glGetProgramInfoLog GLCP::GetProgramInfoLog = 0;
GLCP::Tp_glGenBuffers GLCP::GenBuffers = 0;
GLCP::Tp_glDeleteBuffers GLCP::DeleteBuffers = 0;
GLCP::Tp_glBindBuffer GLCP::BindBuffer = 0;
GLCP::Tp_glBufferData GLCP::BufferData = 0;
GLCP::Tp_glEnableVertexAttribArray GLCP::EnableVertexAttribArray = 0;
GLCP::Tp_glVertexAttribPointer GLCP::VertexAttribPointer = 0;
void GLCP::initGLFunctionsCoreProfile()
{
#if defined (OSMac_)
#define INIT_GLPOINTER(funcName) funcName = gl##funcName
#elif defined (_WIN32)
#define INIT_GLPOINTER(funcName) if (!funcName) funcName = (Tp_gl##funcName)wglGetProcAddress("gl" #funcName)
#else
#define INIT_GLPOINTER(funcName) if (!funcName) funcName = (Tp_gl##funcName)::glXGetProcAddressARB((const GLubyte*)"gl" #funcName)
#endif
INIT_GLPOINTER(BindVertexArray);
INIT_GLPOINTER(GenVertexArrays);
INIT_GLPOINTER(DeleteVertexArrays);
INIT_GLPOINTER(Uniform4f);
INIT_GLPOINTER(UniformMatrix4fv);
INIT_GLPOINTER(GetUniformLocation);
INIT_GLPOINTER(GetAttribLocation);
INIT_GLPOINTER(CreateShader);
INIT_GLPOINTER(ShaderSource);
INIT_GLPOINTER(CompileShader);
INIT_GLPOINTER(GetShaderiv);
INIT_GLPOINTER(GetShaderInfoLog);
INIT_GLPOINTER(CreateProgram);
INIT_GLPOINTER(AttachShader);
INIT_GLPOINTER(DeleteShader);
INIT_GLPOINTER(LinkProgram);
INIT_GLPOINTER(GetProgramiv);
INIT_GLPOINTER(UseProgram);
INIT_GLPOINTER(DeleteProgram);
INIT_GLPOINTER(GetProgramInfoLog);
INIT_GLPOINTER(GenBuffers);
INIT_GLPOINTER(DeleteBuffers);
INIT_GLPOINTER(BindBuffer);
INIT_GLPOINTER(BufferData);
INIT_GLPOINTER(EnableVertexAttribArray);
INIT_GLPOINTER(VertexAttribPointer);
#undef INIT_GLPOINTER
}
#if !defined (OSMac_)
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_STATIC_DRAW 0x88E4
#define GL_COMPILE_STATUS 0x8B81
#define GL_LINK_STATUS 0x8B82
#define GL_INFO_LOG_LENGTH 0x8B84
#endif
// Core Profile draw agent declaration
class RawFootPrintDrawAgentCoreProfile : public RawFootPrintDrawAgent
{
public:
static RawFootPrintDrawAgentCoreProfile& getDrawAgent(){
static RawFootPrintDrawAgentCoreProfile obj;
return obj;
}
virtual void drawShaded();
virtual void drawBoundingBox();
virtual void drawWireframe();
virtual void beginDraw( const MHWRender::MDrawContext& context, MHWRender::MShaderInstance* passShaderOverride );
virtual void endDraw();
void setMatrix( const MHWRender::MDrawContext& context, MHWRender::MSelectionInfo* selContext) override{
// Get world view projection matrix
MStatus status;
mWorldViewProjMatrix =
}
bool releaseCoreProfileResources();
private:
GLuint mShaderProgram;
GLint mWVPIndex;
GLint mColorIndex;
GLint mVtxAttrib;
GLuint mBBoxVAO;
GLuint mSoleWireframeVAO;
GLuint mHeelWireframeVAO;
GLuint mSoleShadedVAO;
GLuint mHeelShadedVAO;
GLuint mBoundingboxVertexBuffer;
GLuint mBoundingboxIndexBuffer;
GLuint mSoleVertexBuffer;
GLuint mSoleNormalBuffer;
GLuint mHeelVertexBuffer;
GLuint mHeelNormalBuffer;
GLuint mSoleWireIndexBuffer;
GLuint mSoleShadedIndexBuffer;
GLuint mHeelWireIndexBuffer;
GLuint mHeelShadedIndexBuffer;
MMatrix mWorldViewProjMatrix;
bool mInitialized;
bool mValid;
bool initShadersCoreProfile();
bool initBuffersCoreProfile();
void setupUniforms();
private:
RawFootPrintDrawAgentCoreProfile()
// Shader program data
: mShaderProgram(0)
, mWVPIndex(0)
, mColorIndex(0)
, mVtxAttrib(0)
// VAOs
, mBBoxVAO(0)
, mSoleWireframeVAO(0)
, mHeelWireframeVAO(0)
, mSoleShadedVAO(0)
, mHeelShadedVAO(0)
// Draw buffers
, mBoundingboxVertexBuffer(0)
, mBoundingboxIndexBuffer(0)
, mSoleVertexBuffer(0)
, mSoleNormalBuffer(0)
, mHeelVertexBuffer(0)
, mHeelNormalBuffer(0)
, mSoleWireIndexBuffer(0)
, mSoleShadedIndexBuffer(0)
, mHeelWireIndexBuffer(0)
, mHeelShadedIndexBuffer(0)
, mInitialized(false)
, mValid(false)
{}
~RawFootPrintDrawAgentCoreProfile(){}
RawFootPrintDrawAgentCoreProfile( const RawFootPrintDrawAgentCoreProfile& v ){}
RawFootPrintDrawAgentCoreProfile operator = (const RawFootPrintDrawAgentCoreProfile& v){ return *this; }
};
// DX stuff
#ifdef _WIN32
// DX draw agent declaration
class RawFootPrintDrawAgentDX : public RawFootPrintDrawAgent
{
public:
static RawFootPrintDrawAgentDX& getDrawAgent(){
static RawFootPrintDrawAgentDX obj;
return obj;
}
virtual void drawShaded();
virtual void drawBoundingBox();
virtual void drawWireframe();
virtual void beginDraw( const MHWRender::MDrawContext& context, MHWRender::MShaderInstance* passShaderOverride );
virtual void endDraw();
virtual void setMatrix( const MHWRender::MDrawContext& context, MHWRender::MSelectionInfo* selContext){
// Get world view projection matrix
MStatus status;
mWorldViewProjMatrix =
}
bool releaseDXResources();
private:
ID3D11Device* mDevicePtr;
ID3D11DeviceContext* mDeviceContextPtr;
ID3D11Buffer* mBoundingboxVertexBufferPtr;
ID3D11Buffer* mBoundingboxIndexBufferPtr;
ID3D11Buffer* mSoleVertexBufferPtr[2];
ID3D11Buffer* mHeelVertexBufferPtr[2];
ID3D11Buffer* mSoleWireIndexBufferPtr;
ID3D11Buffer* mSoleShadedIndexBufferPtr;
ID3D11Buffer* mHeelWireIndexBufferPtr;
ID3D11Buffer* mHeelShadedIndexBufferPtr;
ID3D11Buffer* mConstantBufferPtr;
ID3D11VertexShader* mVertexShaderPtr;
ID3D11PixelShader* mPixelShaderPtr;
ID3D11InputLayout* mVertexLayoutPtr;
MString mEffectLocation;
bool mEffectLoad;
unsigned int mStride[2];
unsigned int mOffset[2];
MMatrix mWorldViewProjMatrix;
struct ConstantBufferDef
{
XMMATRIX fWVP;
XMFLOAT4 fMatColor;
};
bool initShadersDX();
bool initBuffersDX();
void setupConstantBuffer();
private:
RawFootPrintDrawAgentDX():
mDevicePtr(NULL), mDeviceContextPtr(NULL), mEffectLocation(""),
mEffectLoad(false),
mBoundingboxVertexBufferPtr(NULL),
mBoundingboxIndexBufferPtr(NULL),
mSoleWireIndexBufferPtr(NULL),
mSoleShadedIndexBufferPtr(NULL),
mHeelWireIndexBufferPtr(NULL),
mHeelShadedIndexBufferPtr(NULL),
mConstantBufferPtr(NULL),
mVertexShaderPtr(NULL),
mPixelShaderPtr(NULL),
mVertexLayoutPtr(NULL)
{
mSoleVertexBufferPtr[0] = NULL;
mSoleVertexBufferPtr[1] = NULL;
mHeelVertexBufferPtr[0] = NULL;
mHeelVertexBufferPtr[1] = NULL;
mStride[0] = sizeof(float) * 3;
mStride[1] = sizeof(float) * 3;
mOffset[0] = 0;
mOffset[1] = 0;
}
~RawFootPrintDrawAgentDX(){}
RawFootPrintDrawAgentDX( const RawFootPrintDrawAgentDX& v ){}
RawFootPrintDrawAgentDX operator = (const RawFootPrintDrawAgentDX& v){ return *this; }
};
#endif // _WIN32
// GL draw agent definition
//
void RawFootPrintDrawAgentGL::beginDraw( const MHWRender::MDrawContext& context, MHWRender::MShaderInstance* passShaderOverride )
{
RawFootPrintDrawAgent::beginDraw(context, passShaderOverride);
if (!mShaderOverride)
{
// set world view matrix
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadMatrixd(mWorldViewMatrix.matrix[0]);
// set projection matrix
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
if (mUsePickMatrix) {
auto _gluPickMatrix = [](GLdouble x, GLdouble y, GLdouble deltax, GLdouble deltay, GLint viewport[4])
{
// This is the Mesa 3D implementation of gluPickMatrix(), I copy the code here to avoid linking with GLU library
if (deltax <= 0 || deltay <= 0) {
return;
}
glTranslatef(
float((viewport[2] - 2 * (x - viewport[0])) / deltax),
float((viewport[3] - 2 * (y - viewport[1])) / deltay),
0);
glScalef(float(viewport[2] / deltax), float(viewport[3] / deltay), 1.0);
};
_gluPickMatrix(mPickParams[0], mPickParams[1], mPickParams[2], mPickParams[3], mPickViewport);
}
glMultMatrixd(mProjectionMatrix.matrix[0]);
glPushAttrib( GL_CURRENT_BIT );
}
}
void RawFootPrintDrawAgentGL::endDraw()
{
if (!mShaderOverride)
{
glPopAttrib();
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
RawFootPrintDrawAgent::endDraw();
}
void RawFootPrintDrawAgentGL::drawShaded()
{
// set color
glColor4fv( &(mColor.r) );
glBegin( GL_TRIANGLE_FAN );
int i;
int last = soleCount - 1;
for ( i = 0; i < last; ++i ) {
glNormal3f( 0.0f, 1.0f, 0.0f );
glVertex3f( sole[i][0],
sole[i][1],
sole[i][2]);
}
glEnd();
glBegin( GL_TRIANGLE_FAN );
last = heelCount - 1;
for ( i = 0; i < last; ++i ) {
glNormal3f( 0.0f, 1.0f, 0.0f );
glVertex3f( heel[i][0],
heel[i][1],
heel[i][2]);
}
glEnd();
}
void RawFootPrintDrawAgentGL::drawBoundingBox()
{
// set color
glColor4fv( &(mColor.r) );
const float* bottomLeftFront = bbData[0];
const float* topLeftFront = bbData[4];
const float* bottomRightFront = bbData[1];
const float* topRightFront = bbData[5];
const float* bottomLeftBack = bbData[3];
const float* topLeftBack = bbData[7];
const float* bottomRightBack = bbData[2];
const float* topRightBack = bbData[6];
glBegin( GL_LINES );
// 4 Bottom lines
//
glVertex3fv( bottomLeftFront );
glVertex3fv( bottomRightFront );
glVertex3fv( bottomRightFront );
glVertex3fv( bottomRightBack );
glVertex3fv( bottomRightBack );
glVertex3fv( bottomLeftBack );
glVertex3fv( bottomLeftBack );
glVertex3fv( bottomLeftFront );
// 4 Top lines
//
glVertex3fv( topLeftFront );
glVertex3fv( topRightFront );
glVertex3fv( topRightFront );
glVertex3fv( topRightBack );
glVertex3fv( topRightBack );
glVertex3fv( topLeftBack );
glVertex3fv( topLeftBack );
glVertex3fv( topLeftFront );
// 4 Side lines
//
glVertex3fv( bottomLeftFront );
glVertex3fv( topLeftFront );
glVertex3fv( bottomRightFront );
glVertex3fv( topRightFront );
glVertex3fv( bottomRightBack );
glVertex3fv( topRightBack );
glVertex3fv( bottomLeftBack );
glVertex3fv( topLeftBack );
glEnd();
}
void RawFootPrintDrawAgentGL::drawWireframe()
{
// set color
glColor4fv( &(mColor.r) );
// draw wire
glBegin( GL_LINES );
int i;
int last = soleCount - 1;
for ( i = 0; i < last; ++i ) {
glVertex3f( sole[i][0],
sole[i][1],
sole[i][2]);
glVertex3f( sole[i+1][0],
sole[i+1][1],
sole[i+1][2]);
}
last = heelCount - 1;
for ( i = 0; i < last; ++i ) {
glVertex3f( heel[i][0],
heel[i][1],
heel[i][2]);
glVertex3f( heel[i+1][0],
heel[i+1][1],
heel[i+1][2]);
}
glEnd();
}
// Core Profile draw agent definition
//
void RawFootPrintDrawAgentCoreProfile::beginDraw( const MHWRender::MDrawContext& context, MHWRender::MShaderInstance* passShaderOverride )
{
// Init common data:
if ( !mInitialized ){
// Set up all the one-time data:
GLCP::initGLFunctionsCoreProfile();
mValid = initShadersCoreProfile() && initBuffersCoreProfile();
mInitialized = true;
}
if (!mValid)
return;
RawFootPrintDrawAgent::beginDraw(context, passShaderOverride);
if (!mShaderOverride) {
GLCP::UseProgram(mShaderProgram);
}
}
void RawFootPrintDrawAgentCoreProfile::endDraw()
{
if (!mValid)
return;
if (!mShaderOverride) {
GLCP::UseProgram(0);
}
GLCP::BindVertexArray(0);
RawFootPrintDrawAgent::endDraw();
}
void RawFootPrintDrawAgentCoreProfile::setupUniforms()
{
if( mShaderOverride == NULL )
{
float fMatrix[4][4];
for (size_t i = 0; i < 4; ++i)
for (size_t j = 0; j < 4; ++j)
fMatrix[i][j] = (float)mWorldViewProjMatrix.matrix[i][j];
GLCP::UniformMatrix4fv(mWVPIndex, 1, GL_FALSE, (float*)fMatrix);
GLCP::Uniform4f(mColorIndex, mColor.r, mColor.g, mColor.b, mColor.a);
}
}
void RawFootPrintDrawAgentCoreProfile::drawShaded()
{
if (!mValid)
return;
// Set uniforms
setupUniforms();
GLCP::BindVertexArray(mSoleShadedVAO);
glDrawElements(GL_TRIANGLES, 3 * (soleCount-2), GL_UNSIGNED_SHORT, 0);
GLCP::BindVertexArray(mHeelShadedVAO);
glDrawElements(GL_TRIANGLES, 3 * (heelCount-2), GL_UNSIGNED_SHORT, 0);
}
void RawFootPrintDrawAgentCoreProfile::drawBoundingBox()
{
if (!mValid)
return;
// Set uniforms
setupUniforms();
GLCP::BindVertexArray(mBBoxVAO);
glDrawElements(GL_LINES, 2 * 12, GL_UNSIGNED_SHORT, 0);
}
void RawFootPrintDrawAgentCoreProfile::drawWireframe()
{
if (!mValid)
return;
// Set uniforms
setupUniforms();
GLCP::BindVertexArray(mSoleWireframeVAO);
glDrawElements(GL_LINES, 2 * (soleCount-1), GL_UNSIGNED_SHORT, 0);
GLCP::BindVertexArray(mHeelWireframeVAO);
glDrawElements(GL_LINES, 2 * (heelCount-1), GL_UNSIGNED_SHORT, 0);
}
// DX stuff
#ifdef _WIN32
// DX draw agent definition
//
void RawFootPrintDrawAgentDX::beginDraw( const MHWRender::MDrawContext& context, MHWRender::MShaderInstance* passShaderOverride )
{
if (!mEffectLoad)
{
// Please move file "rawfootprint.hlsl" to following location, or
// change following location as your local path.
mEffectLocation = MString("$MAYA_PLUG_IN_PATH/rawfootprint.hlsl");
MFileObject fileObj;
fileObj.setRawFullName(mEffectLocation);
assert(fileObj.exists());
if (!fileObj.exists())
{
MString msg = MString("Can not find file:") + mEffectLocation;
mEffectLoad = false;
return;
}
mEffectLocation = fileObj.resolvedFullName();
mEffectLoad = true;
}
// Initial device
if( !mDevicePtr || !mDeviceContextPtr ){
// get renderer
if ( theRenderer ){
mDevicePtr = (ID3D11Device*)theRenderer->GPUDeviceHandle();
if ( mDevicePtr ){
mDevicePtr->GetImmediateContext( &mDeviceContextPtr );
}
}
}
assert( mDevicePtr );
assert( mDeviceContextPtr );
if ( mDevicePtr && mDeviceContextPtr ){
RawFootPrintDrawAgent::beginDraw(context, passShaderOverride);
// Init shaders
if ( initShadersDX() && passShaderOverride == NULL ){
// Set up shader
mDeviceContextPtr->VSSetShader(mVertexShaderPtr, NULL, 0);
mDeviceContextPtr->PSSetShader(mPixelShaderPtr, NULL, 0);
}
// Init buffers
initBuffersDX();
}
}
void RawFootPrintDrawAgentDX::endDraw()
{
RawFootPrintDrawAgent::endDraw();
}
void RawFootPrintDrawAgentDX::setupConstantBuffer()
{
assert( mDeviceContextPtr );
if ( !mDeviceContextPtr )
return;
if( mShaderOverride == NULL )
{
// Compute matrix
XMMATRIX dxTransform = XMMATRIX(
(float)mWorldViewProjMatrix.matrix[0][0], (float)mWorldViewProjMatrix.matrix[0][1], (float)mWorldViewProjMatrix.matrix[0][2], (float)mWorldViewProjMatrix.matrix[0][3],
(float)mWorldViewProjMatrix.matrix[1][0], (float)mWorldViewProjMatrix.matrix[1][1], (float)mWorldViewProjMatrix.matrix[1][2], (float)mWorldViewProjMatrix.matrix[1][3],
(float)mWorldViewProjMatrix.matrix[2][0], (float)mWorldViewProjMatrix.matrix[2][1], (float)mWorldViewProjMatrix.matrix[2][2], (float)mWorldViewProjMatrix.matrix[2][3],
(float)mWorldViewProjMatrix.matrix[3][0], (float)mWorldViewProjMatrix.matrix[3][1], (float)mWorldViewProjMatrix.matrix[3][2], (float)mWorldViewProjMatrix.matrix[3][3]);
// Set constant buffer
ConstantBufferDef cb;
cb.fWVP = XMMatrixTranspose(dxTransform);
cb.fMatColor = XMFLOAT4( mColor.r, mColor.g, mColor.b, mColor.a);
mDeviceContextPtr->UpdateSubresource(mConstantBufferPtr, 0, NULL, &cb, 0, 0);
mDeviceContextPtr->VSSetConstantBuffers(0, 1, &mConstantBufferPtr);
mDeviceContextPtr->PSSetConstantBuffers(0, 1, &mConstantBufferPtr);
}
}
void RawFootPrintDrawAgentDX::drawShaded()
{
assert( mDeviceContextPtr );
if ( !(mDeviceContextPtr && mEffectLoad) )
return;
// Set constant buffer
setupConstantBuffer();
// Draw the sole. Position + normals
mDeviceContextPtr->IASetVertexBuffers(0, 2, &mSoleVertexBufferPtr[0], &mStride[0], &mOffset[0]);
mDeviceContextPtr->IASetIndexBuffer(mSoleShadedIndexBufferPtr, DXGI_FORMAT_R16_UINT, 0);
mDeviceContextPtr->IASetInputLayout(mVertexLayoutPtr);
mDeviceContextPtr->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
mDeviceContextPtr->DrawIndexed(3 * (soleCount-2), 0, 0);
// Draw the heel. Position + normals
mDeviceContextPtr->IASetVertexBuffers(0, 2, &mHeelVertexBufferPtr[0], &mStride[0], &mOffset[0]);
mDeviceContextPtr->IASetIndexBuffer(mHeelShadedIndexBufferPtr, DXGI_FORMAT_R16_UINT, 0);
mDeviceContextPtr->IASetInputLayout(mVertexLayoutPtr);
mDeviceContextPtr->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
mDeviceContextPtr->DrawIndexed(3 * (heelCount-2), 0, 0);
}
void RawFootPrintDrawAgentDX::drawBoundingBox()
{
assert( mDeviceContextPtr );
if ( !(mDeviceContextPtr && mEffectLoad) )
return;
// Set constant buffer
setupConstantBuffer();
mDeviceContextPtr->IASetVertexBuffers(0, 1, &mBoundingboxVertexBufferPtr, &mStride[0], &mOffset[0]);
mDeviceContextPtr->IASetIndexBuffer(mBoundingboxIndexBufferPtr, DXGI_FORMAT_R16_UINT, 0);
mDeviceContextPtr->IASetInputLayout(mVertexLayoutPtr);
mDeviceContextPtr->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
mDeviceContextPtr->DrawIndexed(2 * 12, 0, 0);
}
void RawFootPrintDrawAgentDX::drawWireframe()
{
assert( mDeviceContextPtr );
if ( !(mDeviceContextPtr && mEffectLoad) )
return;
// Set constant buffer
setupConstantBuffer();
// Draw the sole. Only use position buffer
mDeviceContextPtr->IASetVertexBuffers(0, 1, &mSoleVertexBufferPtr[0], &mStride[0], &mOffset[0]);
mDeviceContextPtr->IASetIndexBuffer(mSoleWireIndexBufferPtr, DXGI_FORMAT_R16_UINT, 0);
mDeviceContextPtr->IASetInputLayout(mVertexLayoutPtr);
mDeviceContextPtr->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
mDeviceContextPtr->DrawIndexed(2 * (soleCount-1), 0, 0);
// Draw the heel. Only use position buffer
mDeviceContextPtr->IASetVertexBuffers(0, 1, &mHeelVertexBufferPtr[0], &mStride[0], &mOffset[0]);
mDeviceContextPtr->IASetIndexBuffer(mHeelWireIndexBufferPtr, DXGI_FORMAT_R16_UINT, 0);
mDeviceContextPtr->IASetInputLayout(mVertexLayoutPtr);
mDeviceContextPtr->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
mDeviceContextPtr->DrawIndexed(2 * (heelCount-1), 0, 0);
}
#endif // _WIN32
class RawFootPrintDrawOverride : public MHWRender::MPxDrawOverride2
{
public:
static MHWRender::MPxDrawOverride* Creator(const MObject& obj)
{
return new RawFootPrintDrawOverride(obj);
}
virtual ~RawFootPrintDrawOverride();
virtual MHWRender::DrawAPI supportedDrawAPIs() const;
virtual bool isBounded(
const MDagPath& objPath,
const MDagPath& cameraPath) const;
virtual MMatrix transform(
const MDagPath& objPath,
const MDagPath& cameraPath) const;
virtual MBoundingBox boundingBox(
const MDagPath& objPath,
const MDagPath& cameraPath) const;
virtual bool disableInternalBoundingBoxDraw() const;
virtual bool excludedFromPostEffects() const;
virtual bool isTransparent() const;
virtual MUserData* prepareForDraw(
const MDagPath& objPath,
const MDagPath& cameraPath,
const MHWRender::MFrameContext& frameContext,
MUserData* oldData);
virtual bool hasUIDrawables() const { return true; }
virtual void addUIDrawables(
const MDagPath& objPath,
const MHWRender::MFrameContext& frameContext,
const MUserData* data);
// The general trace sequence we will get is:
//
// At creation and during geometry chagnes (size attribute)
//
// rawFootPrintNode: Start draw override DG bounding box update for object:: |transform1|rawfootPrint1
// rawFootPrintNode: End draw override DG bounding box update for object:: |transform1|rawfootPrint1
//
// At creation and during attribute or transform modification:
//
// rawFootPrintNode: Start draw override DG node transform update for object: |transform1|rawfootPrint1
// rawFootPrintNode: End draw override DG node transform update for object: |transform1|rawfootPrint1
//
// Every refresh:
//
// rawFootPrintNode: Start draw override render item update for object: |transform1|rawfootPrint1
// rawFootPrintNode: - call draw override prepareForDraw()
// rawFootPrintNode: End draw override render item update for object: |transform1|rawfootPrint1
// rawFootPrintNode: Start draw override queuing of UI drawables for object: |transform1|rawfootPrint1
// rawFootPrintNode: - call draw override addUIDrawables()
// rawFootPrintNode: End draw override queuing of UI drawables for object: |transform1|rawfootPrint1
//
// Every draw:
//
// rawFootPrintNode: Start draw override draw function: |transform1|rawfootPrint1
// rawFootPrintNode: End draw override draw function: |transform1|rawfootPrint1
//
virtual bool traceCallSequence() const
{
// Return true if internal tracing is desired.
return false;
}
virtual void handleTraceMessage( const MString &message ) const
{
// Some simple custom message formatting.
fprintf(stderr, "rawFootPrintNode: ");
fprintf(stderr, message.asChar());
fprintf(stderr, "\n");
}
bool wantUserSelection() const override
{
// Perform user selection code when the viewport renderer is in legacy OpenGL mode(to make sure OpenGL pick mode is avaliable)
return theRenderer->drawAPIIsOpenGL() && theRenderer->drawAPI() == MHWRender::kOpenGL;
}
bool userSelect(MHWRender::MSelectionInfo& selectInfo, const MHWRender::MDrawContext& context, MPoint& hitPoint, const MUserData* data) override
{
// This is the selection override function that will be invoked if wantUserSelection() returns true.
// Here I use the OpenGL pick mode for simplicity reason.
// Actually the plug-in can do the user selection regardless of the viewport renderer mode,
// it can be GPU based approached(like OpenGL pick mode or occlusion query in 3D APIs) or CPU based one
// that performs hit test on object shapes in this overrided function.
GLuint selectBuf[10];
GLint hits;
glSelectBuffer(10, selectBuf);
glRenderMode(GL_SELECT);
glInitNames();
glPushName(0);
drawImpl(context, &selectInfo, data);
glPopName();
hits = glRenderMode(GL_RENDER);
return hits > 0;
}
static void drawImpl(const MHWRender::MDrawContext& context, MHWRender::MSelectionInfo* selectInfo, const MUserData* data);
static void draw(const MHWRender::MDrawContext& context, const MUserData* data) { drawImpl(context, nullptr, data); }
protected:
MBoundingBox mCurrentBoundingBox;
bool mCustomBoxDraw;
bool mExcludeFromPostEffects;
bool mTransparencySort;
MUint64 mLastFrameStamp;
private:
RawFootPrintDrawOverride(const MObject& obj);
float getMultiplier(const MDagPath& objPath) const;
bool isTransparentSort(const MDagPath& objPath) const;
float getTransparency(const MDagPath& objPath) const;
static void OnModelEditorChanged(void *clientData);
MCallbackId fModelEditorChangedCbId;
MObject fRawFootPrint;
const MHWRender::MBlendState* mBlendState;
};
// By setting isAlwaysDirty to false in MPxDrawOverride constructor, the
// draw override will be updated (via prepareForDraw()) only when the node
// is marked dirty via DG evaluation or dirty propagation. Additional
// callback is also added to explicitly mark the node as being dirty (via
// MRenderer::setGeometryDrawDirty()) for certain circumstances.
RawFootPrintDrawOverride::RawFootPrintDrawOverride(const MObject& obj)
: MHWRender::MPxDrawOverride2(obj, RawFootPrintDrawOverride::draw, false)
// We want to perform custom bounding box drawing
// so return true so that the internal rendering code
// will not draw it for us.
, mCustomBoxDraw(true)
, mExcludeFromPostEffects(false)
, mTransparencySort(false)
, mBlendState(NULL)
, mLastFrameStamp(0)
, fRawFootPrint(obj)
{
fModelEditorChangedCbId = MEventMessage::addEventCallback(
"modelEditorChanged", OnModelEditorChanged, this);
}
RawFootPrintDrawOverride::~RawFootPrintDrawOverride()
{
if (mBlendState)
{
mBlendState = NULL;
}
if (fModelEditorChangedCbId != 0)
{
MMessage::removeCallback(fModelEditorChangedCbId);
fModelEditorChangedCbId = 0;
}
}
void RawFootPrintDrawOverride::OnModelEditorChanged(void *clientData)
{
// Mark the node as being dirty so that it can update on display appearance
// switch among wireframe and shaded.
RawFootPrintDrawOverride *ovr = static_cast<RawFootPrintDrawOverride*>(clientData);
if (ovr) MHWRender::MRenderer::setGeometryDrawDirty(ovr->fRawFootPrint);
}
MHWRender::DrawAPI RawFootPrintDrawOverride::supportedDrawAPIs() const
{
// this plugin supports both GL and DX
}
float RawFootPrintDrawOverride::getMultiplier(const MDagPath& objPath) const
{
// Retrieve value of the size attribute from the node
MStatus status;
MObject rawfootprintNode = objPath.node(&status);
if (status)
{
MPlug plug(rawfootprintNode, rawfootPrint::size);
if (!plug.isNull())
{
MDistance sizeVal;
if (plug.getValue(sizeVal))
{
return (float)sizeVal.asCentimeters();
}
}
}
return 1.0f;
}
bool RawFootPrintDrawOverride::isTransparentSort(const MDagPath& objPath) const
{
MStatus status;
MObject rawfootprintNode = objPath.node(&status);
if (status)
{
MPlug plug(rawfootprintNode, rawfootPrint::transparencySort);
if (!plug.isNull())
{
bool isTransparent;
if (plug.getValue(isTransparent))
{
return isTransparent;
}
}
}
return false;
}
float RawFootPrintDrawOverride::getTransparency(const MDagPath& objPath) const
{
// Retrieve value of the transparency attribute from the node
MStatus status;
MObject rawfootprintNode = objPath.node(&status);
if (status)
{
MPlug plug(rawfootprintNode, rawfootPrint::transparency);
if (!plug.isNull())
{
float transparencyVal;
if (plug.getValue(transparencyVal))
{
return transparencyVal;
}
}
}
return 1.0f;
}
bool RawFootPrintDrawOverride::isBounded(const MDagPath& /*objPath*/,
const MDagPath& /*cameraPath*/) const
{
return true;
}
MMatrix RawFootPrintDrawOverride::transform(
const MDagPath& objPath,
const MDagPath& cameraPath) const
{
// Update the transform matrix with the multiplier value,
// this way, the matrices of the draw context will already contain the multiplier factor.
// That way the WorldViewProjection uniform of the selection shader - which we do not have access to -
// will be set properly.
MMatrix transform = objPath.inclusiveMatrix();
float multiplier = getMultiplier(objPath);
transform[0][0] *= multiplier;
transform[1][1] *= multiplier;
transform[2][2] *= multiplier;
return transform;
}
MBoundingBox RawFootPrintDrawOverride::boundingBox(
const MDagPath& objPath,
const MDagPath& cameraPath) const
{
MPoint corner1( -0.17, 0.0, -0.7 );
MPoint corner2( 0.17, 0.0, 0.3 );
float multiplier = getMultiplier(objPath);
corner1 = corner1 * multiplier;
corner2 = corner2 * multiplier;
RawFootPrintDrawOverride *nonConstThis = (RawFootPrintDrawOverride *)this;
nonConstThis->mCurrentBoundingBox.clear();
nonConstThis->mCurrentBoundingBox.expand( corner1 );
nonConstThis->mCurrentBoundingBox.expand( corner2 );
return mCurrentBoundingBox;
}
bool RawFootPrintDrawOverride::disableInternalBoundingBoxDraw() const
{
return mCustomBoxDraw;
}
bool RawFootPrintDrawOverride::excludedFromPostEffects() const
{
return mExcludeFromPostEffects;
}
bool RawFootPrintDrawOverride::isTransparent() const
{
return mTransparencySort;
}
MUserData* RawFootPrintDrawOverride::prepareForDraw(
const MDagPath& objPath,
const MDagPath& cameraPath,
const MHWRender::MFrameContext& frameContext,
MUserData* oldData)
{
// We only care about post effects when in shaded mode
const unsigned int displayStyle = frameContext.getDisplayStyle();
bool shadedMode = (displayStyle & MHWRender::MFrameContext::kGouraudShaded) ||
mExcludeFromPostEffects = !shadedMode;
mTransparencySort = isTransparentSort(objPath);
// Retrieve data cache (create if does not exist)
RawFootPrintData* data = dynamic_cast<RawFootPrintData*>(oldData);
if (!data)
{
data = new RawFootPrintData();
data->mLastFrameStamp = 0;
}
// compute data and cache it
data->fMultiplier = getMultiplier(objPath);
MHWRender::DisplayStatus displayStatus =
if ((displayStatus == MHWRender::kLead) ||
(displayStatus == MHWRender::kActive) ||
(displayStatus == MHWRender::kHilite) ||
(displayStatus == MHWRender::kActiveComponent))
{
data->fColor[0] = color.r;
data->fColor[1] = color.g;
data->fColor[2] = color.b;
}
else
{
data->fColor[0] = 0.6f;
data->fColor[1] = 0.6f;
data->fColor[2] = 0.6f;
}
data->fColor[3] = getTransparency(objPath);
data->fCustomBoxDraw = mCustomBoxDraw;
data->fCurrentBoundingBox = mCurrentBoundingBox;
// Get the draw override information
data->fDrawOV = objPath.getDrawOverrideInfo();
// Get a blend state override
if (!mBlendState)
{
for(int i = 0; i < (blendStateDesc.independentBlendEnable ? MHWRender::MBlendState::kMaxTargets : 1); ++i)
{
blendStateDesc.targetBlends[i].blendEnable = true;
}
blendStateDesc.blendFactor[0] = 1.0f;
blendStateDesc.blendFactor[1] = 1.0f;
blendStateDesc.blendFactor[2] = 1.0f;
blendStateDesc.blendFactor[3] = 1.0f;
mBlendState = MHWRender::MStateManager::acquireBlendState(blendStateDesc);
}
data->mBlendState = mBlendState;
return data;
}
void RawFootPrintDrawOverride::addUIDrawables(
const MDagPath& objPath,
const MHWRender::MFrameContext& frameContext,
const MUserData* data)
{
// Draw a text "Foot"
MPoint pos( 0.0, 0.0, 0.0 ); // Position of the text
MColor textColor( 0.1f, 0.8f, 0.8f, 1.0f ); // Text color
drawManager.beginDrawable();
drawManager.setColor( textColor );
drawManager.text( pos, MString("rawFootprint"), MHWRender::MUIDrawManager::kCenter );
drawManager.endDrawable();
}
// Sample code to debug camera information
void footPrint_DebugCameraInformation(const MHWRender::MDrawContext& context)
{
bool debugCameraInformation = false;
if (debugCameraInformation)
{
MStatus status;
MBoundingBox frustum = context.getFrustumBox(&status);
MPoint min = frustum.min();
MPoint max = frustum.max();
// 1. Query informaiton available from the draw context
//
printf("Context Camera Info:\n");
printf("====================\n");
printf("-- Frustum: W = %g, H = %g, D= %g. Min = %g,%g,%g. Max = %g,%g,%g\n",
frustum.width(), frustum.height(), frustum.depth(), min[0], min[1], min[2],
max[0], max[1], max[2]);
// Get depth range
float nearV, farV;
context.getDepthRange(nearV, farV);
printf("-- Depth Range: near=%g, far=%g\n", nearV, farV);
// Determine if view direction is along Z- (or Z+)
bool alongNegZ = context.viewDirectionAlongNegZ(&status);
printf("-- View direction = %s\n", alongNegZ ? "-Z" : "+Z");
// Find out the camera coordinate system
printf("-- View position = %g,%g,%g\n", vPos[0], vPos[1], vPos[2]);
printf("-- View direction = %g,%g,%g\n", vDir [0], vDir [1], vDir [2]);
printf("-- View up = %g,%g,%g\n", vals[0], vals[1], vals[2]);
printf("-- View right = %g,%g,%g\n", vals[0], vals[1], vals[2]);
printf("-- View near clip value = %g\n", vNear[0]);
printf("-- View far clip value = %g\n", vFar[0]);
// Compute the world space planes for the near and far clip planes
// The near is pointing away from the camera and is thus point in the
// negative direction while the far is point towards the camera (positive
// direction.
double distW = vPos[0]*vDir[0] +
vPos[1]*vDir[1] +
vPos[2]*vDir[2];
// Face near plane away from the camera
double distNearW = -1.0 * (distW + vNear[0]);
printf("-- World space near plane dist=%g. Dir=%g,%g,%g\n", distNearW,
vDir[0], vDir[1], vDir[2]);
// Face far plane torwards the camera
double distFarW = distW + vFar[0];
printf("-- World space far plane dist=%g. Dir=%g,%g,%g\n", distFarW,
-vDir[0], -vDir[1], -vDir[2]);
// 2. Query the active Maya camera for information from the draw context
//
MDagPath cameraPath = context.getCurrentCameraPath();
MFnCamera activeCamera(cameraPath);
int uiX, uiY, uiWidth, uiHeight;
context.getViewportDimensions(uiX, uiY, uiWidth, uiHeight);
double windowAspect = (double)uiWidth / (double)uiHeight;
double left, bottom, right, top;
MString destinationName;
bool viewportMode = (dest == MHWRender::MFrameContext::k3dViewport);
// If rendering mode ignore all the in viewport options
if (!viewportMode)
{
activeCamera.getRenderingFrustum(windowAspect, left, right, bottom, top);
}
// If viewport mode take into consideration overscan, and pan+zoom but not squeeze.
else
{
static bool overscan = true;
static bool squeeze = false;
const bool panAndZoom = activeCamera.panZoomEnabled();
activeCamera.getViewingFrustum(windowAspect, left, right, bottom, top, overscan, squeeze, panAndZoom );
}
// Relative near and far with respect to camera position.
// Get the unnormalized value.
double nearD = activeCamera.unnormalizedNearClippingPlane();
double farD = activeCamera.unnormalizedFarClippingPlane();
printf("Camera Info:\n");
printf("============\n");
printf("-- Shape %s, Frustum: left=%g, bottom=%g, right=%g, top=%g near=%g, far=%g\n",
activeCamera.name().asChar(), left, bottom, right, top, nearD, farD);
// Object space information
MPoint eyePoint = activeCamera.eyePoint();
MVector viewDirection = activeCamera.viewDirection();
MVector upDirection = activeCamera.upDirection();
MVector rightDirection = activeCamera.rightDirection();
printf("-- Object space values: eyePoint=%g,%g,%g. vdir=%g,%g,%g. vup=%g,%g,%g, vright=%g,%g,%g\n",
eyePoint[0], eyePoint[1], eyePoint[2],
viewDirection[0], viewDirection[1], viewDirection[2],
upDirection[0], upDirection[1], upDirection[2],
rightDirection[0], rightDirection[1], rightDirection[2]);
// World space information
MPoint eyePointW = activeCamera.eyePoint(MSpace::kWorld);
MVector viewDirectionW = activeCamera.viewDirection(MSpace::kWorld);
MVector upDirectionW = activeCamera.upDirection(MSpace::kWorld);
MVector rightDirectionW = activeCamera.rightDirection(MSpace::kWorld);
printf("-- World space values: eyePoint=%g,%g,%g. vdir=%g,%g,%g. vup=%g,%g,%g, vright=%g,%g,%g\n",
eyePointW[0], eyePointW[1], eyePointW[2],
viewDirectionW[0], viewDirectionW[1], viewDirectionW[2],
upDirectionW[0], upDirectionW[1], upDirectionW[2],
rightDirectionW[0], rightDirectionW[1], rightDirectionW[2]);
// Compute the world space planes for the near and far clip planes
// The near is pointing away from the camera and is thus point in the
// negative direction while the far is point towards the camera (positive
// direction.
distW = eyePointW[0]*viewDirectionW[0] +
eyePointW[1]*viewDirectionW[1] +
eyePointW[2]*viewDirectionW[2];
// Face near plane away from the camera
distNearW = -1.0 * (distW + nearD);
printf("-- World space near plane: Dir=%g,%g,%g. Dist=%g.\n",
viewDirectionW[0], viewDirectionW[1], viewDirectionW[2], distNearW);
// Face far plane torwards the camera
distFarW = distW + farD;
printf("-- World space far plane: Dir=%g,%g,%g, Dist=%g. \n",
-viewDirectionW[0], -viewDirectionW[1], -viewDirectionW[2], distFarW);
// World space near and far clip points.
MPoint clipPts[4];
activeCamera.getFilmFrustum( -nearD, clipPts );
MMatrix icMat = cameraPath.inclusiveMatrix();
unsigned int i = 0;
for ( i = 0; i < 4; i ++ )
{
MPoint pt = clipPts[i] * icMat;
printf("-- Near clip point[%d] = %g,%g,%g\n", i, pt[0], pt[1], pt[2]);
}
activeCamera.getFilmFrustum( -farD, clipPts );
for ( int i = 0; i < 4; i ++ )
{
MPoint pt = clipPts[i] * icMat;
printf("-- Far clip point[%d] = %g,%g,%g\n", i, pt[0], pt[1], pt[2]);
}
}
}
// Sample code to debug object type exclusion
//
void footPrint_DebugObjectTypeExclusions(const MHWRender::MDrawContext& context)
{
// Sample code to determine object type exclusion
bool debugTypeExclusions = false;
if (debugTypeExclusions)
{
MUint64 excluded =
if (excluded > 0)
{
if (excluded & MHWRender::MFrameContext::kExcludeMeshes) MGlobal::displayInfo("Exclude polygonal meshes");
if (excluded & MHWRender::MFrameContext::kExcludeDeformers) MGlobal::displayInfo("Exclude all deformations");
if (excluded & MHWRender::MFrameContext::kExcludeDynamics) MGlobal::displayInfo("Exclude all dynamics objects (emiiters, cloth)");
if (excluded & MHWRender::MFrameContext::kExcludeParticleInstancers) MGlobal::displayInfo("Exclude all particle instancers");
if (excluded & MHWRender::MFrameContext::kExcludeDimensions) MGlobal::displayInfo("Exclude all measurement objects");
if (excluded & MHWRender::MFrameContext::kExcludeSelectHandles) MGlobal::displayInfo("Exclude selection handles");
if (excluded & MHWRender::MFrameContext::kExcludeTextures) MGlobal::displayInfo("Exclude texure placement objects");
if (excluded & MHWRender::MFrameContext::kExcludeGrid) MGlobal::displayInfo("Exclude grid drawing");
if (excluded & MHWRender::MFrameContext::kExcludeCVs) MGlobal::displayInfo("Exclude NURBS control vertices");
if (excluded & MHWRender::MFrameContext::kExcludeHulls) MGlobal::displayInfo("Exclude NURBS hulls");
if (excluded & MHWRender::MFrameContext::kExcludeStrokes) MGlobal::displayInfo("Exclude PaintFX strokes");
if (excluded & MHWRender::MFrameContext::kExcludeSubdivSurfaces) MGlobal::displayInfo("Exclude subdivision surfaces");
if (excluded & MHWRender::MFrameContext::kExcludeFluids) MGlobal::displayInfo("Exclude fluid objects");
if (excluded & MHWRender::MFrameContext::kExcludeFollicles) MGlobal::displayInfo("Exclude hair follicles");
if (excluded & MHWRender::MFrameContext::kExcludeImagePlane) MGlobal::displayInfo("Exclude image planes");
if (excluded & MHWRender::MFrameContext::kExcludeNCloths) MGlobal::displayInfo("Exclude N-cloth objects");
if (excluded & MHWRender::MFrameContext::kExcludeNRigids) MGlobal::displayInfo("Exclude rigid-body objects");
if (excluded & MHWRender::MFrameContext::kExcludeDynamicConstraints) MGlobal::displayInfo("Exclude rigid-body constraints");
if (excluded & MHWRender::MFrameContext::kExcludeNParticles) MGlobal::displayInfo("Exclude N-particle objects");
if (excluded & MHWRender::MFrameContext::kExcludeMotionTrails) MGlobal::displayInfo("Exclude motion trails");
if (excluded & MHWRender::MFrameContext::kExcludePluginShapes) MGlobal::displayInfo("Exclude plug-in shapes");
if (excluded & MHWRender::MFrameContext::kExcludeClipGhosts) MGlobal::displayInfo("Exclude animation clip ghosts");
if (excluded & MHWRender::MFrameContext::kExcludeGreasePencils) MGlobal::displayInfo("Exclude grease pencil drawing");
}
}
// Sample code to determine classification type exclusion
bool debugClassificationExclusions = false;
if (debugClassificationExclusions )
{
MStringArray classifications;
context.classificationExclusions( classifications );
MString info("Classification strings excluded: ");
for (unsigned int i=0; i<classifications.length(); i++)
{
info += classifications[i];
info += ";";
}
}
}
// Sample code to debug background parameters
//
void footPrint_DebugBackground(const MHWRender::MDrawContext& context)
{
bool debugBackground = false;
if (debugBackground)
{
context.getBackgroundParameters(backParams);
MString info("Display Gradient: "); info += backParams.displayGradient; MGlobal::displayInfo(info);
info = MString("Clear color bit: "); info += backParams.clearColorFlag; MGlobal::displayInfo(info);
info = MString("Clear depth bit: "); info += backParams.clearDepthFlag; MGlobal::displayInfo(info);
info = MString("Clear stencil bit: "); info += backParams.clearStencilFlag; MGlobal::displayInfo(info);
info = MString("Clear color: ");
info += backParams.clearColor1[0]; info += MString(",");
info += backParams.clearColor1[1]; info += MString(",");
info += backParams.clearColor1[2]; info += MString(",");
info += backParams.clearColor1[3];
info = MString("Clear color 2: ");
info += backParams.clearColor2[0]; info += MString(",");
info += backParams.clearColor2[1]; info += MString(",");
info += backParams.clearColor2[2]; info += MString(",");
info += backParams.clearColor2[3];
info = MString("Clear depth value: "); info += backParams.clearDepthValue; MGlobal::displayInfo(info);
info = MString("Clear stencil value: "); info += backParams.clearStencilValue; MGlobal::displayInfo(info);
}
}
// Sample code to debug post effect information
//
void footPrint_DebugPostEffects(const MHWRender::MDrawContext& context)
{
bool debugPostEffects = false;
if (debugPostEffects)
{
MGlobal::displayInfo("SSAO enabled");
MGlobal::displayInfo("Motion blur enabled");
MGlobal::displayInfo("Color management enabled");
{
context.getDOFParameters(dofParams);
MGlobal::displayInfo("Depth-of-field enabled:");
MString info("- Focus distance: "); info += dofParams.focalDistance; MGlobal::displayInfo(info);
info = MString("- Alpha: "); info += dofParams.alpha; MGlobal::displayInfo(info);
}
MGlobal::displayInfo("Anti-aliasing enabled");
}
}
// Sample code to debug render destination
//
void footPrint_DebugDestination(const MHWRender::MDrawContext& context)
{
// Sample code to determine the rendering destination
bool debugDestination = false;
if (debugDestination)
{
MString destinationIdentifier;
MString destinationType = " 3d viewport";
bool found3dView = false;
{
M3dView view;
if (M3dView::getM3dViewFromModelPanel(destinationIdentifier, view) == MStatus::kSuccess)
{
found3dView = true;
}
}
destinationType = " 2d viewport";
destinationType = "n image";
printf("rawfootprint node render destination is a%s. Destination name=%s. Found M3dView=%d\n",
destinationType.asChar(), destinationIdentifier.asChar(), found3dView);
}
}
// Sample code to debug render override
//
void footPrint_DebugRenderOverride(const MHWRender::MDrawContext& context)
{
bool debugRenderOverride = false;
if (debugRenderOverride)
{
context.getRenderOverrideInformation(overrideInfo);
if (overrideInfo.overrideName.length())
{
MString info("Render Override: "); info += overrideInfo.overrideName; MGlobal::displayInfo(info);
}
}
}
// Sample code to debug display style
//
void footPrint_DebugDisplayStyle(const MHWRender::MDrawContext& context,
const RawFootPrintData* footData)
{
bool debugDisplayStyle = false;
if (debugDisplayStyle)
{
const unsigned int displayStyle = context.getDisplayStyle();
bool drawAsBoundingbox =
(footData->fDrawOV.fLOD == MDAGDrawOverrideInfo::kLODBoundingBox);
if (drawAsBoundingbox) MGlobal::displayInfo("Bbox display style on");
if (displayStyle & MHWRender::MFrameContext::kWireFrame) MGlobal::displayInfo("Wireframe display style on");
bool drawShaded = ((displayStyle & MHWRender::MFrameContext::kGouraudShaded) ||
(displayStyle & MHWRender::MFrameContext::kFlatShaded));
if (drawShaded) MGlobal::displayInfo("Shaded display style on");
if (displayStyle & MHWRender::MFrameContext::kTextured) MGlobal::displayInfo("Textured display style on");
if (displayStyle & MHWRender::MFrameContext::kDefaultMaterial) MGlobal::displayInfo("Use default material display style on");
if (displayStyle & MHWRender::MFrameContext::kXrayJoint) MGlobal::displayInfo("X-ray joint display style on");
if (displayStyle & MHWRender::MFrameContext::kXray) MGlobal::displayInfo("X-ray display style on");
if (displayStyle & MHWRender::MFrameContext::kTwoSidedLighting) MGlobal::displayInfo("Two-sided lighting display style on");
if (displayStyle & MHWRender::MFrameContext::kFlatShaded) MGlobal::displayInfo("Flat shaded display style on");
if (displayStyle & MHWRender::MFrameContext::kShadeActiveOnly) MGlobal::displayInfo("Shaded active display style on");
if (displayStyle & MHWRender::MFrameContext::kXrayActiveComponents) MGlobal::displayInfo("X-ray active component display style on");
if (displayStyle & MHWRender::MFrameContext::kBackfaceCulling) MGlobal::displayInfo("Backface culling display style on");
if (displayStyle & MHWRender::MFrameContext::kSmoothWireframe) MGlobal::displayInfo("Smooth wireframe display style on");
}
}
// Sample code to debug fog parameters
//
void footPrint_DebugFogStatus(const MHWRender::MDrawContext& context)
{
bool debugFogStatus = false;
if (debugFogStatus)
{
if (params.HwFogEnabled)
{
MGlobal::displayInfo(MString("Fog mode = ") + params.HwFogMode);
MGlobal::displayInfo(MString("Fog start = ") + params.HwFogStart);
MGlobal::displayInfo(MString("Fog end = ") + params.HwFogEnd);
MGlobal::displayInfo(MString("Fog density = ") + params.HwFogDensity);
MColor col = params.HwFogColor;
MString info("Fog color = ");
info += col[0]; info += ",";
info += col[1]; info += ",";
info += col[2]; info += ",";
info += col[3];
}
}
}
// Sample code to debug print out pass information
//
void footPrint_DebugPassInformation(const MHWRender::MDrawContext& context)
{
static bool debugPassInformation = false;
if (debugPassInformation)
{
const MHWRender::MPassContext & passCtx = context.getPassContext();
const MStringArray & passSem = passCtx.passSemantics();
const MString & passId = passCtx.passIdentifier();
MString info("rawfootprint node drawing in pass[");
info += passId.asChar(); info += "]";
if (passSem.length())
{
MString info("--- semantics[");
for (unsigned int i=0; i<passSem.length(); i++)
{
info += " ";
info += passSem[i].asChar();
}
info += "]";
}
if (passCtx.hasShaderOverride())
{
MHWRender::MShaderInstance* passShaderOverride =
if (passShaderOverride) {
MGlobal::displayInfo("--- use internal shaderOverride");
}
}
}
}
//
// Main drawing routine
//
void RawFootPrintDrawOverride::drawImpl(const MHWRender::MDrawContext& context, MHWRender::MSelectionInfo* selectInfo, const MUserData* data)
{
// Get renderer
if (!theRenderer)
{
return;
}
// Get user draw data
const RawFootPrintData* footData = dynamic_cast<const RawFootPrintData*>(data);
if (!footData)
{
return;
}
// Debug code to trace frame stamp numbering
static bool traceFrameStamp = false;
if (traceFrameStamp)
{
const MHWRender::MPassContext & passCtx = context.getPassContext();
const MStringArray & passSem = passCtx.passSemantics();
MUint64 currentFrameStamp = context.getFrameStamp();
if (currentFrameStamp != footData->mLastFrameStamp)
{
bool updateColorPassFrameStamp = true;
if (passSem.length() == 1 &&
{
updateColorPassFrameStamp = false;
}
if (updateColorPassFrameStamp)
{
printf("RawFootPrintDrawOverride: frame stamp change from %ld to %ld\n",
(long)footData->mLastFrameStamp, (long)currentFrameStamp);
}
((RawFootPrintData*)footData)->mLastFrameStamp = currentFrameStamp;
}
}
// Get DAG object draw override
const MDAGDrawOverrideInfo& objectOverrideInfo = footData->fDrawOV;
// Just return and draw nothing, if it is overridden invisible
if ( objectOverrideInfo.fOverrideEnabled && !objectOverrideInfo.fEnableVisible )
{
return;
}
// If in playback but hidden in playback, skip drawing
bool animPlay = MAnimControl::isPlaying();
bool animScrub = MAnimControl::isScrubbing();
if (!objectOverrideInfo.fPlaybackVisible &&
(animPlay || animScrub))
{
return;
}
// Optional debugging utility calls
footPrint_DebugCameraInformation(context);
footPrint_DebugObjectTypeExclusions(context);
footPrint_DebugBackground(context);
footPrint_DebugPostEffects(context);
footPrint_DebugDestination(context);
footPrint_DebugRenderOverride(context);
footPrint_DebugDisplayStyle(context, footData);
footPrint_DebugFogStatus(context);
footPrint_DebugPassInformation(context);
// Check display styles to determine what modes to draw with
//
const unsigned int displayStyle = context.getDisplayStyle();
bool drawAsBoundingbox =
(footData->fDrawOV.fLOD == MDAGDrawOverrideInfo::kLODBoundingBox);
// Require shadeded draw
bool drawShaded = ((displayStyle & MHWRender::MFrameContext::kGouraudShaded) ||
(displayStyle & MHWRender::MFrameContext::kFlatShaded));
// Require wireframe draw
bool drawWireframe = (displayStyle & MHWRender::MFrameContext::kWireFrame) > 0;
// Templated, only draw wirefame and it is not selectale
bool overideTemplated = objectOverrideInfo.fOverrideEnabled &&
(objectOverrideInfo.fDisplayType == MDAGDrawOverrideInfo::kDisplayTypeTemplate);
if (overideTemplated)
{
drawWireframe = true;
}
// Override no shaded, only show wireframe
bool overrideNoShaded = objectOverrideInfo.fOverrideEnabled && !objectOverrideInfo.fEnableShading;
if (overideTemplated || overrideNoShaded)
{
drawShaded = false;
}
// If we don't want to draw the bounds within this plugin
// manually, then skip drawing altogether in bounding box mode
// since the bounds draw is handled by the renderer and
// doesn't need to be drawn here.
//
if ( drawAsBoundingbox && !footData->fCustomBoxDraw )
{
drawAsBoundingbox = false;
}
// For any viewport interactions switch to bounding box mode,
// except when we are in playback. Uncomment to enable usage.
if (context.inUserInteraction() || context.userChangingViewContext())
{
if (!animPlay && !animScrub)
{
; //drawAsBoundingbox = true;
}
}
// Check to see if we are drawing with a shader override,
// and look for any specific branching required for different passes
// (e.g. for selection)
//
bool inSelection = false;
bool inBeautyPass = false;
bool inTransparencyPass = false;
const MString beautyPassSemantic("shadedBeautyGraphSemantic");
const MHWRender::MPassContext & passCtx = context.getPassContext();
const MStringArray & passSem = passCtx.passSemantics();
MHWRender::MShaderInstance* passShaderOverride = NULL;
for (unsigned int i=0; i<passSem.length(); i++)
{
{
inSelection = true;
}
else if (passSem[i] == beautyPassSemantic)
{
inBeautyPass = true;
}
// Do not use the shader override in selection drawing code path
if (selectInfo == nullptr && passCtx.hasShaderOverride())
{
passShaderOverride = passCtx.shaderOverrideInstance();
// Update single-sided state and normal multiplier as needed
passShaderOverride->setParameter("isSingleSided", (displayStyle & MHWRender::MFrameContext::kTwoSidedLighting) == 0);
passShaderOverride->setParameter("mayaNormalMultiplier", -1.0f);
}
{
inTransparencyPass = true;
}
}
// Get cached data
float color[4] = {
footData->fColor[0] * footData->fColor[3],
footData->fColor[1] * footData->fColor[3],
footData->fColor[2] * footData->fColor[3],
footData->fColor[3]
};
bool requireBlending = false;
if (!inSelection)
{
// Use some monotone version of color to show "default material mode"
//
//if (displayStyle & MHWRender::MFrameContext::kDefaultMaterial)
//{
// color[0] = color[1] = color[2] = (color[0] + color[1] + color[2]) / 3.0f;
//}
// Do some alpha blending if in x-ray mode
//
if (displayStyle & MHWRender::MFrameContext::kXray)
{
// If in beauty pass should still allow blending e.g. kMaterialOverrideSemantic
requireBlending = !passShaderOverride;
color[3] = 0.3f;
}
}
//================================================
// Set blend and raster state
//================================================
const MHWRender::MBlendState* pOldBlendState = NULL;
const MHWRender::MRasterizerState* pOldRasterState = NULL;
const MHWRender::MRasterizerState* rasterState = NULL;
if(stateMgr && ((displayStyle & MHWRender::MFrameContext::kGouraudShaded) ||
(displayStyle & MHWRender::MFrameContext::kFlatShaded)))
{
// draw filled, and with blending if required
if (stateMgr && requireBlending)
{
if (footData->mBlendState)
{
pOldBlendState = stateMgr->getBlendState();
stateMgr->setBlendState(footData->mBlendState);
}
}
// If the object is not draw as transparency,
// override culling mode since we always want double-sided
//
if (!inTransparencyPass)
{
pOldRasterState = stateMgr ? stateMgr->getRasterizerState() : NULL;
if (pOldRasterState)
{
MHWRender::MRasterizerStateDesc desc( pOldRasterState->desc() );
// It's also possible to change this to kCullFront or kCullBack if we
// wanted to set it to that.
if (desc.cullMode != cullMode)
{
// Just override the cullmode
desc.cullMode = cullMode;
rasterState = stateMgr->acquireRasterizerState(desc);
if (rasterState)
{
stateMgr->setRasterizerState(rasterState);
}
}
}
}
}
//================================================
// Start the draw work
//================================================
// Prepare draw agent, default using OpenGL
RawFootPrintDrawAgentGL& drawAgentRef = RawFootPrintDrawAgentGL::getDrawAgent();
RawFootPrintDrawAgent* drawAgentPtr = &drawAgentRef;
#ifdef _WIN32
// DX Draw
if ( !theRenderer->drawAPIIsOpenGL() )
{
RawFootPrintDrawAgentDX& drawAgentRef = RawFootPrintDrawAgentDX::getDrawAgent();
drawAgentPtr = &drawAgentRef;
}
#endif
if ( theRenderer->drawAPI() == MHWRender::kOpenGLCoreProfile )
{
RawFootPrintDrawAgentCoreProfile& drawAgentRef = RawFootPrintDrawAgentCoreProfile::getDrawAgent();
drawAgentPtr = &drawAgentRef;
}
assert( drawAgentPtr );
if (drawAgentPtr) {
// Set color
drawAgentPtr->setColor(MColor(color[0], color[1], color[2], color[3]));
// Set matrix
drawAgentPtr->setMatrix( context, selectInfo);
drawAgentPtr->beginDraw( context, passShaderOverride );
if (drawAsBoundingbox)
{
// If it is in bounding bode, draw only bounding box wireframe, nothing else
drawAgentPtr->drawBoundingBox();
}
else {
if (drawWireframe || overideTemplated || overrideNoShaded)
{
drawAgentPtr->drawWireframe();
}
if (!overideTemplated && !overrideNoShaded && drawShaded)
{
drawAgentPtr->drawShaded();
}
}
drawAgentPtr->endDraw();
}
//================================================
// End the draw work
//================================================
if ( passShaderOverride ) {
theRenderer->getShaderManager()->releaseShader( passShaderOverride );
}
//================================================
// Restore old blend state and old raster state
//================================================
if(stateMgr && (displayStyle & MHWRender::MFrameContext::kGouraudShaded ||
displayStyle & MHWRender::MFrameContext::kFlatShaded))
{
if (stateMgr && pOldBlendState)
{
stateMgr->setBlendState(pOldBlendState);
stateMgr->releaseBlendState(pOldBlendState);
}
if (pOldRasterState)
{
stateMgr->setRasterizerState(pOldRasterState);
stateMgr->releaseRasterizerState(pOldRasterState);
}
if (rasterState)
{
stateMgr->releaseRasterizerState(rasterState);
rasterState = NULL;
}
}
}
bool RawFootPrintDrawAgentCoreProfile::initShadersCoreProfile()
{
static const char* vertexShaderText =
"#version 330 \n"
"in vec3 Pm; \n"
"uniform mat4 MVP; \n"
"void main() { \n"
" gl_Position = MVP * vec4(Pm,1.0); \n"
"}";
GLuint vertexShaderID = GLCP::CreateShader(GL_VERTEX_SHADER);
GLCP::ShaderSource(vertexShaderID, 1, &vertexShaderText , NULL);
GLCP::CompileShader(vertexShaderID);
// Check for errors:
GLint result;
GLCP::GetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &result);
if(result==GL_FALSE){
GLint errLength;
GLCP::GetShaderiv(vertexShaderID, GL_INFO_LOG_LENGTH, &errLength);
char* errorMessage = (char*)malloc(errLength+1);
GLCP::GetShaderInfoLog(vertexShaderID, errLength, NULL, &errorMessage[0]);
fprintf(stdout, "Compilation of vertex shader failed:\n%s\n", &errorMessage[0]);
free(errorMessage);
return false;
}
static const char* fragmentShaderText =
"#version 330 \n"
"uniform vec4 color = vec4( 1.0f, 1.0f, 1.0f, 1.0f ); \n"
"out vec4 colorOut; \n"
"void main() { \n"
" colorOut = color; \n"
"}";
GLuint fragmentShaderID = GLCP::CreateShader(GL_FRAGMENT_SHADER);
GLCP::ShaderSource(fragmentShaderID, 1, &fragmentShaderText , NULL);
GLCP::CompileShader(fragmentShaderID);
GLCP::GetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &result);
if(result==GL_FALSE){
GLint errLength;
GLCP::GetShaderiv(fragmentShaderID, GL_INFO_LOG_LENGTH, &errLength);
char* errorMessage = (char*)malloc(errLength+1);
GLCP::GetShaderInfoLog(fragmentShaderID, errLength, NULL, &errorMessage[0]);
fprintf(stdout, "Compilation of fragment shader failed:\n%s\n", &errorMessage[0]);
free(errorMessage);
return false;
}
mShaderProgram = GLCP::CreateProgram();
GLCP::AttachShader(mShaderProgram, vertexShaderID);
GLCP::AttachShader(mShaderProgram, fragmentShaderID);
GLCP::LinkProgram(mShaderProgram);
GLCP::GetProgramiv(mShaderProgram, GL_LINK_STATUS, &result);
if(result==GL_FALSE){
GLint errLength;
GLCP::GetProgramiv(mShaderProgram, GL_INFO_LOG_LENGTH, &errLength);
char* errorMessage = (char*)malloc(errLength+1);
GLCP::GetProgramInfoLog(mShaderProgram, errLength, NULL, &errorMessage[0]);
fprintf(stdout, "Linking of shader program failed:\n%s\n", &errorMessage[0]);
free(errorMessage);
return false;
}
mWVPIndex = GLCP::GetUniformLocation(mShaderProgram, "MVP");
mColorIndex = GLCP::GetUniformLocation(mShaderProgram, "color");
mVtxAttrib = GLCP::GetAttribLocation( mShaderProgram, "Pm" );
GLCP::DeleteShader(vertexShaderID);
GLCP::DeleteShader(fragmentShaderID);
return true;
}
bool RawFootPrintDrawAgentCoreProfile::initBuffersCoreProfile()
{
GLCP::GenVertexArrays(1, &mBBoxVAO);
GLCP::BindVertexArray(mBBoxVAO);
GLCP::GenBuffers(1, &mBoundingboxVertexBuffer);
GLCP::BindBuffer(GL_ARRAY_BUFFER, mBoundingboxVertexBuffer);
GLCP::BufferData(GL_ARRAY_BUFFER, sizeof(bbData), (void*)bbData, GL_STATIC_DRAW);
GLCP::GenBuffers(1, &mBoundingboxVertexBuffer);
GLCP::BindBuffer(GL_ELEMENT_ARRAY_BUFFER, mBoundingboxVertexBuffer);
GLCP::BufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(bbWireIndices), (void*)bbWireIndices, GL_STATIC_DRAW);
GLCP::EnableVertexAttribArray(mVtxAttrib);
GLCP::VertexAttribPointer(mVtxAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
GLCP::BindVertexArray(0);
GLCP::GenBuffers(1, &mSoleVertexBuffer);
GLCP::BindBuffer(GL_ARRAY_BUFFER, mSoleVertexBuffer);
GLCP::BufferData(GL_ARRAY_BUFFER, sizeof(sole), (void*)sole, GL_STATIC_DRAW);
GLCP::GenBuffers(1, &mHeelVertexBuffer);
GLCP::BindBuffer(GL_ARRAY_BUFFER, mHeelVertexBuffer);
GLCP::BufferData(GL_ARRAY_BUFFER, sizeof(heel), (void*)heel, GL_STATIC_DRAW);
GLCP::GenBuffers(1, &mSoleWireIndexBuffer);
GLCP::BindBuffer(GL_ELEMENT_ARRAY_BUFFER, mSoleWireIndexBuffer);
GLCP::BufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(soleWireIndices), (void*)soleWireIndices, GL_STATIC_DRAW);
GLCP::GenBuffers(1, &mHeelWireIndexBuffer);
GLCP::BindBuffer(GL_ELEMENT_ARRAY_BUFFER, mHeelWireIndexBuffer);
GLCP::BufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(heelWireIndices), (void*)heelWireIndices, GL_STATIC_DRAW);
GLCP::GenBuffers(1, &mSoleShadedIndexBuffer);
GLCP::BindBuffer(GL_ELEMENT_ARRAY_BUFFER, mSoleShadedIndexBuffer);
GLCP::BufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(soleShadedIndices), (void*)soleShadedIndices, GL_STATIC_DRAW);
GLCP::GenBuffers(1, &mHeelShadedIndexBuffer);
GLCP::BindBuffer(GL_ELEMENT_ARRAY_BUFFER, mHeelShadedIndexBuffer);
GLCP::BufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(heelShadedIndices), (void*)heelShadedIndices, GL_STATIC_DRAW);
GLCP::UseProgram(mShaderProgram);
// Setup ALL VAO Combinations here for further usage:
GLCP::GenVertexArrays(1, &mSoleWireframeVAO);
GLCP::BindVertexArray(mSoleWireframeVAO);
GLCP::BindBuffer(GL_ARRAY_BUFFER, mSoleVertexBuffer);
GLCP::BindBuffer(GL_ELEMENT_ARRAY_BUFFER, mSoleWireIndexBuffer);
GLCP::EnableVertexAttribArray(mVtxAttrib);
GLCP::VertexAttribPointer(mVtxAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
GLCP::BindVertexArray(0);
GLCP::GenVertexArrays(1, &mHeelWireframeVAO);
GLCP::BindVertexArray(mHeelWireframeVAO);
GLCP::BindBuffer(GL_ARRAY_BUFFER, mHeelVertexBuffer);
GLCP::BindBuffer(GL_ELEMENT_ARRAY_BUFFER, mHeelWireIndexBuffer);
GLCP::EnableVertexAttribArray(mVtxAttrib);
GLCP::VertexAttribPointer(mVtxAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
GLCP::BindVertexArray(0);
GLCP::GenVertexArrays(1, &mSoleShadedVAO);
GLCP::BindVertexArray(mSoleShadedVAO);
GLCP::BindBuffer(GL_ARRAY_BUFFER, mSoleVertexBuffer);
GLCP::BindBuffer(GL_ELEMENT_ARRAY_BUFFER, mSoleShadedIndexBuffer);
GLCP::EnableVertexAttribArray(mVtxAttrib);
GLCP::VertexAttribPointer(mVtxAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
GLCP::BindVertexArray(0);
GLCP::GenVertexArrays(1, &mHeelShadedVAO);
GLCP::BindVertexArray(mHeelShadedVAO);
GLCP::BindBuffer(GL_ARRAY_BUFFER, mHeelVertexBuffer);
GLCP::BindBuffer(GL_ELEMENT_ARRAY_BUFFER, mHeelShadedIndexBuffer);
GLCP::EnableVertexAttribArray(mVtxAttrib);
GLCP::VertexAttribPointer(mVtxAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
GLCP::BindVertexArray(0);
GLCP::UseProgram(0);
GLCP::BindBuffer(GL_ARRAY_BUFFER, 0);
GLCP::BindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
return true;
}
bool RawFootPrintDrawAgentCoreProfile::releaseCoreProfileResources()
{
if (mShaderProgram)
{
GLCP::DeleteProgram(mShaderProgram);
mShaderProgram = 0;
}
if (mBBoxVAO)
{
GLCP::DeleteVertexArrays(1, &mBBoxVAO);
mBBoxVAO = 0;
}
if (mSoleWireframeVAO)
{
GLCP::DeleteVertexArrays(1, &mSoleWireframeVAO);
mSoleWireframeVAO = 0;
}
if (mHeelWireframeVAO)
{
GLCP::DeleteVertexArrays(1, &mHeelWireframeVAO);
mHeelWireframeVAO = 0;
}
if (mSoleShadedVAO)
{
GLCP::DeleteVertexArrays(1, &mSoleShadedVAO);
mSoleShadedVAO = 0;
}
if (mHeelShadedVAO)
{
GLCP::DeleteVertexArrays(1, &mHeelShadedVAO);
mHeelShadedVAO = 0;
}
if (mBoundingboxVertexBuffer)
{
GLCP::DeleteBuffers(1, &mBoundingboxVertexBuffer);
mBoundingboxVertexBuffer = 0;
}
if (mBoundingboxIndexBuffer)
{
GLCP::DeleteBuffers(1, &mBoundingboxIndexBuffer);
mBoundingboxIndexBuffer = 0;
}
if (mSoleVertexBuffer)
{
GLCP::DeleteBuffers(1, &mSoleVertexBuffer);
mSoleVertexBuffer = 0;
}
if (mHeelVertexBuffer)
{
GLCP::DeleteBuffers(1, &mHeelVertexBuffer);
mHeelVertexBuffer = 0;
}
if (mSoleWireIndexBuffer)
{
GLCP::DeleteBuffers(1, &mSoleWireIndexBuffer);
mSoleWireIndexBuffer = 0;
}
if (mSoleShadedIndexBuffer)
{
GLCP::DeleteBuffers(1, &mSoleShadedIndexBuffer);
mSoleShadedIndexBuffer = 0;
}
if (mHeelWireIndexBuffer)
{
GLCP::DeleteBuffers(1, &mHeelWireIndexBuffer);
mHeelWireIndexBuffer = 0;
}
if (mHeelShadedIndexBuffer)
{
GLCP::DeleteBuffers(1, &mHeelShadedIndexBuffer);
mHeelShadedIndexBuffer = 0;
}
return true;
}
// DX stuff
#ifdef _WIN32
bool RawFootPrintDrawAgentDX::initShadersDX()
{
assert( mDevicePtr );
if ( !mDevicePtr )
return false;
HRESULT hr;
DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
ID3DBlob* vsBlob = NULL;
ID3DBlob* psBlob = NULL;
ID3DBlob* pErrorBlob;
// VS
if (!mVertexShaderPtr)
{
#if _MSC_VER < 1700
hr = D3DX11CompileFromFile(
mEffectLocation.asChar(),
NULL,
NULL,
"mainVS",
"vs_5_0",
dwShaderFlags,
0,
NULL,
&vsBlob,
&pErrorBlob,
NULL);
#else
hr = D3DCompileFromFile(
mEffectLocation.asWChar(),
NULL,
NULL,
"mainVS",
"vs_5_0",
dwShaderFlags,
0,
&vsBlob,
&pErrorBlob);
#endif
if (FAILED(hr))
{
printf("Failed to compile vertex shader\n");
if (pErrorBlob) pErrorBlob->Release();
return false;
}
if (pErrorBlob) pErrorBlob->Release();
hr = mDevicePtr->CreateVertexShader(
vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), NULL, &mVertexShaderPtr);
if (FAILED(hr))
{
printf("Failed to create vertex shader\n");
vsBlob->Release();
return false;
}
}
// Layout
if (!mVertexLayoutPtr)
{
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
int numLayoutElements = sizeof layout/sizeof layout[0];
hr = mDevicePtr->CreateInputLayout(
layout, numLayoutElements, vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), &mVertexLayoutPtr);
vsBlob->Release();
if (FAILED(hr))
{
printf("Failed to create input layout\n");
return false;
}
}
// PS
if (!mPixelShaderPtr)
{
#if _MSC_VER < 1700
hr = D3DX11CompileFromFile(
mEffectLocation.asChar(),
NULL,
NULL,
"mainPS",
"ps_5_0",
dwShaderFlags,
0,
NULL,
&psBlob,
&pErrorBlob,
NULL);
#else
hr = D3DCompileFromFile(
mEffectLocation.asWChar(),
NULL,
NULL,
"mainPS",
"ps_5_0",
dwShaderFlags,
0,
&psBlob,
&pErrorBlob);
#endif
if (FAILED(hr))
{
printf("Failed to compile vertex shader\n");
mVertexShaderPtr->Release();
mVertexLayoutPtr->Release();
if (pErrorBlob) pErrorBlob->Release();
return false;
}
if (pErrorBlob) pErrorBlob->Release();
hr = mDevicePtr->CreatePixelShader(
psBlob->GetBufferPointer(), psBlob->GetBufferSize(), NULL, &mPixelShaderPtr);
psBlob->Release();
if (FAILED(hr))
{
printf("Failed to create pixel shader\n");
mVertexShaderPtr->Release();
mVertexLayoutPtr->Release();
return false;
}
}
return true;
}
bool RawFootPrintDrawAgentDX::initBuffersDX()
{
assert( mDevicePtr );
if ( !mDevicePtr )
return false;
HRESULT hr;
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
D3D11_SUBRESOURCE_DATA InitData;
ZeroMemory(&InitData, sizeof(InitData));
if (!mBoundingboxVertexBufferPtr)
{
bd.Usage = D3D11_USAGE_IMMUTABLE;
bd.ByteWidth = sizeof(float) * 3 * 8;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
InitData.pSysMem = bbData;
hr = mDevicePtr->CreateBuffer(&bd, &InitData, &mBoundingboxVertexBufferPtr);
if (FAILED(hr)) return false;
}
if( !mBoundingboxIndexBufferPtr ){
bd.Usage = D3D11_USAGE_IMMUTABLE;
bd.ByteWidth = sizeof(unsigned short) * 2 * 12;
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = 0;
InitData.pSysMem = bbWireIndices;
hr = mDevicePtr->CreateBuffer(&bd, &InitData, &mBoundingboxIndexBufferPtr);
if (FAILED(hr)) return false;
}
// Sole positions
if (!mSoleVertexBufferPtr[0])
{
bd.Usage = D3D11_USAGE_IMMUTABLE;
bd.ByteWidth = sizeof(float) * 3 * soleCount;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
InitData.pSysMem = sole;
hr = mDevicePtr->CreateBuffer(&bd, &InitData, &mSoleVertexBufferPtr[0]);
if (FAILED(hr)) return false;
}
// Sole normals
if (!mSoleVertexBufferPtr[1])
{
bd.Usage = D3D11_USAGE_IMMUTABLE;
bd.ByteWidth = sizeof(float) * 3 * soleCount;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
InitData.pSysMem = soleNorm;
hr = mDevicePtr->CreateBuffer(&bd, &InitData, &mSoleVertexBufferPtr[1]);
if (FAILED(hr)) return false;
}
// Heal positions
if (!mHeelVertexBufferPtr[0])
{
bd.Usage = D3D11_USAGE_IMMUTABLE;
bd.ByteWidth = sizeof(float) * 3 * heelCount;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
InitData.pSysMem = heel;
hr = mDevicePtr->CreateBuffer(&bd, &InitData, &mHeelVertexBufferPtr[0]);
if (FAILED(hr)) return false;
}
// Heal normals
if (!mHeelVertexBufferPtr[1])
{
bd.Usage = D3D11_USAGE_IMMUTABLE;
bd.ByteWidth = sizeof(float) * 3 * heelCount;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
InitData.pSysMem = heelNorm;
hr = mDevicePtr->CreateBuffer(&bd, &InitData, &mHeelVertexBufferPtr[1]);
if (FAILED(hr)) return false;
}
if (!mSoleWireIndexBufferPtr)
{
bd.Usage = D3D11_USAGE_IMMUTABLE;
bd.ByteWidth = sizeof(unsigned short) * 2 * (soleCount-1);
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = 0;
InitData.pSysMem = soleWireIndices;
hr = mDevicePtr->CreateBuffer(&bd, &InitData, &mSoleWireIndexBufferPtr);
if (FAILED(hr)) return false;
}
if (!mHeelWireIndexBufferPtr)
{
bd.Usage = D3D11_USAGE_IMMUTABLE;
bd.ByteWidth = sizeof(unsigned short) * 2 * (heelCount-1);
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = 0;
InitData.pSysMem = heelWireIndices;
hr = mDevicePtr->CreateBuffer(&bd, &InitData, &mHeelWireIndexBufferPtr);
if (FAILED(hr)) return false;
}
if (!mSoleShadedIndexBufferPtr)
{
bd.Usage = D3D11_USAGE_IMMUTABLE;
bd.ByteWidth = sizeof(unsigned short) * 3 * (soleCount-2);
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = 0;
InitData.pSysMem = soleShadedIndices;
hr = mDevicePtr->CreateBuffer(&bd, &InitData, &mSoleShadedIndexBufferPtr);
if (FAILED(hr)) return false;
}
if (!mHeelShadedIndexBufferPtr)
{
bd.Usage = D3D11_USAGE_IMMUTABLE;
bd.ByteWidth = sizeof(unsigned short) * 3 * (heelCount-2);
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = 0;
InitData.pSysMem = heelShadedIndices;
hr = mDevicePtr->CreateBuffer(&bd, &InitData, &mHeelShadedIndexBufferPtr);
if (FAILED(hr)) return false;
}
if (!mConstantBufferPtr)
{
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(ConstantBufferDef);
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bd.CPUAccessFlags = 0;
hr = mDevicePtr->CreateBuffer(&bd, NULL, &mConstantBufferPtr);
if (FAILED(hr)) return false;
}
return true;
}
bool RawFootPrintDrawAgentDX::releaseDXResources()
{
if (mBoundingboxVertexBufferPtr)
{
mBoundingboxVertexBufferPtr->Release();
mBoundingboxVertexBufferPtr = NULL;
}
if (mBoundingboxIndexBufferPtr)
{
mBoundingboxIndexBufferPtr->Release();
mBoundingboxIndexBufferPtr = NULL;
}
if (mSoleVertexBufferPtr[0])
{
mSoleVertexBufferPtr[0]->Release();
mSoleVertexBufferPtr[0] = NULL;
}
if (mSoleVertexBufferPtr[1])
{
mSoleVertexBufferPtr[1]->Release();
mSoleVertexBufferPtr[1] = NULL;
}
if (mHeelVertexBufferPtr[0])
{
mHeelVertexBufferPtr[0]->Release();
mHeelVertexBufferPtr[0] = NULL;
}
if (mHeelVertexBufferPtr[1])
{
mHeelVertexBufferPtr[1]->Release();
mHeelVertexBufferPtr[1] = NULL;
}
if (mSoleWireIndexBufferPtr)
{
mSoleWireIndexBufferPtr->Release();
mSoleWireIndexBufferPtr = NULL;
}
if (mSoleShadedIndexBufferPtr)
{
mSoleShadedIndexBufferPtr->Release();
mSoleShadedIndexBufferPtr = NULL;
}
if (mHeelWireIndexBufferPtr)
{
mHeelWireIndexBufferPtr->Release();
mHeelWireIndexBufferPtr = NULL;
}
if (mHeelShadedIndexBufferPtr)
{
mHeelShadedIndexBufferPtr->Release();
mHeelShadedIndexBufferPtr = NULL;
}
if (mVertexShaderPtr)
{
mVertexShaderPtr->Release();
mVertexShaderPtr = NULL;
}
if (mPixelShaderPtr)
{
mPixelShaderPtr->Release();
mPixelShaderPtr = NULL;
}
if (mVertexLayoutPtr)
{
mVertexLayoutPtr->Release();
mVertexLayoutPtr = NULL;
}
if (mConstantBufferPtr)
{
mConstantBufferPtr->Release();
mConstantBufferPtr = NULL;
}
return true;
}
#endif // _WIN32
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
// Plugin Registration
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
MStatus rawfootPrint::initialize()
{
MStatus stat;
size = unitFn.create( "size", "sz", MFnUnitAttribute::kDistance );
unitFn.setDefault( 1.0 );
stat = addAttribute( size );
if (!stat) {
stat.perror("addAttribute");
return stat;
}
transparencySort = numberFn.create( "transparencySort", "ts", MFnNumericData::kBoolean );
numberFn.setDefault( false );
stat = addAttribute( transparencySort );
if (!stat) {
stat.perror("addAttribute");
return stat;
}
transparency = numberFn.create( "transparency", "t", MFnNumericData::kFloat );
numberFn.setDefault( 1.0 );
numberFn.setMax( 1.0 );
numberFn.setMin( 0.0 );
stat = addAttribute( transparency );
if (!stat) {
stat.perror("addAttribute");
return stat;
}
// Add dependency on the localScale attribute, so that when size is modified RawFootPrintDrawOverride::transform will get called
attributeAffects( rawfootPrint::size, MPxLocatorNode::localScale );
return MS::kSuccess;
}
MStatus initializePlugin( MObject obj )
{
MStatus status;
MFnPlugin plugin( obj, PLUGIN_COMPANY, "3.0", "Any");
status = plugin.registerNode(
"rawfootPrint",
rawfootPrint::id,
&rawfootPrint::creator,
&rawfootPrint::initialize,
&rawfootPrint::drawDbClassification);
if (!status) {
status.perror("registerNode");
return status;
}
rawfootPrint::drawDbClassification,
rawfootPrint::drawRegistrantId,
RawFootPrintDrawOverride::Creator);
if (!status) {
status.perror("registerDrawOverrideCreator");
return status;
}
return status;
}
MStatus uninitializePlugin( MObject obj)
{
MStatus status;
MFnPlugin plugin( obj );
rawfootPrint::drawDbClassification,
rawfootPrint::drawRegistrantId);
if (!status) {
status.perror("deregisterDrawOverrideCreator");
return status;
}
status = plugin.deregisterNode( rawfootPrint::id );
if (!status) {
status.perror("deregisterNode");
return status;
}
// Release DX resources
#ifdef _WIN32
{
RawFootPrintDrawAgentDX& drawAgentRef = RawFootPrintDrawAgentDX::getDrawAgent();
drawAgentRef.releaseDXResources();
}
#endif
// Release GL Core resources
{
RawFootPrintDrawAgentCoreProfile& drawAgentRef = RawFootPrintDrawAgentCoreProfile::getDrawAgent();
drawAgentRef.releaseCoreProfileResources();
}
return status;
}