-
Notifications
You must be signed in to change notification settings - Fork 0
/
DM_Isolines.cpp
189 lines (146 loc) · 5.66 KB
/
DM_Isolines.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
#include "DM_Isolines.h"
#include "IsolineMaker.h"
#include <DM/DM_RenderTable.h>
#include <GUI/GUI_ViewState.h>
#include <OBJ/OBJ_Node.h>
#include <OP/OP_Director.h>
#include <RE/RE_Geometry.h>
#include <RE/RE_Render.h>
#include <SOP/SOP_Node.h>
#include <iostream>
const char *VertexShader =
"#version 150 \n"
"uniform mat4 glH_ProjectMatrix; \n"
"uniform mat4 glH_ViewMatrix; \n"
"in vec3 P; \n"
"in vec3 Cd; \n"
"out vec4 clr; \n"
"void main() \n"
"{ \n"
" clr = vec4(Cd, 1.0); \n"
" gl_Position = glH_ProjectMatrix * glH_ViewMatrix * vec4(P, 1.0); \n"
"} \n";
const char *FragmentShader = "#version 150 \n"
"in vec4 clr; \n"
"out vec4 color; \n"
"void main() \n"
"{ \n"
" color = clr; \n"
"} \n";
#define VIEWPORT_LOD_PARM 5
void DM_IsolinesDisplay::updateNodeState(const DM_GeoDetail &CurrentGeoDetail,
GU_DetailHandle &DetailHandle,
UT_DMatrix4 &LocalToWorld,
bool &IsValidState,
bool &ShouldRecalculate) {
ShouldRecalculate = false;
OP_Node *ObjNodeRef = CurrentGeoDetail.getObject();
IsValidState = !!ObjNodeRef;
if (!IsValidState)
return;
OBJ_Node *ObjNode = CAST_OBJNODE(ObjNodeRef);
SOP_Node *SopNode = ObjNode->getDisplaySopPtr();
int CurrentSopUid = SopNode->getUniqueId();
OP_VERSION CurrentCookVersion = SopNode->getVersionParms();
int CurrentSubdivDisplayState = ObjNode->evalInt("viewportlod", 0, 0);
ShouldRecalculate = CurrentSopUid != SopUid ||
CurrentCookVersion != CookVersion ||
CurrentSubdivDisplayState != SubdivDisplayState;
SopUid = CurrentSopUid;
CookVersion = CurrentCookVersion;
SubdivDisplayState = CurrentSubdivDisplayState;
IsValidState = CurrentSubdivDisplayState == VIEWPORT_LOD_PARM;
OP_Context Context(CHgetEvalTime());
UT_DMatrix4 TransformMatrix;
ObjNode->getLocalToWorldTransform(Context, LocalToWorld);
DetailHandle = ObjNode->getDisplayGeometryHandle(Context);
}
const float PeakValue = 0.0;
const int SubdivisionLevel = 3;
bool DM_IsolinesDisplay::isGeoDetailValid(
const DM_GeoDetail &CurrentGeoDetail) {
return CurrentGeoDetail.isValid() && CurrentGeoDetail.getNumDetails() > 0;
}
bool DM_IsolinesDisplay::render(RE_Render *Render,
const DM_SceneHookData &HookData) {
if (!HookData.disp_options->isSceneOptionEnabled("isolines_display"))
return false;
DM_GeoDetail CurrentGeoDetail = viewport().getCurrentDetail();
if (!isGeoDetailValid(CurrentGeoDetail))
return false;
bool IsValidState, ShouldRecalculate;
GU_DetailHandle CurrentDetailHandle;
UT_DMatrix4 LocalToWorldMatrix;
updateNodeState(CurrentGeoDetail, CurrentDetailHandle, LocalToWorldMatrix,
IsValidState, ShouldRecalculate);
if (!IsValidState)
return false;
updateDrawableArrays();
drawArrays(Render);
if (!ShouldRecalculate)
return false;
IsolineMaker IsoMaker(CurrentDetailHandle, LocalToWorldMatrix, PeakValue,
SubdivisionLevel);
if (!IsoMaker.calculateAttributeArrays())
return false;
IsoMaker.getAttributeArrays(Positions, Colors, Normals);
CachedViewTransform = UT_DMatrix4(1);
return false;
}
void DM_IsolinesDisplay::updateDrawableArrays() {
const GUI_ViewState *ViewState = &viewport().getViewStateRef();
const UT_Matrix4D ViewTransform = ViewState->getRotateMatrix();
if (ViewTransform.isEqual(CachedViewTransform))
return;
DrawableColors.clear();
DrawablePositions.clear();
UT_Matrix4D ViewTransformInverted = ViewTransform;
ViewTransformInverted.invertDouble();
UT_Vector3 viewDirection = UT_Vector3(0.0, 0.0, 1.0) * ViewTransformInverted;
for (int x = 0; x < (Normals.entries() / 2); ++x) {
int Index = x * 2;
if (viewDirection.dot(Normals[Index]) < 0.0)
continue;
DrawableColors.append(Colors[Index]);
DrawableColors.append(Colors[Index + 1]);
DrawablePositions.append(Positions[Index]);
DrawablePositions.append(Positions[Index + 1]);
}
CachedViewTransform = ViewTransform;
}
void DM_IsolinesDisplay::drawArrays(RE_Render *Render) {
int ItemCount = DrawableColors.entries();
if (ItemCount == 0)
return;
RE_Geometry RenderGeo(ItemCount);
RE_VertexArray *PosRenderAttr = RenderGeo.createAttribute(
Render, "P", RE_GPU_FLOAT32, 3, DrawablePositions.array());
RE_VertexArray *ColRenderAttr = RenderGeo.createAttribute(
Render, "Cd", RE_GPU_FLOAT32, 3, DrawableColors.array());
RenderGeo.connectAllPrims(Render, 0, RE_PRIM_LINES, NULL, true);
if (!Shader) {
Shader = RE_Shader::create("lines");
Shader->addShader(Render, RE_SHADER_VERTEX, VertexShader, "vertex", 0);
Shader->addShader(Render, RE_SHADER_FRAGMENT, FragmentShader, "fragment",
0);
Shader->linkShaders(Render);
}
Render->pushDepthState();
Render->setZFunction(RE_ZNOTEQUAL);
Render->pushShader(Shader);
Render->pushPointSize(3.0);
Render->pushSmoothLines();
Render->pushLineWidth(3.0);
RenderGeo.draw(Render, 0);
Render->popLineWidth();
Render->popSmoothLines();
Render->popPointSize();
Render->popShader();
Render->popDepthState();
}
void newRenderHook(DM_RenderTable *table) {
table->registerSceneHook(new DM_IsolinesDisplayHook, DM_HOOK_POST_RENDER,
DM_HOOK_BEFORE_NATIVE);
table->installSceneOption("isolines_display",
"Show Subdivision Surface Isolines");
}