Ejemplo n.º 1
0
	def populateGeometry(self, requirements, renderItems, data):
		if not self.fPath.isValid():
			return

		## here, fPath is the path of the linked object instead of the plugin node; it
		## is used to determine the right type of the geometry shape, e.g., polygon
		## or NURBS surface.
		## The sharing flag (true here) is just for the polygon shape.
		options = omr.MGeometryExtractor.kPolyGeom_Normal
		if self.isBaseMesh():
		   options = options | omr.MGeometryExtractor.kPolyGeom_BaseMesh

		extractor = omr.MGeometryExtractor(requirements, self.fPath, options)
		if extractor is None:
			return

		## fill vertex buffer
		descList = requirements.vertexRequirements()
		for desc in descList:

			if desc.semantic == omr.MGeometry.kPosition or desc.semantic == omr.MGeometry.kPosition or desc.semantic == omr.MGeometry.kNormal or desc.semantic == omr.MGeometry.kTexture or desc.semantic == omr.MGeometry.kTangent or desc.semantic == omr.MGeometry.kBitangent or desc.semantic == omr.MGeometry.kColor:
				vertexBuffer = data.createVertexBuffer(desc)
				if vertexBuffer is not None:
					## MGeometryExtractor.vertexCount and MGeometryExtractor.populateVertexBuffer.
					## since the plugin node has the same vertex data as its linked scene object,
					## call vertexCount to allocate vertex buffer of the same size, and then call
					## populateVertexBuffer to copy the data.
					vertexCount = extractor.vertexCount()
					vertices = vertexBuffer.acquire(vertexCount, True) ## writeOnly - we don't need the current buffer values
					if vertices is not None:
						extractor.populateVertexBuffer(vertices, vertexCount, desc)
						vertexBuffer.commit(vertices)

		## fill index buffer
		for item in renderItems:
			indexBuffer = data.createIndexBuffer(omr.MGeometry.kUnsignedInt32)
			if indexBuffer is None:
				continue

			## MGeometryExtractor.primitiveCount and MGeometryExtractor.populateIndexBuffer.
			## since the plugin node has the same index data as its linked scene object,
			## call primitiveCount to allocate index buffer of the same size, and then call
			## populateIndexBuffer to copy the data.
			if item.primitive() == omr.MGeometry.kTriangles:
				triangleDesc = omr.MIndexBufferDescriptor(omr.MIndexBufferDescriptor.kTriangle, "", omr.MGeometry.kTriangles, 3)
				numTriangles = extractor.primitiveCount(triangleDesc)

				indices = indexBuffer.acquire(3 * numTriangles, True) ## writeOnly - we don't need the current buffer values
				extractor.populateIndexBuffer(indices, numTriangles, triangleDesc)
				indexBuffer.commit(indices)

			elif item.primitive() == omr.MGeometry.kLines:
				edgeDesc = omr.MIndexBufferDescriptor(omr.MIndexBufferDescriptor.kEdgeLine, "", omr.MGeometry.kLines, 2)
				numEdges = extractor.primitiveCount(edgeDesc)

				indices = indexBuffer.acquire(2 * numEdges, True) ## writeOnly - we don't need the current buffer values
				extractor.populateIndexBuffer(indices, numEdges, edgeDesc)
				indexBuffer.commit(indices)

			item.associateWithIndexBuffer(indexBuffer)
Ejemplo n.º 2
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    def __init__(self, name):
        # type: (Text) -> None
        self.operatioIndex = 0
        self.operations = [
            omr.MSceneRender("scene"),
            ManipulatorSceneRender("manipulatorRender"),
            omr.MHUDRender(),
            omr.MPresentTarget("present")
        ]

        self.operations[0].clearOperation().setOverridesColors(False)
        super(DrawManipulatorOverride, self).__init__(name)
Ejemplo n.º 3
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	def initialize(self, shader):
		# Retrieve and cache the actual node pointer
		if not shader.isNull():
			self.fShaderNode = omui.MPxHwShaderNode.getHwShaderNode(shader)

		# Set position requirement
		reqName = ""
		self.addGeometryRequirement(omr.MVertexBufferDescriptor(reqName, omr.MGeometry.kPosition, omr.MGeometry.kFloat, 3))

		# Set correct color requirement
		if self.fShaderNode is not None:
			reqName = self.fShaderNode.colorSetName()
		self.addGeometryRequirement(omr.MVertexBufferDescriptor(reqName, omr.MGeometry.kColor, omr.MGeometry.kFloat, 4))

		return "Autodesk Maya hwColorPerVertexShader"
Ejemplo n.º 4
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def getCustomSemantics():
    if OpenMayaRender.drawAPI() == OpenMayaRender.MRenderer.kDirectX11:
        # register a generator based on a custom semantic for DX11.
        # You can use any name in DX11.
        return ('myCustomStream', 'muCustomStreamB')
    if OpenMayaRender.MRenderer.drawAPI(
    ) == OpenMayaRender.MRenderer.kOpenGLCoreProfile:
        # register a generator based on a custom semantic for OGSFX.
        # Pretty limited in OGSFX since it only allows standard semantics.
        # but thanks to the annotations a custom value can be set afterward from glslShader plugin
        return ('myCustomStream', 'myCustomStreamB')
    if OpenMayaRender.MRenderer.drawAPI() == OpenMayaRender.MRenderer.kOpenGL:
        # register a generator based on a custom semantic for cg.
        # Pretty limited in cg so we hook onto the ATTR semantics
        return ('ATTR8', 'ATTR7')
    def draw(self, context, renderItemList):
        ##--------------------------
        ## Matrix set up
        ##--------------------------
        ## Set world view matrix
        glMatrixMode(GL_MODELVIEW)
        glPushMatrix()
        transform = context.getMatrix(omr.MFrameContext.kWorldViewMtx)
        glLoadMatrixd(matrixAsArray(transform))

        ## Set projection matrix
        glMatrixMode(GL_PROJECTION)
        glPushMatrix()
        projection = context.getMatrix(omr.MFrameContext.kProjectionMtx)
        glLoadMatrixd(matrixAsArray(projection))

        ##--------------------------
        ## State set up
        ##--------------------------
        stateMgr = context.getStateManager()

        ## Blending
        ## Save current blend status
        curBlendState = stateMgr.getBlendState()
        if curBlendState is None:
            return False

        if self.fBlendState is None:
            ## If we haven't got a blending state, then acquire a new one.
            ## Since it would be expensive to acquire the state, we would
            ## store it.
            ## Create a new blend status and acquire blend state from the context
            blendDesc = omr.MBlendStateDesc()
            for i in range(omr.MBlendState.kMaxTargets):
                blendDesc.targetBlends[i].blendEnable = True
                blendDesc.targetBlends[
                    i].sourceBlend = omr.MBlendState.kSourceAlpha
                blendDesc.targetBlends[
                    i].destinationBlend = omr.MBlendState.kInvSourceAlpha
                blendDesc.targetBlends[i].blendOperation = omr.MBlendState.kAdd
                blendDesc.targetBlends[
                    i].alphaSourceBlend = omr.MBlendState.kOne
                blendDesc.targetBlends[
                    i].alphaDestinationBlend = omr.MBlendState.kInvSourceAlpha
                blendDesc.targetBlends[
                    i].alphaBlendOperation = omr.MBlendState.kAdd

            blendDesc.blendFactor = (1.0, 1.0, 1.0, 1.0)

            self.fBlendState = stateMgr.acquireBlendState(blendDesc)
            if self.fBlendState is None:
                return False

        ## Activate the blend on the device
        stateMgr.setBlendState(self.fBlendState)

        ## Bounding box draw
        if self.fShaderNode.wantDrawBoundingBox():
            for renderItem in renderItemList:
                if renderItem is None:
                    continue

                ## Modelview matrix is already set so just use the object
                ## space bbox.
                box = renderItem.boundingBox(om.MSpace.kObject)

                ## Draw the bounding box.
                wireColor = om.MColor((0.1, 0.15, 0.35))
                drawBoundingBox(box, wireColor)

        ##--------------------------
        ## geometry draw
        ##--------------------------
        useCustomDraw = False
        if useCustomDraw:
            ## Custom draw
            ## Does not set state, matrix or material
            self.customDraw(context, renderItemList)

        else:
            ## Internal standard draw
            ## Does not set state, matrix or material
            self.drawGeometry(context)

        ##--------------------------
        ## Matrix restore
        ##--------------------------
        glPopMatrix()
        glMatrixMode(GL_MODELVIEW)
        glPopMatrix()

        ##--------------------------
        ## State restore
        ##--------------------------
        ## Restore blending
        stateMgr.setBlendState(curBlendState)

        return True
Ejemplo n.º 6
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    def __init__(self, name):
        if kDebugAll or kDebugRenderOverride:
            print("Initializing viewRenderOverride")

        #omr.MRenderOverride.__init__(self, name)
        super(viewRenderOverride, self).__init__(name)
        # name in the renderer dropdown menu
        self.mUIName = kPluginName
        # everytime you are preparing a plate,
        # you have to count which step you are on
        # this is reset when you start a new plate
        self.mOperation = 0
        # label for the onion
        # current frame, used for setting the onion target key
        self.mCurrentFrame = 0
        # holds all avaialable onions
        # the key to the target is its frame number
        self.mOnionBuffer = {}
        # sometimes M doesn't want to see onions,
        # thats when this should be False
        self.mEnableBlend = False
        # save the relative Onions
        self.mRelativeOnions = {}
        # save the absolute onions
        self.mAbsoluteOnions = {}
        # save all the objects to display in a list
        self.mOnionObjectList = om.MSelectionList()
        # store the render operations that combine onions in a list
        self.mRenderOperations = []
        # the tints for onions
        self.mRelativeFutureTint = [255, 0, 0]
        self.mRelativePastTint = [0, 255, 0]
        self.mAbsoluteTint = [0, 0, 255]
        # tint strengths, 1 is full tint
        self.mRelativeTintStrength = 1.0
        self.mAbsoluteTintStrength = 1.0

        # If this is True, we will show onions on the next keyticks
        # e.g. if mRelativeOnions has 1 and 3 in it, it will draw
        # the next and the 3rd frame with a tick on the timeslider
        self.mRelativeKeyDisplay = True
        self.mCallbackId = 0

        # Passes
        self.mClearPass = viewRenderClearRender("clearPass")
        self.mClearPass.setOverridesColors(False)
        self.mRenderOperations.append(self.mClearPass)

        self.mStandardPass = viewRenderSceneRender(
            "standardPass", omr.MClearOperation.kClearNone)
        self.mRenderOperations.append(self.mStandardPass)

        self.mOnionPass = viewRenderSceneRender("onionPass",
                                                omr.MClearOperation.kClearAll)
        self.mOnionPass.setSceneFilter(omr.MSceneRender.kRenderShadedItems)
        self.mOnionPass.setDrawSelectionFilter(True)
        self.mRenderOperations.append(self.mOnionPass)

        self.mHUDPass = viewRenderHUDRender()
        self.mRenderOperations.append(self.mHUDPass)

        self.mPresentTarget = viewRenderPresentTarget("presentTarget")
        self.mRenderOperations.append(self.mPresentTarget)

        # TARGETS
        # standard target is what will be displayed. all but onion render to this target
        self.mStandardTargetDescr = omr.MRenderTargetDescription()
        self.mStandardTargetDescr.setName("standardTarget")
        self.mStandardTargetDescr.setRasterFormat(
            omr.MRenderer.kR8G8B8A8_UNORM)

        # onion target will be blended over standard target
        self.mOnionTargetDescr = omr.MRenderTargetDescription()
        self.mOnionTargetDescr.setName("onionTarget")
        self.mOnionTargetDescr.setRasterFormat(omr.MRenderer.kR8G8B8A8_UNORM)

        # Set the targets that don't change
        self.mTargetMgr = omr.MRenderer.getRenderTargetManager()

        self.mStandardTarget = self.mTargetMgr.acquireRenderTarget(
            self.mStandardTargetDescr)
        self.mClearPass.setRenderTarget(self.mStandardTarget)
        self.mStandardPass.setRenderTarget(self.mStandardTarget)
        self.mHUDPass.setRenderTarget(self.mStandardTarget)
        self.mPresentTarget.setRenderTarget(self.mStandardTarget)
Ejemplo n.º 7
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    def draw(context, data):
        ## Get user draw data
        footData = data
        if not isinstance(footData, footPrintData):
            return

        ## Get DAG object draw override
        objectOverrideInfo = footData.fDrawOV

        ## Sample code to determine the rendering destination
        debugDestination = False
        if debugDestination:
            destination = context.renderingDestination()
            destinationType = "3d viewport"
            if destination[0] == omr.MFrameContext.k2dViewport:
                destinationType = "2d viewport"
            elif destination[0] == omr.MFrameContext.kImage:
                destinationType = "image"

            print "footprint node render destination is " + destinationType + ". Destination name=" + str(
                destination[1])

        ## Just return and draw nothing, if it is overridden invisible
        if objectOverrideInfo.overrideEnabled and not objectOverrideInfo.enableVisible:
            return

        ## Get display status
        displayStyle = context.getDisplayStyle()
        drawAsBoundingbox = (displayStyle & omr.MFrameContext.kBoundingBox
                             ) or (objectOverrideInfo.lod
                                   == om.MDAGDrawOverrideInfo.kLODBoundingBox)
        ## 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 and not footData.fCustomBoxDraw:
            return

        animPlay = oma.MAnimControl.isPlaying()
        animScrub = oma.MAnimControl.isScrubbing()
        ## If in playback but hidden in playback, skip drawing
        if (animPlay or animScrub) and not objectOverrideInfo.playbackVisible:
            return

        ## For any viewport interactions switch to bounding box mode,
        ## except when we are in playback.
        if context.inUserInteraction() or context.userChangingViewContext():
            if not animPlay and not animScrub:
                drawAsBoundingbox = True

        ## Now, something gonna draw...

        ## Check to see if we are drawing in a shadow pass.
        ## If so then we keep the shading simple which in this
        ## example means to disable any extra blending state changes
        ##
        passCtx = context.getPassContext()
        passSemantics = passCtx.passSemantics()
        castingShadows = False
        for semantic in passSemantics:
            if semantic == omr.MPassContext.kShadowPassSemantic:
                castingShadows = True

        debugPassInformation = False
        if debugPassInformation:
            passId = passCtx.passIdentifier()
            print "footprint node drawing in pass[" + str(
                passId) + "], semantic[" + str(passSemantics) + "]"

        ## get cached data
        multiplier = footData.fMultiplier
        color = [
            footData.fColor[0], footData.fColor[1], footData.fColor[2], 1.0
        ]

        requireBlending = False

        ## If we're not casting shadows then do extra work
        ## for display styles
        if not castingShadows:
            ## Use some monotone version of color to show "default material mode"
            ##
            if displayStyle & omr.MFrameContext.kDefaultMaterial:
                color[0] = color[1] = color[2] = (color[0] + color[1] +
                                                  color[2]) / 3.0

            ## Do some alpha blending if in x-ray mode
            ##
            elif displayStyle & omr.MFrameContext.kXray:
                requireBlending = True
                color[3] = 0.3

        ## Set blend and raster state
        ##
        stateMgr = context.getStateManager()
        oldBlendState = None
        oldRasterState = None
        rasterStateModified = False

        if stateMgr is not None and (displayStyle
                                     & omr.MFrameContext.kGouraudShaded):
            ## draw filled, and with blending if required
            if requireBlending:
                global blendState
                if blendState is None:
                    desc = omr.MBlendStateDesc()
                    desc.targetBlends[0].blendEnable = True
                    desc.targetBlends[
                        0].destinationBlend = omr.MBlendStatekInvSourceAlpha
                    desc.targetBlends[
                        0].alphaDestinationBlend = omr.MBlendStatekInvSourceAlpha
                    blendState = stateMgr.acquireBlendState(desc)

                if blendState is not None:
                    oldBlendState = stateMgr.getBlendState()
                    stateMgr.setBlendState(blendState)

            ## Override culling mode since we always want double-sided
            ##
            oldRasterState = stateMgr.getRasterizerState()
            if oldRasterState:
                desc = oldRasterState.desc()
                ## It's also possible to change this to kCullFront or kCullBack if we
                ## wanted to set it to that.
                cullMode = omr.MRasterizerState.kCullNone
                if desc.cullMode != cullMode:
                    global rasterState
                    if rasterState is None:
                        ## Just override the cullmode
                        desc.cullMode = cullMode
                        rasterState = stateMgr.acquireRasterizerState(desc)

                    if rasterState is not None:
                        rasterStateModified = True
                        stateMgr.setRasterizerState(rasterState)

        ##========================
        ## Start the draw work
        ##========================

        ## Prepare draw agent, default using OpenGL
        global drawAgent
        if drawAgent is None:
            if omr.MRenderer.drawAPIIsOpenGL():
                drawAgent = footPrintDrawAgentGL()
            else:
                drawAgent = footPrintDrawAgentDX()

        if not drawAgent is None:

            drawAgent.beginDraw(context, color, multiplier)

            if drawAsBoundingbox:
                drawAgent.drawBoundingBox(context)

            else:
                ## Templated, only draw wirefame and it is not selectale
                overideTemplated = objectOverrideInfo.overrideEnabled and objectOverrideInfo.displayType == om.MDAGDrawOverrideInfo.kDisplayTypeTemplate
                ## Override no shaded, only show wireframe
                overrideNoShaded = objectOverrideInfo.overrideEnabled and not objectOverrideInfo.enableShading

                if overideTemplated or overrideNoShaded:
                    drawAgent.drawWireframe(context)

                else:
                    if (displayStyle & omr.MFrameContext.kGouraudShaded) or (
                            displayStyle & omr.MFrameContext.kTextured):
                        drawAgent.drawShaded(context)

                    if (displayStyle & omr.MFrameContext.kWireFrame):
                        drawAgent.drawWireframe(context)

            drawAgent.endDraw(context)

        ##========================
        ## End the draw work
        ##========================

        ## Restore old blend state and old raster state
        if stateMgr is not None and (displayStyle
                                     & omr.MFrameContext.kGouraudShaded):
            if oldBlendState is not None:
                stateMgr.setBlendState(oldBlendState)

            if rasterStateModified and oldRasterState is not None:
                stateMgr.setRasterizerState(oldRasterState)
Ejemplo n.º 8
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    def initBuffers(self):
        global soleCount, sole
        global heelCount, heel

        if self.mBoundingboxVertexBuffer is None:
            count = 8
            rawData = [[-0.5, -0.5, -0.5], [0.5, -0.5, -0.5], [0.5, -0.5, 0.5],
                       [-0.5, -0.5, 0.5], [-0.5, 0.5, -0.5], [0.5, 0.5, -0.5],
                       [0.5, 0.5, 0.5], [-0.5, 0.5, 0.5]]

            desc = omr.MVertexBufferDescriptor("", omr.MGeometry.kPosition,
                                               omr.MGeometry.kFloat, 3)
            self.mBoundingboxVertexBuffer = omr.MVertexBuffer(desc)

            dataAddress = self.mBoundingboxVertexBuffer.acquire(count, True)
            data = ((ctypes.c_float * 3) * count).from_address(dataAddress)

            for i in range(count):
                data[i][0] = rawData[i][0]
                data[i][1] = rawData[i][1]
                data[i][2] = rawData[i][2]

            self.mBoundingboxVertexBuffer.commit(dataAddress)
            dataAddress = None
            data = None

        if self.mBoundingboxIndexBuffer is None:
            count = 24
            rawData = [
                0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2,
                6, 3, 7
            ]

            self.mBoundingboxIndexBuffer = omr.MIndexBuffer(
                omr.MGeometry.kUnsignedInt32)

            dataAddress = self.mBoundingboxIndexBuffer.acquire(count, True)
            data = (ctypes.c_uint * count).from_address(dataAddress)

            for i in range(count):
                data[i] = rawData[i]

            self.mBoundingboxIndexBuffer.commit(dataAddress)
            dataAddress = None
            data = None

        if self.mSoleVertexBuffer is None:
            desc = omr.MVertexBufferDescriptor("", omr.MGeometry.kPosition,
                                               omr.MGeometry.kFloat, 3)
            self.mSoleVertexBuffer = omr.MVertexBuffer(desc)

            dataAddress = self.mSoleVertexBuffer.acquire(soleCount, True)
            data = ((ctypes.c_float * 3) * soleCount).from_address(dataAddress)

            for i in range(soleCount):
                data[i][0] = sole[i][0]
                data[i][1] = sole[i][1]
                data[i][2] = sole[i][2]

            self.mSoleVertexBuffer.commit(dataAddress)
            dataAddress = None
            data = None

        if self.mHeelVertexBuffer is None:
            desc = omr.MVertexBufferDescriptor("", omr.MGeometry.kPosition,
                                               omr.MGeometry.kFloat, 3)
            self.mHeelVertexBuffer = omr.MVertexBuffer(desc)

            dataAddress = self.mHeelVertexBuffer.acquire(heelCount, True)
            data = ((ctypes.c_float * 3) * heelCount).from_address(dataAddress)

            for i in range(heelCount):
                data[i][0] = heel[i][0]
                data[i][1] = heel[i][1]
                data[i][2] = heel[i][2]

            self.mHeelVertexBuffer.commit(dataAddress)
            dataAddress = None
            data = None

        if self.mSoleWireIndexBuffer is None:
            count = 2 * (soleCount - 1)
            rawData = [
                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
            ]

            self.mSoleWireIndexBuffer = omr.MIndexBuffer(
                omr.MGeometry.kUnsignedInt32)

            dataAddress = self.mSoleWireIndexBuffer.acquire(count, True)
            data = (ctypes.c_uint * count).from_address(dataAddress)

            for i in range(count):
                data[i] = rawData[i]

            self.mSoleWireIndexBuffer.commit(dataAddress)
            dataAddress = None
            data = None

        if self.mHeelWireIndexBuffer is None:
            count = 2 * (heelCount - 1)
            rawData = [
                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
            ]

            self.mHeelWireIndexBuffer = omr.MIndexBuffer(
                omr.MGeometry.kUnsignedInt32)

            dataAddress = self.mHeelWireIndexBuffer.acquire(count, True)
            data = (ctypes.c_uint * count).from_address(dataAddress)

            for i in range(count):
                data[i] = rawData[i]

            self.mHeelWireIndexBuffer.commit(dataAddress)
            dataAddress = None
            data = None

        if self.mSoleShadedIndexBuffer is None:
            count = 3 * (soleCount - 2)
            rawData = [
                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
            ]

            self.mSoleShadedIndexBuffer = omr.MIndexBuffer(
                omr.MGeometry.kUnsignedInt32)

            dataAddress = self.mSoleShadedIndexBuffer.acquire(count, True)
            data = (ctypes.c_uint * count).from_address(dataAddress)

            for i in range(count):
                data[i] = rawData[i]

            self.mSoleShadedIndexBuffer.commit(dataAddress)
            dataAddress = None
            data = None

        if self.mHeelShadedIndexBuffer is None:
            count = 3 * (heelCount - 2)
            rawData = [
                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
            ]

            self.mHeelShadedIndexBuffer = omr.MIndexBuffer(
                omr.MGeometry.kUnsignedInt32)

            dataAddress = self.mHeelShadedIndexBuffer.acquire(count, True)
            data = (ctypes.c_uint * count).from_address(dataAddress)

            for i in range(count):
                data[i] = rawData[i]

            self.mHeelShadedIndexBuffer.commit(dataAddress)
            dataAddress = None
            data = None

        return True
Ejemplo n.º 9
0
    def initBuffers(self):
        global soleCount, sole
        global heelCount, heel

        #EXPLANATION: VERTEX BUFFERS and INDEX BUFFERS Maya API:
        # https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2018/ENU/Maya-SDK/files/GUID-148A1EF1-B350-416F-A800-C47DA90D1369-htm.html
        if self.mBoundingBoxVertexBuffer is None:
            count = 8
            rawData = [[-0.5, -0.5, -0.5], [0.5, -0.5, -0.5], [0.5, -0.5, 0.5],
                       [-0.5, -0.5, 0.5], [-0.5, 0.5, -0.5], [0.5, 0.5, -0.5],
                       [0.5, 0.5, 0.5], [-0.5, 0.5, 0.5]]

            desc = OpenMayaRender.MVertexBufferDescriptor(
                '', OpenMayaRender.MGeometry.kPosition,
                OpenMayaRender.MGeometry.kFloat, 3)
            self.mBoundingBoxVertexBuffer = OpenMayaRender.MVertexBuffer(desc)

            dataAddress = self.mBoundingBoxVertexBuffer.acquire(count, True)
            # is a foreign function library for Python.
            # It provides C compatible data types, and allows calling functions in DLLs or shared libraries.
            # It can be used to wrap these libraries in pure Python.
            data = ((ctypes.c_float * 3) * count).from_address(dataAddress)

            for i in range(count):
                data[i][0] = rawData[i][0]
                data[i][1] = rawData[i][1]
                data[i][2] = rawData[i][2]

            self.mBoundingBoxVertexBuffer.commit(dataAddress)
            dataAddress = None
            data = None

        if self.mBoundingBoxIndexBuffer is None:
            count = 24
            rawData = [
                0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2,
                6, 3, 7
            ]

            # buffers EXPLANATION // explain better rawData // raw data is an indexBuffer
            # here we get a space in memory and the fill it with C Data types
            # https://vulkan-tutorial.com/Vertex_buffers/Index_buffer  <-- indexBuffer EXPLANATION

            # the indices need to be uploaded to ha vkBuffer for the GPU be able to them
            # MIndexBuffer represents an index buffer with a specific data. usable with MGeometry
            self.mBoundingBoxIndexBuffer = OpenMayaRender.MIndexBuffer(
                OpenMayaRender.MGeometry.kUnsignedInt32)

            # acquire() may be called to get a pointer to a block of memory to fill with said data.
            # args: size of the buffer(int) // writeOnly (bool)

            # Once filled, commit() must be called to apply the data to the buffer.
            dataAddress = self.mBoundingBoxIndexBuffer.acquire(count, True)
            # ctypes provides C compatible data types, and allows calling functions in DLLs or shared libraries.
            # It can be used to wrap these libraries in pure Python.

            # http://pyplusplus.readthedocs.io/en/latest/tutorials/functions/transformation/from_address.html  <-- from_address EXPLANATION
            # unsigned_int * count -> [c_uint][c_uint]... count times
            # from_address you can use ctypes package to create the data and than pass it to
            # the Boost.Python exposed function, in this case dataAddress
            data = (ctypes.c_uint * count).from_address(dataAddress)

            # fill our buffer
            for i in range(count):
                data[i] = rawData[i]

            # here is the commit(), once we filled dataAddress with c types through .from_address from data.
            # Commit the data stored in the memory given by acquire() to the buffer.
            self.mBoundingBoxIndexBuffer.commit(dataAddress)
            dataAddress = None
            data = None

        if self.mSoleVertexBuffer is None:
            desc = OpenMayaRender.MVertexBufferDescriptor(
                '', OpenMayaRender.MGeometry.kPosition,
                OpenMayaRender.MGeometry.kFloat, 3)
            self.mSoleVertexBuffer = OpenMayaRender.MVertexBuffer(desc)

            dataAddress = self.mSoleVertexBuffer.acquire(soleCount, True)
            data = ((ctypes.c_float * 3) * soleCount).from_address(dataAddress)

            for i in range(soleCount):
                data[i][0] = sole[i][0]
                data[i][1] = sole[i][1]
                data[i][2] = sole[i][2]

            self.mSoleVertexBuffer.commit(dataAddress)
            dataAddress = None
            data = None

        if self.mHeelVertexBuffer is None:
            desc = OpenMayaRender.MVertexBufferDescriptor(
                '', OpenMayaRender.MGeometry.kPosition,
                OpenMayaRender.MGeometry.kFloat, 3)
            self.mHeelVertexBuffer = OpenMayaRender.MVertexBuffer(desc)

            dataAddress = self.mHeelVertexBuffer.acquire(heelCount, True)
            data = ((ctypes.c_float * 3) * heelCount).from_address(dataAddress)

            for i in range(heelCount):
                data[i][0] = heel[i][0]
                data[i][1] = heel[i][1]
                data[i][2] = heel[i][2]

            self.mHeelVertexBuffer.commit(dataAddress)
            dataAddress = None
            data = None

        if self.mSoleWireIndexBuffer is None:
            count = 2 * (soleCount - 1)
            rawData = [
                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
            ]

            self.mSoleWireIndexBuffer = OpenMayaRender.MIndexBuffer(
                OpenMayaRender.MGeometry.kUnsignedInt32)

            dataAddress = self.mSoleWireIndexBuffer.acquire(count, True)
            data = (ctypes.c_uint * count).from_address(dataAddress)

            for i in range(count):
                data[i] = rawData[i]

            self.mSoleWireIndexBuffer.commit(dataAddress)
            dataAddress = None
            data = None

        if self.mHeelWireIndexBuffer is None:
            count = 2 * (heelCount - 1)
            rawData = [
                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
            ]
            self.mHeelWireIndexBuffer = OpenMayaRender.MIndexBuffer(
                OpenMayaRender.MGeometry.kUnsignedInt32)

            dataAddress = self.mHeelWireIndexBuffer.acquire(count, True)
            data = (ctypes.c_uint * count).from_address(dataAddress)

            for i in range(count):
                data[i] = rawData[i]

            self.mHeelWireIndexBuffer.commit(dataAddress)
            dataAddress = None
            data = None

        if self.mSoleShadedIndexBuffer is None:
            count = 3 * (soleCount - 2)
            rawData = [
                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
            ]

            self.mSoleShadedIndexBuffer = OpenMayaRender.MIndexBuffer(
                OpenMayaRender.MGeometry.kUnsignedInt32)

            dataAddress = self.mSoleShadedIndexBuffer.acquire(count, True)
            data = (ctypes.c_uint * count).from_address(dataAddress)

            for i in range(count):
                data[i] = rawData[i]

            self.mSoleShadedIndexBuffer.commit(dataAddress)
            dataAddress = None
            data = None

        if self.mHeelShadedIndexBuffer is None:
            count = 3 * (heelCount - 2)
            rawData = [
                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
            ]

            self.mHeelShadedIndexBuffer = OpenMayaRender.MIndexBuffer(
                OpenMayaRender.MGeometry.kUnsignedInt32)

            dataAddress = self.mHeelShadedIndexBuffer.acquire(count, True)
            data = (ctypes.c_uint * count).from_address(dataAddress)

            for i in range(count):
                data[i] = rawData[i]

            self.mHeelShadedIndexBuffer.commit(dataAddress)
            dataAddress = None
            data = None

        return True
Ejemplo n.º 10
0
    def __init__(self, name):
        if DEBUG:
            print ("Initializing ViewRenderOverride")

        #omr.MRenderOverride.__init__(self, name)
        super(ViewRenderOverride, self).__init__(name)

        # name in the renderer dropdown menu
        self.UIName = PLUGIN_NAME

        # this counts through the render passes
        # restarts for every frame output to the screen
        self.operation = 0

        # label for the onion
        # current frame, used for setting the onion target key
        self.currentFrame = 0
        # holds all avaialable onion skin renders
        # the key to the target is its frame number
        self.onionSkinBuffer = {}
        # save the order in which onions where added
        self.onionSkinBufferQueue = collections.deque()
        # max amount of buffered frames
        self.maxOnionSkinBufferSize = 200
        # store blend passes for relative onion skin display
        # a pass is stored when the user activates it in the ui with the "v" icon
        self.relativeBlendPasses = {}
        # only display every nth relative onion
        self.relativeStep = 1
        # store blend passes for absolute onion skin display
        # a blend pass is stored with the key being its frame
        # a blend pass is added for each absolute onion skin display the user registers
        self.absoluteBlendPasses = {}
        # buffer onion objects to make adding sets possible
        self.onionObjectBuffer = om.MSelectionList()
        # save all the objects to display in a list
        self.onionObjectList = om.MSelectionList()
        # store the render operations that combine onions in a list
        self.renderOperations = []
        # tint colors for different os types rgb 0-255
        self.relativeFutureTint = [255,0,0]
        self.relativePastTint = [0,255,0]
        self.absoluteTint = [0,0,255]
        # tint strengths, 1 is full tint
        self.tintStrength = 1.0
        self.globalOpacity = 1.0
        self.onionSkinDisplayType = 1
        # outline width in pixels
        self.outlineWidth = 3
        self.drawBehind = 1

        # range 0-2.
        # 0 = default, 1 = relative random, 2 = static random
        self.tintType = 0
        # seed value set by user to get different random colors for tints
        self.tintSeed = 0

        # If this is True, we will show onion skins on the next keyticks
        # e.g. if relativeBlendPasses has 1 and 3 in it, it will draw
        # the next and the 3rd frame with a tick on the timeslider
        self.relativeKeyDisplay = True
        # 
        self.timeCallbackId = 0
        # 
        self.cameraMovedCallbackIds = []
        # 
        self.autoClearBuffer = True

        # Passes
        self.clearPass = clearRender.viewRenderClearRender("clearPass")
        self.clearPass.setOverridesColors(False)
        self.renderOperations.append(self.clearPass)

        self.standardPass = sceneRender.OSSceneRender(
            "standardPass",
            omr.MClearOperation.kClearNone
        )
        self.renderOperations.append(self.standardPass)

        # the onion skin pass buffers an image of the specified object on the current frame
        self.onionSkinPass = sceneRender.OSSceneRender(
            "onionSkinPass",
            omr.MClearOperation.kClearAll
        )
        self.onionSkinPass.setSceneFilter(omr.MSceneRender.kRenderShadedItems)
        self.onionSkinPass.setDrawSelectionFilter(True)
        self.renderOperations.append(self.onionSkinPass)

        self.HUDPass = hudRender.viewRenderHUDRender()
        self.renderOperations.append(self.HUDPass)

        self.presentTarget = presentTarget.viewRenderPresentTarget("presentTarget")
        self.renderOperations.append(self.presentTarget)
        
        # TARGETS
        # standard target is what will be displayed. all but onion skins render to this target
        self.standardTargetDescr = omr.MRenderTargetDescription()
        self.standardTargetDescr.setName("standardTarget")
        self.standardTargetDescr.setRasterFormat(omr.MRenderer.kR8G8B8A8_UNORM)

        self.depthTargetDescr = omr.MRenderTargetDescription()
        self.depthTargetDescr.setName("depthTarget")
        self.depthTargetDescr.setRasterFormat(omr.MRenderer.kD24S8)

        # with this onion skins will be blended over standard target
        self.blendTargetDescr = omr.MRenderTargetDescription()
        self.blendTargetDescr.setName("onionTarget")
        self.blendTargetDescr.setRasterFormat(omr.MRenderer.kR8G8B8A8_UNORM)

        # Set the targets that don't change
        self.targetMgr = omr.MRenderer.getRenderTargetManager()
        
        self.standardTarget = self.targetMgr.acquireRenderTarget(self.standardTargetDescr)
        self.clearPass.setRenderTarget(self.standardTarget)
        self.standardPass.setRenderTarget(self.standardTarget)
        self.HUDPass.setRenderTarget(self.standardTarget)
        self.presentTarget.setRenderTarget(self.standardTarget)