D3DGeometryItem.cpp

//-
// ==========================================================================
// Copyright 1995,2006,2008 Autodesk, Inc. All rights reserved.
//
// Use of this software is subject to the terms of the Autodesk
// license agreement provided at the time of installation or download,
// or which otherwise accompanies this software in either electronic
// or hard copy form.
// ==========================================================================
//+

#include <stdio.h>

#include <D3DViewportRenderer.h>

#include <maya/MGlobal.h>
#include <maya/MString.h>
#include <maya/MMatrix.h>
#include <maya/MDagPath.h>
#include <maya/MFnDagNode.h>
#include <maya/MFnMesh.h>
#include <maya/MItMeshPolygon.h>
#include <maya/MBoundingBox.h>
#include <maya/MImage.h>
#include <maya/MDrawTraversal.h>
#include <maya/MGeometryManager.h>
#include <maya/MGeometry.h>
#include <maya/MGeometryData.h>
#include <maya/MGeometryPrimitive.h>
#include <maya/MNodeMessage.h> // For monitor geometry list
#include <maya/MPlug.h>
#include <maya/MPlugArray.h>
#include <maya/MFnSet.h>
#include <maya/MFnNumericData.h>
#include <maya/MItDependencyGraph.h>

#include <stdio.h>

#if defined(D3D9_SUPPORTED)

//
// Populate a D3DGeometry object from a Maya mesh
//
bool D3DGeometry::Populate( const MDagPath& dagPath, LPDIRECT3DDEVICE9 D3D)
{
        Release();
        MFnMesh mesh( dagPath.node());

        // Figure out texturing
        //
        MString pn = dagPath.fullPathName();
        //printf("Convert shape %s\n", pn.asChar());
        bool haveTexture = false;
        int     numUVsets = mesh.numUVSets();
        MString uvSetName;
        MObjectArray textures;
        if (numUVsets > 0)
        {
                mesh.getCurrentUVSetName( uvSetName );
                // Always send down uvs for now, since we don't dirty the populate
                // based on material texture connection.
                //
                //MStatus status = mesh.getAssociatedUVSetTextures(uvSetName, textures);
                //if (status == MS::kSuccess && textures.length())
                int numCoords = mesh.numUVs( uvSetName ); 
                if (numCoords > 0)
                {
                        haveTexture = true;
                }
        }

        bool haveColors = false;
        int     numColors = mesh.numColorSets();
        MString colorSetName;
        if (numColors > 0)
        {
                haveColors = true;
                mesh.getCurrentColorSetName(colorSetName);
        }

        bool useNormals = true;

        // Setup our requirements needs.
        MGeometryRequirements requirements;
        requirements.addPosition();
        if (useNormals)
                requirements.addNormal();
        if (haveTexture)
                requirements.addTexCoord( uvSetName );
        if (haveColors)
                requirements.addColor( colorSetName );

        // Test for tangents and binormals
        bool testBinormal = false;
        if (testBinormal)
                requirements.addBinormal( uvSetName );
        bool testTangent= false;
        if (testTangent)
                requirements.addTangent( uvSetName );

        MGeometry geom = MGeometryManager::getGeometry( dagPath, requirements, NULL );

        unsigned int numPrims = geom.primitiveArrayCount();
        if( numPrims)
        {
                const MGeometryPrimitive prim = geom.primitiveArray(0);

                NumIndices = prim.elementCount();
                if( NumIndices)
                {
                        //MGeometryData::ElementType primType = prim.dataType();
                        unsigned int *idx = (unsigned int *) prim.data();

                        // Get the position data
                        const MGeometryData pos = geom.position();
                        float * posPtr = (float * )pos.data();
                        if( !idx || !posPtr) return false;
                        NumVertices = pos.elementCount();

                        // Start building our vertex format. We always have position, so
                        // start with that and add in all the elements we find along the way
                        FVF = D3DFVF_XYZ;
                        Stride = sizeof( float) * 3;

                        // Get the normals data
                        float * normPtr = NULL;
                        if( useNormals)
                        {
                                const MGeometryData norm = geom.normal();                               
                                normPtr = (float * )norm.data();
                                Stride += sizeof( float) * 3;
                                FVF |= D3DFVF_NORMAL;
                        }

                        // Get the texture coordinate data
                        float *uvPtr = NULL;
                        if( haveTexture)
                        {
                                const MGeometryData uvs = geom.texCoord( uvSetName );
                                uvPtr = (float *)uvs.data();
                                Stride += sizeof( float) * 2;
                                FVF |= D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0);
                        }

                        unsigned int numColorComponents = 4;
                        float *clrPtr = NULL;
                        if (haveColors)
                        {
                                const MGeometryData clrs = geom.color( colorSetName );
                                clrPtr = (float *)clrs.data();
                        }
                        else if (testBinormal)
                        {
                                const MGeometryData binorm = geom.binormal( uvSetName );
                                clrPtr = (float *)binorm.data();
                                numColorComponents = 3;
                        }
                        else if (testTangent)
                        {
                                const MGeometryData tang = geom.tangent( uvSetName );
                                clrPtr = (float *)tang.data();
                                numColorComponents = 3;
                        }

                        // Allocate our vertex buffer
                        //
                        if( D3D->CreateVertexBuffer( Stride * NumVertices, D3DUSAGE_WRITEONLY, FVF, 
                                                                                        D3DPOOL_DEFAULT, &VertexBuffer, NULL) != D3D_OK)
                        {
                                MGlobal::displayWarning( "Direct3D renderer : Unable to allocate vertex buffer\n");
                                return false;
                        }

                        // Copy our vertex data into the buffer
                        //
                        float* VertexData = NULL;
                        int FloatsPerVertex = Stride / sizeof( float);
                        int StrideOffset = FloatsPerVertex - 3;
                        //MGlobal::displayInfo( MString( "Allocating buffers for ") + NumVertices + MString( " verts and ") + NumIndices + MString( " indices\n"));
                        VertexBuffer->Lock( 0, 0, (void**)&VertexData, D3DLOCK_DISCARD);
                        for( unsigned int i = 0; i < NumVertices; i++)
                        {
                                *VertexData++ = *posPtr++;
                                *VertexData++ = *posPtr++;
                                *VertexData++ = *posPtr++;
                                VertexData += StrideOffset;
                        }
                        VertexData -= NumVertices * FloatsPerVertex - 3;

                        if( normPtr)
                        {
                                for( unsigned int i = 0; i < NumVertices; i++)
                                {
                                        *VertexData++ = *normPtr++;
                                        *VertexData++ = *normPtr++;
                                        *VertexData++ = *normPtr++;
                                        VertexData += StrideOffset;
                                }
                                VertexData -= NumVertices * FloatsPerVertex - 3;
                        }

                        if( uvPtr)
                        {
                                StrideOffset = FloatsPerVertex - 2;
                                for( unsigned int i = 0; i < NumVertices; i++)
                                {
                                        *VertexData++ = *uvPtr++;
                                        *VertexData++ = 1.0f - *uvPtr++;
                                        VertexData += StrideOffset;
                                }
                                VertexData -= NumVertices * FloatsPerVertex - 2;
                        }

                        VertexBuffer->Unlock();

                        // Allocate our index buffer
                        //
                        if( D3D->CreateIndexBuffer( NumIndices * sizeof( DWORD), 0, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &IndexBuffer, NULL) != D3D_OK)
                        {
                                MGlobal::displayWarning( "Direct3D renderer : Unable to allocate index buffer\n");
                                return false;
                        }

                        // Copy our index data into the buffer
                        //
                        unsigned int* IndexData = NULL;
                        IndexBuffer->Lock( 0, 0, (void**)&IndexData, D3DLOCK_DISCARD);
                        memcpy( IndexData, idx, NumIndices * sizeof(DWORD));
                        IndexBuffer->Unlock();
                }
        }
        return IndexBuffer && VertexBuffer;
}


#endif




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