OpenGLViewportRenderer.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 <OpenGLViewportRenderer.h>

#include <maya/MGlobal.h>
#include <maya/MString.h>
#include <maya/MRenderingInfo.h>
#include <maya/MFnCamera.h>
#include <maya/MAngle.h>
#include <maya/MPoint.h>
#include <maya/MVector.h>

#include <maya/MItDag.h>
#include <maya/MMatrix.h>
#include <maya/MDagPath.h>
#include <maya/MFnDagNode.h>
#include <maya/MFnMesh.h>
#include <maya/MBoundingBox.h>


#include <maya/MHardwareRenderer.h>
#include <stdio.h>
#include <maya/MIOStream.h>

#include <maya/MDrawTraversal.h>
#include <maya/MGeometryManager.h>
#include <maya/MGeometry.h>
#include <maya/MGeometryData.h>
#include <maya/MGeometryPrimitive.h>
#include <maya/MHwTextureManager.h>
#include <maya/MImageFileInfo.h>

#include <maya/MFnSingleIndexedComponent.h>


#if MAYA_API_VERSION > 800
        #define _USE_MGL_FT_
        #include <maya/MGLFunctionTable.h>
        static MGLFunctionTable *gGLFT = NULL;
#else
        #if defined(OSMac_MachO_)
                #include <OpenGL/gl.h>
        #else
                #include <GL/gl.h>
        #endif
#endif

OpenGLViewportRenderer::OpenGLViewportRenderer()
:       MViewportRenderer("OpenGLViewportRenderer")
{
        // Set the ui name
        fUIName.set( "Plugin OpenGL Renderer");

        // This renderer overrides all drawing
        fRenderingOverride = MViewportRenderer::kOverrideAllDrawing;

        // Set API and version number
        m_API = MViewportRenderer::kOpenGL;
        m_Version = 2.0f;
}

/* virtual */
OpenGLViewportRenderer::~OpenGLViewportRenderer()
{
        uninitialize();
}

/* virtual */   
MStatus 
OpenGLViewportRenderer::initialize()
{
#if defined(_USE_MGL_FT)
        // Get a pointer to a GL function table
        Tboolean useMGLFT = false;
        MHardwareRenderer *rend = MHardwareRenderer::theRenderer();
        if (rend)
                gGLFT = rend->glFunctionTable();
        if (!gGLFT)
                return MStatus::kFailure;
#endif
        return MStatus::kSuccess;
}

/* virtual */   
MStatus 
OpenGLViewportRenderer::uninitialize()
{       
        gGLFT = NULL;
        return MStatus::kSuccess;
}

/* virtual */ 
MStatus 
OpenGLViewportRenderer::render(const MRenderingInfo &renderInfo)
{
        //printf("Render using (%s : %s) renderer\n", fName.asChar(), fUIName.asChar());

        // Support direct rendering to an OpenGL context only.
        //
        if (renderInfo.renderingAPI() == MViewportRenderer::kOpenGL)
        {
                // This is not required as the target has already been made current
                // before the render() call.
                // renderTarget.makeTargetCurrent();

                // Do some rendering...
                renderToTarget( renderInfo );
        }
        return MStatus::kSuccess;
}

/* virtual */ 
bool    
OpenGLViewportRenderer::nativelySupports( MViewportRenderer::RenderingAPI api, 
                                                                           float version )
{
        // Do API check
        return (api == m_API);
}

/* virtual */ bool      
OpenGLViewportRenderer::override( MViewportRenderer::RenderingOverride override )
{
        // Check override
        return (override == fRenderingOverride);
}

// Rendering methods
bool
OpenGLViewportRenderer::drawSurface( const MDagPath &dagPath, bool active, bool templated )
{

        bool drewSurface = false;
        if ( dagPath.hasFn( MFn::kMesh ))
        {
                MObject object = dagPath.node();
                MFnMesh mesh(object);

                // Figure out texturing
                //
                bool haveTexture = false;
                int     numUVsets = mesh.numUVSets();
                MString uvSetName;
                MObjectArray textures;
                if (numUVsets > 0)
                {
                        mesh.getCurrentUVSetName( uvSetName );
                        MStatus status = mesh.getAssociatedUVSetTextures(uvSetName, textures);
                        if (status == MS::kSuccess && textures.length())
                        {
                                haveTexture = true;
                        }
                }

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

                bool useNormals = false;

                // 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 );

                // Cheesy test for filtering out 3 components for drawing.
#if defined(_TEST_OGL_RENDERER_COMPONENT_FILTER_)
                MFnSingleIndexedComponent components;
                MObject comp = components.create( MFn::kMeshPolygonComponent );
                components.addElement( 1 );
                components.addElement( 200 );
                components.addElement( 5000 );
                MGeometry geom = MGeometryManager::getGeometry( dagPath, requirements, &comp );
#else
                MGeometry geom = MGeometryManager::getGeometry( dagPath, requirements, NULL );
#endif
                unsigned int numPrims = geom.primitiveArrayCount();
                if (numPrims)
                {
                        const MGeometryPrimitive prim = geom.primitiveArray(0);

                        unsigned int numElem = prim.elementCount();
                        if (numElem)
                        {
                                //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();

                                bool haveData = idx && posPtr; 

                                // Get the normals data
                                float * normPtr = NULL;
                                if (useNormals)
                                {
                                        const MGeometryData norm = geom.normal();                               
                                        normPtr = (float * )norm.data();
                                }

                                // Get the texture coordinate data
                                float *uvPtr = NULL;
                                if (haveTexture)
                                {
                                        const MGeometryData uvs = geom.texCoord( uvSetName );
                                        uvPtr = (float *)uvs.data();
                                }

                                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;
                                }


                                if (haveData)
                                {
                                        drewSurface = true;

                                        bool drawWire = false;

                                        MMatrix  matrix = dagPath.inclusiveMatrix();
                                        #if defined(_USE_MGL_FT_)
                                                gGLFT->glMatrixMode( MGL_MODELVIEW );
                                                gGLFT->glPushMatrix();
                                                gGLFT->glMultMatrixd( &(matrix.matrix[0][0]) );
                                        #else
                                                ::glMatrixMode( GL_MODELVIEW );
                                                ::glPushMatrix();
                                                ::glMultMatrixd( &(matrix.matrix[0][0]) );
                                        #endif

                                        // Setup state, and routing.
                                        //
                                        bool boundTexture = false;
                                        if (uvPtr)
                                        {
                                                MImageFileInfo::MHwTextureType hwType;
                                                if (MS::kSuccess == MHwTextureManager::glBind( textures[0], hwType ))
                                                {
                                                        boundTexture = true;

                                                        #if defined(_USE_MGL_FT_)
                                                        gGLFT->glTexParameteri(MGL_TEXTURE_2D, MGL_TEXTURE_WRAP_S, MGL_REPEAT);
                                                        gGLFT->glTexParameteri(MGL_TEXTURE_2D, MGL_TEXTURE_WRAP_T, MGL_REPEAT);
                                                        gGLFT->glTexParameteri(MGL_TEXTURE_2D, MGL_TEXTURE_MIN_FILTER, MGL_LINEAR);
                                                        gGLFT->glTexParameteri(MGL_TEXTURE_2D, MGL_TEXTURE_MAG_FILTER, MGL_LINEAR);

                                                        if (!clrPtr)
                                                                gGLFT->glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
                                                        gGLFT->glEnableClientState( MGL_TEXTURE_COORD_ARRAY );
                                                        gGLFT->glTexCoordPointer( 2, MGL_FLOAT, 0, uvPtr );

                                                        #else
                                                        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
                                                        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
                                                        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
                                                        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

                                                        if (!clrPtr)
                                                                glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
                                                        glEnableClientState( GL_TEXTURE_COORD_ARRAY );
                                                        glTexCoordPointer( 2, GL_FLOAT, 0, uvPtr );

                                                        #endif

                                                        drawWire = false;
                                                }
                                        }

                                        if (clrPtr)
                                        {
                                                #if defined(_USE_MGL_FT_)
                                                gGLFT->glEnableClientState(MGL_COLOR_ARRAY);
                                                gGLFT->glColorPointer( numColorComponents, MGL_FLOAT, 0, clrPtr );
                                                #else
                                                glEnableClientState(GL_COLOR_ARRAY);
                                                glColorPointer( numColorComponents, GL_FLOAT, 0, clrPtr );
                                                #endif
                                        }

                                        #if defined(_USE_MGL_FT_)
                                        gGLFT->glEnableClientState( MGL_VERTEX_ARRAY );
                                        gGLFT->glVertexPointer ( 3, MGL_FLOAT, 0, posPtr );
                                        #else
                                        glEnableClientState( GL_VERTEX_ARRAY );
                                        glVertexPointer ( 3, GL_FLOAT, 0, posPtr );
                                        #endif

                                        if (normPtr)
                                        {
                                                #if defined(_USE_MGL_FT_)
                                                gGLFT->glEnableClientState( MGL_NORMAL_ARRAY );
                                                gGLFT->glNormalPointer (    MGL_FLOAT, 0, normPtr );            
                                                #else
                                                glEnableClientState( GL_NORMAL_ARRAY );
                                                glNormalPointer (    GL_FLOAT, 0, normPtr );            
                                                #endif
                                                drawWire = false;
                                        }

                                        // Draw
                                        if (drawWire)
                                        {
                                                #if defined(_USE_MGL_FT_)
                                                gGLFT->glPolygonMode(MGL_FRONT_AND_BACK, MGL_LINE);
                                                gGLFT->glDrawElements ( MGL_TRIANGLES, numElem, MGL_UNSIGNED_INT, idx );                
                                                gGLFT->glPolygonMode(MGL_FRONT_AND_BACK, MGL_FILL);

                                                if (clrPtr)
                                                {
                                                        gGLFT->glDisableClientState(MGL_COLOR_ARRAY);
                                                }       
                                                #else
                                                glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
                                                glDrawElements ( GL_TRIANGLES, numElem, GL_UNSIGNED_INT, idx );         
                                                glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

                                                if (clrPtr)
                                                {
                                                        glDisableClientState(GL_COLOR_ARRAY);
                                                }       
                                                #endif
                                        }
                                        else
                                        {
                                                #if defined(_USE_MGL_FT_)
                                                if (active)
                                                {
                                                        gGLFT->glEnable(MGL_POLYGON_OFFSET_FILL);
                                                        gGLFT->glPolygonOffset( 0.95f, 1.0f ); 
                                                }
                                                gGLFT->glDrawElements ( MGL_TRIANGLES, numElem, MGL_UNSIGNED_INT, idx );                
                                                if (active)
                                                        gGLFT->glDisable(MGL_POLYGON_OFFSET_FILL);

                                                if (normPtr)
                                                        gGLFT->glDisableClientState( MGL_NORMAL_ARRAY );
                                                if (boundTexture)
                                                {
                                                        gGLFT->glDisableClientState( MGL_TEXTURE_COORD_ARRAY );
                                                        gGLFT->glDisable(MGL_TEXTURE_2D);
                                                        gGLFT->glBindTexture(MGL_TEXTURE_2D, 0);
                                                }
                                                if (clrPtr)
                                                {
                                                        gGLFT->glDisableClientState(MGL_COLOR_ARRAY);
                                                }       

                                                if (active)
                                                {
                                                        gGLFT->glColor3f( 1.0f, 1.0f, 1.0f );
                                                        gGLFT->glPolygonMode(MGL_FRONT_AND_BACK, MGL_LINE);
                                                        gGLFT->glDrawElements ( MGL_TRIANGLES, numElem, MGL_UNSIGNED_INT, idx );                
                                                        gGLFT->glPolygonMode(MGL_FRONT_AND_BACK, MGL_FILL);
                                                }
                                                #else
                                                if (active)
                                                {
                                                        glEnable(GL_POLYGON_OFFSET_FILL);
                                                        glPolygonOffset( 0.95f, 1.0f ); 
                                                }
                                                glDrawElements ( GL_TRIANGLES, numElem, GL_UNSIGNED_INT, idx );         
                                                if (active)
                                                        glDisable(GL_POLYGON_OFFSET_FILL);

                                                if (normPtr)
                                                        glDisableClientState( GL_NORMAL_ARRAY );
                                                if (boundTexture)
                                                {
                                                        glDisableClientState( GL_TEXTURE_COORD_ARRAY );
                                                        glDisable(GL_TEXTURE_2D);
                                                        glBindTexture(GL_TEXTURE_2D, 0);
                                                }
                                                if (clrPtr)
                                                {
                                                        glDisableClientState(GL_COLOR_ARRAY);
                                                }       

                                                if (active)
                                                {
                                                        ::glColor3f( 1.0f, 1.0f, 1.0f );
                                                        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
                                                        glDrawElements ( GL_TRIANGLES, numElem, GL_UNSIGNED_INT, idx );         
                                                        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
                                                }
                                                #endif
                                        }


                                        // Reset state, and routing.
                                        #if defined(_USE_MGL_FT_)
                                        gGLFT->glDisableClientState( MGL_VERTEX_ARRAY );
                                        gGLFT->glPopMatrix();
                                        #else
                                        glDisableClientState( GL_VERTEX_ARRAY );
                                        ::glPopMatrix();
                                        #endif
                                }
                        }
                }
        }
        return drewSurface;
}

bool
OpenGLViewportRenderer::drawBounds( const MDagPath &dagPath,
                                                                    const MBoundingBox &box)
{
        MMatrix  matrix = dagPath.inclusiveMatrix();
        {
                MPoint  minPt = box.min();
                MPoint  maxPt = box.max();

                double bottomLeftFront[3] =             { minPt.x, minPt.y, minPt.z };
                double topLeftFront[3] =                { minPt.x, maxPt.y, minPt.z };
                double bottomRightFront[3] =    { maxPt.x, minPt.y, minPt.z };
                double topRightFront[3] =               { maxPt.x, maxPt.y, minPt.z };
                double bottomLeftBack[3] =              { minPt.x, minPt.y, maxPt.z };
                double topLeftBack[3] =                 { minPt.x, maxPt.y, maxPt.z };
                double bottomRightBack[3] =             { maxPt.x, minPt.y, maxPt.z };
                double topRightBack[3] =                { maxPt.x, maxPt.y, maxPt.z };

                #if defined(_USE_MGL_FT_)
                gGLFT->glMatrixMode( MGL_MODELVIEW );
                gGLFT->glPushMatrix();
                gGLFT->glMultMatrixd( &(matrix.matrix[0][0]) );

                gGLFT->glBegin(MGL_LINE_STRIP);
                gGLFT->glVertex3dv( bottomLeftFront );
                gGLFT->glVertex3dv( bottomLeftBack );
                gGLFT->glVertex3dv( topLeftBack );
                gGLFT->glVertex3dv( topLeftFront );
                gGLFT->glVertex3dv( bottomLeftFront );
                gGLFT->glVertex3dv( bottomRightFront );
                gGLFT->glVertex3dv( bottomRightBack);
                gGLFT->glVertex3dv( topRightBack );
                gGLFT->glVertex3dv( topRightFront );
                gGLFT->glVertex3dv( bottomRightFront );
                gGLFT->glEnd();

                gGLFT->glBegin(MGL_LINES);
                gGLFT->glVertex3dv(bottomLeftBack);
                gGLFT->glVertex3dv(bottomRightBack);

                gGLFT->glVertex3dv(topLeftBack);
                gGLFT->glVertex3dv(topRightBack);

                gGLFT->glVertex3dv(topLeftFront);
                gGLFT->glVertex3dv(topRightFront);
                gGLFT->glEnd(); 

                gGLFT->glPopMatrix();
                #else
                ::glMatrixMode( GL_MODELVIEW );
                ::glPushMatrix();
                ::glMultMatrixd( &(matrix.matrix[0][0]) );

                ::glBegin(GL_LINE_STRIP);
                ::glVertex3dv( bottomLeftFront );
                ::glVertex3dv( bottomLeftBack );
                ::glVertex3dv( topLeftBack );
                ::glVertex3dv( topLeftFront );
                ::glVertex3dv( bottomLeftFront );
                ::glVertex3dv( bottomRightFront );
                ::glVertex3dv( bottomRightBack);
                ::glVertex3dv( topRightBack );
                ::glVertex3dv( topRightFront );
                ::glVertex3dv( bottomRightFront );
                ::glEnd();

                ::glBegin(GL_LINES);
                ::glVertex3dv(bottomLeftBack);
                ::glVertex3dv(bottomRightBack);

                ::glVertex3dv(topLeftBack);
                ::glVertex3dv(topRightBack);

                ::glVertex3dv(topLeftFront);
                ::glVertex3dv(topRightFront);
                ::glEnd();      

                ::glPopMatrix();
                #endif
        }
        return true;
}

bool
OpenGLViewportRenderer::setupLighting()
{
        //glEnable(GL_LIGHT0);
        //glEnable(GL_LIGHTING);
        return false;
}

// Comment out #define to see how pruning works in this example
//
// #define _DEBUG_TRAVERSAL_PRUNING

// Use a custom traverser class.
class MsurfaceDrawTraversal : public MDrawTraversal
{
        virtual bool            filterNode( const MDagPath &traversalItem )
        {
                bool prune = false;

                // Check to only prune shapes, not transforms.
                //
#if defined(_DEBUG_TRAVERSAL_PRUNING)
                MString pname = traversalItem.fullPathName() ;
#endif
                if ( traversalItem.childCount() == 0)
                {
                        if ( !traversalItem.hasFn( MFn::kMesh) &&
                                !traversalItem.hasFn( MFn::kNurbsSurface) &&
                                !traversalItem.hasFn( MFn::kSubdiv) &&
                                !traversalItem.hasFn( MFn::kSketchPlane ) &&
                                !traversalItem.hasFn( MFn::kGroundPlane )
                                )
                        {
#if defined(_DEBUG_TRAVERSAL_PRUNING)
                                printf("Prune path [ %s ]\n", pname.asChar());
#endif
                                prune = true;
                        }
                }
                else
                {
#if defined(_DEBUG_TRAVERSAL_PRUNING)
                        printf("Don't prune path [ %s ]\n", pname.asChar());
#endif
                }
                return prune;
        }

};

bool OpenGLViewportRenderer::renderToTarget( const MRenderingInfo &renderInfo )
//
// Description:
//              Render directly to current OpenGL target.
//
{

        const MRenderTarget &renderTarget = renderInfo.renderTarget();

        // Draw the world space axis 
        //
        #if defined(_USE_MGL_FT_)
        gGLFT->glDisable(MGL_LIGHTING);
        gGLFT->glBegin(MGL_LINES);
        gGLFT->glColor3f( 1.0f, 0.0f, 0.0f );
        gGLFT->glVertex3f( 0.0f, 0.0f, 0.0f );
        gGLFT->glVertex3f( 3.0f, 0.0f, 0.0f );

        gGLFT->glColor3f( 0.0f, 1.0f, 0.0f );
        gGLFT->glVertex3f( 0.0f, 0.0f, 0.0f );
        gGLFT->glVertex3f( 0.0f, 3.0f, 0.0f );

        gGLFT->glColor3f( 0.0f, 0.0f, 1.0f );
        gGLFT->glVertex3f( 0.0f, 0.0f, 0.0f );
        gGLFT->glVertex3f( 0.0f, 0.0f, 3.0f );
        gGLFT->glEnd(); 
        gGLFT->glEnable(MGL_DEPTH_TEST);
        #else
        ::glDisable(GL_LIGHTING);
        ::glBegin(GL_LINES);
        ::glColor3f( 1.0f, 0.0f, 0.0f );
        ::glVertex3f( 0.0f, 0.0f, 0.0f );
        ::glVertex3f( 3.0f, 0.0f, 0.0f );

        ::glColor3f( 0.0f, 1.0f, 0.0f );
        ::glVertex3f( 0.0f, 0.0f, 0.0f );
        ::glVertex3f( 0.0f, 3.0f, 0.0f );

        ::glColor3f( 0.0f, 0.0f, 1.0f );
        ::glVertex3f( 0.0f, 0.0f, 0.0f );
        ::glVertex3f( 0.0f, 0.0f, 3.0f );
        ::glEnd();      
        glEnable(GL_DEPTH_TEST);
        #endif


        // Draw some surfaces...
        //
        bool useDrawTraversal = true;
        if (useDrawTraversal)
        {
#if defined(_DEBUG_TRAVERSAL_PRUNING)
                printf("==========================\n");
#endif
                const MDagPath &cameraPath = renderInfo.cameraPath();
                if (cameraPath.isValid())
                {
                        bool pruneDuringTraversal = true;

                        // You can actually keep the traverser classes around
                        // if desired. Here we just create temporary traversers
                        // on the fly.
                        //
                        MDrawTraversal *trav = NULL;
                        if (pruneDuringTraversal)
                        {
                                trav = new MsurfaceDrawTraversal;
                                trav->enableFiltering( true );
                        }
                        else
                        {
                                trav = new MDrawTraversal;
                                trav->enableFiltering( false );
                        }
                        if (!trav)
                        {
                                printf("Warning: failed to create a traversal class !\n");
                                return true;
                        }

                        trav->setFrustum( cameraPath, renderTarget.width(), 
                                renderTarget.height() );

                        if (!trav->frustumValid())
                                printf("Warning : Frustum is invalid !\n");

                        trav->traverse();

                        unsigned int numItems = trav->numberOfItems();
#if defined(_DEBUG_TRAVERSAL_PRUNING)
                        printf("There are %d items on the traversal list\n", numItems );
#endif
                        if (numItems)
                        {
                                setupLighting();
                        }

                        unsigned int i;
                        for (i=0; i<numItems; i++)
                        {
                                MDagPath path;
                                trav->itemPath(i, path);

                                if (path.isValid())
                                {
                                        bool drawIt = false;

                                        // Default traverer may have view manips showing up.
                                        // This is currently a known Maya bug.
                                        if (!pruneDuringTraversal)
                                                if ( path.hasFn( MFn::kViewManip ))
                                                        continue;

#if defined(_DEBUG_TRAVERSAL_PRUNING)
                                        MString pname = path.fullPathName() ;                                   
                                        printf("Draw path [%d][ %s ]\n", i, pname.asChar());
#endif

                                        //
                                        // Draw surfaces (polys, nurbs, subdivs)
                                        //
                                        bool active = false;
                                        bool templated = false;
                                        if ( path.hasFn( MFn::kMesh) || 
                                                 path.hasFn( MFn::kNurbsSurface) || 
                                                 path.hasFn( MFn::kSubdiv) )
                                        {
                                                drawIt = true;
                                                if (trav->itemHasStatus( i, MDrawTraversal::kActiveItem ))
                                                {
                                                        active = true;
                                                        #if defined(_USE_MGL_FT_)
                                                        gGLFT->glColor3f( 1.0f, 1.0f, 1.0f );
                                                        #else
                                                        ::glColor3f( 1.0f, 1.0f, 1.0f );
                                                        #endif
                                                }
                                                else if (trav->itemHasStatus( i, MDrawTraversal::kTemplateItem ))
                                                {
                                                        #if defined(_USE_MGL_FT_)
                                                        gGLFT->glColor3f( 0.2f, 0.2f, 0.2f );
                                                        #else
                                                        ::glColor3f( 0.2f, 0.2f, 0.2f );
                                                        #endif
                                                        templated = true;
                                                }
                                                else
                                                {
                                                        #if defined(_USE_MGL_FT_)
                                                        if (path.hasFn( MFn::kMesh ))
                                                                gGLFT->glColor3f( 0.286f, 0.706f, 1.0f );
                                                        else if (path.hasFn( MFn::kNurbsSurface))
                                                                gGLFT->glColor3f( 0.486f, 0.306f, 1.0f );
                                                        else
                                                                gGLFT->glColor3f( 0.886f, 0.206f, 1.0f );
                                                        #else
                                                        if (path.hasFn( MFn::kMesh ))
                                                                ::glColor3f( 0.286f, 0.706f, 1.0f );
                                                        else if (path.hasFn( MFn::kNurbsSurface))
                                                                ::glColor3f( 0.486f, 0.306f, 1.0f );
                                                        else
                                                                ::glColor3f( 0.886f, 0.206f, 1.0f );
                                                        #endif
                                                }
                                        }

                                        //
                                        // Draw the ground plane
                                        //
                                        else if (path.hasFn( MFn::kSketchPlane ) ||
                                                         path.hasFn( MFn::kGroundPlane ))
                                        {
                                                drawIt = true;
                                                #if defined(_USE_MGL_FT_)
                                                gGLFT->glColor3f( 0.0f, 1.0f, 0.0f );
                                                #else
                                                ::glColor3f( 0.0f, 1.0f, 0.0f );
                                                #endif
                                        }

                                        if (drawIt)
                                        {
                                                MFnDagNode dagNode(path);
                                                if (!drawSurface( path, active, templated ))
                                                {
                                                        MBoundingBox box = dagNode.boundingBox();
                                                        drawBounds( path, box );
                                                }
                                        }
                                }
                        }

                        if (trav)
                                delete trav;
                }
        }
        // Draw everything in the scene, without any culling or visibility
        // testing. This is just comparison code, and should never be
        // enabled, unless you want to do post-filtering...
        else 
        {
                MItDag::TraversalType traversalType = MItDag::kDepthFirst;
                MFn::Type filter = MFn::kMesh;
                MStatus status;

                MItDag dagIterator( traversalType, filter, &status);

                for ( ; !dagIterator.isDone(); dagIterator.next() ) 
                {

                        MDagPath dagPath;

                        status = dagIterator.getPath(dagPath);
                        if ( !status ) {
                                status.perror("MItDag::getPath");
                                continue;
                        }

                        MFnDagNode dagNode(dagPath, &status);
                        if ( !status ) {
                                status.perror("MFnDagNode constructor");
                                continue;
                        }

                        MBoundingBox box = dagNode.boundingBox();
                        #if defined(_USE_MGL_FT_)
                        gGLFT->glColor3f( 1.0f, 0.0f, 0.0f );
                        #else
                        ::glColor3f( 1.0f, 0.0f, 0.0f );
                        #endif
                        drawBounds( dagPath, box );
                }
        }

        return true;
}


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