//- // ========================================================================== // 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. // ========================================================================== //+ // This plugin uses OpenGL to capture the current 3D view to a ppm file. // // To use it, give it a filename as an argument into which the PPM image // of the current view should be written. // // Limitations: // - any parts of other X windows that are obscuring the view // will be captured rather than the view underneath. This is // an effect of the OpenGL buffer system on SGIs. // // - colour index mode buffers cannot be read by this plugin, so // the view should be set to shaded mode before doing the capture. // It is posible to read an OpenGL colour index mode buffer, but it // is more complicated, and is therefore an exercise left to the // readers. #include "viewCapturePPM.h" // PPM routines #include <maya/MSimple.h> #include <maya/MObject.h> #include <maya/MGlobal.h> #include <maya/M3dView.h> #if defined(OSMac_MachO_) #include <OpenGL/gl.h> #else #include <GL/gl.h> #endif #include <stdlib.h> #include <maya/MIOStream.h> DeclareSimpleCommand( viewCapture, PLUGIN_COMPANY, "3.0") MStatus viewCapture::doIt( const MArgList& args ) { MStatus status = MS::kSuccess; if ( args.length() != 1 ) { // Need the file name argument // return MS::kFailure; } MString fileName; args.get( 0, fileName ); // Get the active 3D view // M3dView view = M3dView::active3dView(); // Capture the current view // view.refresh(); view.beginGL(); // Set the target for our pixel read to be the front buffer. First, the // current state is saved using the glPushAttrib call. It is important // to leave the OpenGL in the same state that we found it. // glPushAttrib( GL_PIXEL_MODE_BIT ); int width = view.portWidth(); int height = view.portHeight(); // Allocate buffers for the pixel data // GLfloat * red = new GLfloat[width*height]; GLfloat * green = new GLfloat[width*height]; GLfloat * blue = new GLfloat[width*height]; // Read the values from the OpenGL frame buffer // glReadBuffer( GL_FRONT ); glReadPixels( 0, 0, width, height, GL_RED, GL_FLOAT, red ); glReadPixels( 0, 0, width, height, GL_GREEN, GL_FLOAT, green ); glReadPixels( 0, 0, width, height, GL_BLUE, GL_FLOAT, blue ); // Put the gl read target back // glPopAttrib(); view.endGL(); // Write file as a PPM // Pic_Pixel * line = PixelAlloc( width ); int idx; Pic * file = PicOpen( fileName.asChar(), (short) width, (short) height ); if ( NULL != file ) { for ( int row = height - 1; row >= 0; row-- ) { // Covert the row of pixels into PPM format // for ( int col = 0; col < width; col++ ) { // Find the array elements for this pixel // idx = ( row * width ) + ( col ); line[col].r = (Pic_byte)( red[idx] * 255.0 ); line[col].g = (Pic_byte)( green[idx] * 255.0 ); line[col].b = (Pic_byte)( blue[idx] * 255.0 ); } // Write the line // if ( !PicWriteLine( file, line ) ) { status = MS::kFailure; return MS::kFailure; } } PicClose( file ); } delete []red; delete []green; delete []blue; PixelFree( line ); return status; }
Autodesk® Maya® 2011 © 1997-2010 Autodesk, Inc. All rights reserved. | Generated with 1.5.6 |