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DM/DM_SceneBoundsHook.C
/*
* Copyright (c) 2018
* Side Effects Software Inc. All rights reserved.
*
* Redistribution and use of Houdini Development Kit samples in source and
* binary forms, with or without modification, are permitted provided that the
* following conditions are met:
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* 2. The name of Side Effects Software may not be used to endorse or
* promote products derived from this software without specific prior
* written permission.
*
* THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE `AS IS' AND ANY EXPRESS
* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
* NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA,
* OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*----------------------------------------------------------------------------
*/
#include <RE/RE_Font.h>
#include <RE/RE_Geometry.h>
#include <RE/RE_Render.h>
#include <RE/RE_Shader.h>
namespace HDK_Sample {
const char *vert_shader =
"#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 *frag_shader =
"#version 150 \n"
"in vec4 clr; \n"
"out vec4 color; \n"
"void main() \n"
"{ \n"
" color = clr; \n"
"} \n";
// This sample shows the bounding box of all objects in the scene.
class DM_SceneBoundsRenderHook : public DM_SceneRenderHook
{
public:
DM_SceneBoundsRenderHook(DM_VPortAgent &vport)
myShader(NULL)
{}
virtual ~DM_SceneBoundsRenderHook() { delete myShader; }
virtual bool render(RE_Render *r,
const DM_SceneHookData &hook_data)
{
// Check our display option, if not enabled, exit.
if(hook_data.disp_options->isSceneOptionEnabled("scene_bounds"))
renderSceneBounds(r, hook_data.disp_options);
return false; // allow other hooks of this type to render
}
void renderSceneBounds(RE_Render *r, const GUI_DisplayOption *opts)
{
int i;
UT_BoundingBox box, scene_box;
bool init = false;
for(i=0; i<viewport().getNumOpaqueObjects(); i++)
{
gd = viewport().getOpaqueObject(i);
if(gd.getBoundingBox3D(box))
{
if(!init) scene_box = box;
else scene_box.enlargeBounds(box);
init = true;
}
}
for(i=0; i<viewport().getNumTransparentObjects(); i++)
{
gd = viewport().getTransparentObject(i);
if(gd.getBoundingBox3D(box))
{
if(!init) scene_box = box;
else scene_box.enlargeBounds(box);
init = true;
}
}
for(i=0; i<viewport().getNumUnlitObjects(); i++)
{
gd = viewport().getUnlitObject(i);
if(gd.getBoundingBox3D(box))
{
if(!init) scene_box = box;
else scene_box.enlargeBounds(box);
init = true;
}
}
if(!init)
return;
RE_Geometry geo(24);
createBoundingBox(scene_box, opts->common().defaultWireColor(),
pos, col);
geo.createAttribute(r, "P", RE_GPU_FLOAT32, 3, pos.array());
geo.createAttribute(r, "Cd", RE_GPU_FLOAT32, 3, col.array());
// The GL3 viewport does not set the GL builtin view matrices.
// Use a simple shader to display the box.
if(!myShader)
{
myShader = RE_Shader::create("lines");
myShader->addShader(r, RE_SHADER_VERTEX, vert_shader,
"vertex", 0);
myShader->addShader(r, RE_SHADER_FRAGMENT, frag_shader,
"fragment", 0);
myShader->linkShaders(r);
}
r->pushShader(myShader);
geo.draw(r, 0);
r->popShader();
}
void createBoundingBox(const UT_BoundingBox &box,
const UT_Color &color,
{
UT_Vector3 pnt[8];
box.getBBoxPoints(pnt);
// line pairs
pos.append(pnt[0]); pos.append(pnt[1]);
pos.append(pnt[1]); pos.append(pnt[3]);
pos.append(pnt[3]); pos.append(pnt[2]);
pos.append(pnt[2]); pos.append(pnt[0]);
pos.append(pnt[4]); pos.append(pnt[5]);
pos.append(pnt[5]); pos.append(pnt[7]);
pos.append(pnt[7]); pos.append(pnt[6]);
pos.append(pnt[6]); pos.append(pnt[4]);
pos.append(pnt[0]); pos.append(pnt[4]);
pos.append(pnt[1]); pos.append(pnt[5]);
pos.append(pnt[2]); pos.append(pnt[6]);
pos.append(pnt[3]); pos.append(pnt[7]);
col.appendMultiple(color.rgb(), 24);
}
private:
RE_Shader *myShader;
};
class DM_SceneBoundsHook : public DM_SceneHook
{
public:
DM_SceneBoundsHook() : DM_SceneHook("Scene Bounding Box", 0)
{}
virtual DM_SceneRenderHook *newSceneRender(DM_VPortAgent &vport,
{
return new DM_SceneBoundsRenderHook(vport);
}
virtual void retireSceneRender(DM_VPortAgent &vport,
{
// Shared hooks might deference a ref count, but this example just
// creates one hook per viewport.
delete hook;
}
};
} // END HDK_Sample namespace
using namespace HDK_Sample;
void
{
table->registerSceneHook(new DM_SceneBoundsHook,
table->installSceneOption("scene_bounds", "Scene Bounds");
}