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1362 lines (1171 loc) · 51.8 KB
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//
// Copyright 2021 Autodesk
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
#include "mayaPrimCommon.h"
#include "bboxGeom.h"
#include "material.h"
#include "renderDelegate.h"
#include "tokens.h"
#include <pxr/imaging/hd/extComputation.h>
#include <pxr/imaging/hd/version.h>
#include <pxr/usdImaging/usdImaging/delegate.h>
#if !defined(HD_API_VERSION) || HD_API_VERSION < 49
#include <pxr/imaging/hd/extCompCpuComputation.h>
#else
#include <pxr/imaging/hdSt/extCompCpuComputation.h>
#endif
#include <algorithm>
#include <limits>
#ifdef MAYA_HAS_DISPLAY_LAYER_API
#include <mayaUsd/utils/util.h>
#include <maya/MFnDisplayLayer.h>
#include <maya/MFnDisplayLayerManager.h>
#include <maya/MObjectArray.h>
#endif
#include <maya/M3dView.h>
#include <maya/MProfiler.h>
PXR_NAMESPACE_OPEN_SCOPE
const MColor MayaUsdRPrim::kOpaqueBlue(0.0f, 0.0f, 1.0f, 1.0f);
const MColor MayaUsdRPrim::kOpaqueGray(.18f, .18f, .18f, 1.0f);
const MString MayaUsdRPrim::kPositionsStr("positions");
const MString MayaUsdRPrim::kNormalsStr("normals");
const MString MayaUsdRPrim::kDiffuseColorStr("diffuseColor");
const MString MayaUsdRPrim::kSolidColorStr("solidColor");
constexpr auto sDrawModeAllButBBox = (MHWRender::MGeometry::DrawMode)(
MHWRender::MGeometry::kAll & ~MHWRender::MGeometry::kBoundingBox);
static const InstancePrototypePath sVoidInstancePrototypePath { SdfPath(), kNativeInstancing };
#ifdef MAYA_NEW_POINT_SNAPPING_SUPPORT
namespace {
std::mutex sMayaMutex;
MayaUsdCustomData sMayaUsdCustomData;
} // namespace
/* static */
InstanceIdMap& MayaUsdCustomData::Get(const MHWRender::MRenderItem& renderItem)
{
return sMayaUsdCustomData._itemData[renderItem.InternalObjectId()]._instanceIdMap;
}
/* static */
void MayaUsdCustomData::Remove(const MHWRender::MRenderItem& renderItem)
{
// not thread safe, so if they are destroyed in parallel this will crash.
// consider concurrent_hash_map for locking version that can erase
sMayaUsdCustomData._itemData.unsafe_erase(renderItem.InternalObjectId());
}
/* static */
bool MayaUsdCustomData::ItemDataDirty(const MHWRender::MRenderItem& renderItem)
{
// not thread safe, so if they are destroyed in parallel this will crash.
// consider concurrent_hash_map for locking version that can erase
return sMayaUsdCustomData._itemData[renderItem.InternalObjectId()]._itemDataDirty;
}
/* static */
void MayaUsdCustomData::ItemDataDirty(const MHWRender::MRenderItem& renderItem, bool dirty)
{
// not thread safe, so if they are destroyed in parallel this will crash.
// consider concurrent_hash_map for locking version that can erase
sMayaUsdCustomData._itemData[renderItem.InternalObjectId()]._itemDataDirty = dirty;
}
/* static */
InstancePrimPaths& MayaUsdCustomData::GetInstancePrimPaths(const SdfPath& prim)
{
return sMayaUsdCustomData._primData[prim]._instancePrimPaths;
}
/* static */
void MayaUsdCustomData::RemoveInstancePrimPaths(const SdfPath& prim)
{
sMayaUsdCustomData._primData.unsafe_erase(prim);
}
#endif
MayaUsdRPrim::MayaUsdRPrim(HdVP2RenderDelegate* delegate, const SdfPath& id)
: _delegate(delegate)
, _hydraId(id)
, _rprimId(id.GetText())
{
// Store a string version of the Cache Path to be used to tag MRenderItems. The CachePath is
// equivalent to the USD segment of the items full Ufe::Path.
auto* const param = static_cast<HdVP2RenderParam*>(_delegate->GetRenderParam());
ProxyRenderDelegate& drawScene = param->GetDrawScene();
_PrimSegmentString.append(
drawScene.GetScenePrimPath(id, UsdImagingDelegate::ALL_INSTANCES).GetString().c_str());
}
MayaUsdRPrim::~MayaUsdRPrim()
{
if (!_pathInPrototype.first.IsEmpty()) {
// Clear my entry from the instancing map
auto* const param = static_cast<HdVP2RenderParam*>(_delegate->GetRenderParam());
ProxyRenderDelegate& drawScene = param->GetDrawScene();
drawScene.UpdateInstancingMapEntry(_pathInPrototype, sVoidInstancePrototypePath, _hydraId);
}
}
void MayaUsdRPrim::_CommitMVertexBuffer(MHWRender::MVertexBuffer* const buffer, void* bufferData)
const
{
const MString& rprimId = _rprimId;
_delegate->GetVP2ResourceRegistry().EnqueueCommit(
[buffer, bufferData, rprimId]() { buffer->commit(bufferData); });
}
void MayaUsdRPrim::_SetWantConsolidation(MHWRender::MRenderItem& renderItem, bool state)
{
renderItem.setWantConsolidation(state);
}
void MayaUsdRPrim::_UpdateTransform(
MayaUsdCommitState& stateToCommit,
const HdRprimSharedData& sharedData,
const HdDirtyBits itemDirtyBits,
const bool isBoundingBoxItem)
{
HdVP2DrawItem::RenderItemData& drawItemData = stateToCommit._renderItemData;
// Local bounds
const GfRange3d& range = sharedData.bounds.GetRange();
// Bounds are updated through MPxSubSceneOverride::setGeometryForRenderItem()
// which is expensive, so it is updated only when it gets expanded in order
// to reduce calling frequence.
if (itemDirtyBits & HdChangeTracker::DirtyExtent) {
const GfRange3d& rangeToUse
= isBoundingBoxItem ? _delegate->GetSharedBBoxGeom().GetRange() : range;
// If the Rprim has empty bounds, we will assign a null bounding box to the render item and
// Maya will compute the bounding box from the position data.
if (!rangeToUse.IsEmpty()) {
const GfVec3d& min = rangeToUse.GetMin();
const GfVec3d& max = rangeToUse.GetMax();
bool boundingBoxExpanded = false;
const MPoint pntMin(min[0], min[1], min[2]);
if (!drawItemData._boundingBox.contains(pntMin)) {
drawItemData._boundingBox.expand(pntMin);
boundingBoxExpanded = true;
}
const MPoint pntMax(max[0], max[1], max[2]);
if (!drawItemData._boundingBox.contains(pntMax)) {
drawItemData._boundingBox.expand(pntMax);
boundingBoxExpanded = true;
}
if (boundingBoxExpanded) {
stateToCommit._boundingBox = &drawItemData._boundingBox;
}
}
}
// Local-to-world transformation
// The bounding box draw item uses a globally-shared unit wire cube as the
// geometry and transfers scale and offset of the bounds to world matrix.
if (isBoundingBoxItem) {
if ((itemDirtyBits & (HdChangeTracker::DirtyExtent | HdChangeTracker::DirtyTransform))
&& !range.IsEmpty()) {
sharedData.bounds.GetMatrix().Get(drawItemData._worldMatrix.matrix);
const GfVec3d midpoint = range.GetMidpoint();
const GfVec3d size = range.GetSize();
MPoint midp(midpoint[0], midpoint[1], midpoint[2]);
midp *= drawItemData._worldMatrix;
auto& m = drawItemData._worldMatrix.matrix;
m[0][0] *= size[0];
m[0][1] *= size[0];
m[0][2] *= size[0];
m[0][3] *= size[0];
m[1][0] *= size[1];
m[1][1] *= size[1];
m[1][2] *= size[1];
m[1][3] *= size[1];
m[2][0] *= size[2];
m[2][1] *= size[2];
m[2][2] *= size[2];
m[2][3] *= size[2];
m[3][0] = midp[0];
m[3][1] = midp[1];
m[3][2] = midp[2];
m[3][3] = midp[3];
stateToCommit._worldMatrix = &drawItemData._worldMatrix;
}
} else if (itemDirtyBits & HdChangeTracker::DirtyTransform) {
sharedData.bounds.GetMatrix().Get(drawItemData._worldMatrix.matrix);
stateToCommit._worldMatrix = &drawItemData._worldMatrix;
}
}
void MayaUsdRPrim::_FirstInitRepr(HdDirtyBits* dirtyBits, SdfPath const& id)
{
auto* const param = static_cast<HdVP2RenderParam*>(_delegate->GetRenderParam());
// Update selection state when it is a new Rprim. DirtySelectionHighlight
// will be propagated to all draw items, to trigger sync for each repr.
const HdVP2SelectionStatus selectionStatus = param->GetDrawScene().GetSelectionStatus(id);
if (_selectionStatus != selectionStatus) {
_selectionStatus = selectionStatus;
*dirtyBits |= DirtySelectionHighlight;
} else if (_selectionStatus == kPartiallySelected) {
*dirtyBits |= DirtySelectionHighlight;
}
}
void MayaUsdRPrim::_SetDirtyRepr(const HdReprSharedPtr& repr)
{
RenderItemFunc setDirtyRepr = [](HdVP2DrawItem::RenderItemData& renderItemData) {
if (renderItemData.GetDirtyBits() & HdChangeTracker::AllDirty) {
// About to be drawn, but the Repr is dirty. Add DirtyRepr so we know in
// _PropagateDirtyBits that we need to propagate the dirty bits of this draw
// items to ensure proper Sync
renderItemData.SetDirtyBits(HdChangeTracker::DirtyRepr);
}
};
_ForEachRenderItemInRepr(repr, setDirtyRepr);
}
void DisableRenderItem(HdVP2DrawItem::RenderItemData& renderItemData, HdVP2RenderDelegate* delegate)
{
renderItemData._enabled = false;
delegate->GetVP2ResourceRegistry().EnqueueCommit(
[&renderItemData]() { renderItemData._renderItem->enable(false); });
}
void MayaUsdRPrim::_UpdateReprOverrides(ReprVector& reprs)
{
if (_reprOverride != _displayLayerModes._reprOverride) {
_reprOverride = _displayLayerModes._reprOverride;
RenderItemFunc updateItemsForReprOverride;
if (_reprOverride == kBBox) {
// In bbox mode, disable all representations except the bounding box representation,
// which now will be visible in all the draw modes
updateItemsForReprOverride = [this](HdVP2DrawItem::RenderItemData& renderItemData) {
if (renderItemData._renderItem->drawMode() & MHWRender::MGeometry::kBoundingBox) {
renderItemData._renderItem->setDrawMode(MHWRender::MGeometry::kAll);
} else {
DisableRenderItem(renderItemData, _delegate);
}
};
} else if (_reprOverride == kWire) {
// BBox representation is stronger than wire representation so it will not be affected
// by unshaded mode. All other representations are disabled except the wireframe
// representation, which now will be visible in all the other draw modes.
updateItemsForReprOverride = [this](HdVP2DrawItem::RenderItemData& renderItemData) {
if (renderItemData._renderItem->drawMode() & MHWRender::MGeometry::kBoundingBox) {
renderItemData._renderItem->setDrawMode(MHWRender::MGeometry::kBoundingBox);
} else if (
renderItemData._renderItem->drawMode() & MHWRender::MGeometry::kWireframe) {
renderItemData._renderItem->setDrawMode(sDrawModeAllButBBox);
} else {
DisableRenderItem(renderItemData, _delegate);
}
};
} else {
// If repr override is disabled, set bbox and wireframe representations back
updateItemsForReprOverride = [](HdVP2DrawItem::RenderItemData& renderItemData) {
if (renderItemData._renderItem->drawMode() & MHWRender::MGeometry::kBoundingBox) {
renderItemData._renderItem->setDrawMode(MHWRender::MGeometry::kBoundingBox);
} else if (
renderItemData._renderItem->drawMode() & MHWRender::MGeometry::kWireframe) {
renderItemData._renderItem->setDrawMode(MHWRender::MGeometry::kWireframe);
}
};
}
_ForEachRenderItem(reprs, updateItemsForReprOverride);
}
}
TfToken MayaUsdRPrim::_GetOverrideToken(TfToken const& reprToken) const
{
if (_reprOverride == kBBox) {
return HdVP2ReprTokens->bbox;
} else if (_reprOverride == kWire) {
// BBox representation is strong than Wire representation, so it will not be overridden
if (reprToken != HdVP2ReprTokens->bbox) {
return HdReprTokens->wire;
}
}
return TfToken();
}
TfToken MayaUsdRPrim::_GetMaterialNetworkToken(const TfToken& reprToken) const
{
return _displayLayerModes._texturing ? reprToken : TfToken();
}
HdReprSharedPtr MayaUsdRPrim::_FindRepr(const ReprVector& reprs, const TfToken& reprToken)
{
ReprVector::const_iterator it
= std::find_if(reprs.begin(), reprs.end(), [reprToken](ReprVector::const_reference e) {
return reprToken == e.first;
});
return (it != reprs.end() ? it->second : nullptr);
}
HdReprSharedPtr MayaUsdRPrim::_InitReprCommon(
HdRprim& refThis,
TfToken const& reprToken,
ReprVector& reprs,
HdDirtyBits* dirtyBits,
SdfPath const& id)
{
if (reprs.empty()) {
_FirstInitRepr(dirtyBits, id);
}
auto* const param = static_cast<HdVP2RenderParam*>(_delegate->GetRenderParam());
auto& drawScene = param->GetDrawScene();
// See if the primitive is instanced
auto delegate = drawScene.GetUsdImagingDelegate();
auto instancerId = delegate->GetInstancerId(id);
bool instanced = !instancerId.IsEmpty();
// The additional condition below is to prevent a crash in USD function GetScenePrimPath
instanced = (instanced && !delegate->GetInstanceIndices(instancerId, id).empty());
// display layers handling
if (instanced) {
// Sync display layer modes for instanced prims.
// This also sets the value of '_useInstancedDisplayLayerModes' that identifies whether
// display layer modes will be handled on per-primitive or per-instance basis
_SyncDisplayLayerModes(id, true);
// Instanced primitives with instances in display layers use 'forced' representations to
// draw those specific instances, so the 'forced' representations should be inited alongside
if (_useInstancedDisplayLayerModes && reprToken != HdVP2ReprTokens->forcedBbox
&& reprToken != HdVP2ReprTokens->forcedWire
&& reprToken != HdVP2ReprTokens->forcedUntextured) {
refThis.InitRepr(
drawScene.GetUsdImagingDelegate(), HdVP2ReprTokens->forcedBbox, dirtyBits);
refThis.InitRepr(
drawScene.GetUsdImagingDelegate(), HdVP2ReprTokens->forcedWire, dirtyBits);
refThis.InitRepr(
drawScene.GetUsdImagingDelegate(), HdVP2ReprTokens->forcedUntextured, dirtyBits);
}
} else {
// Sync display layer modes for non-instanced prims.
_SyncDisplayLayerModes(id, false);
}
_UpdateReprOverrides(reprs);
// Find the current representation in the array of all inited representations
HdReprSharedPtr curRepr = _FindRepr(reprs, reprToken);
// In repr override mode, call InitRepr for the representation that overrides.
if (_reprOverride != kNone) {
TfToken overrideToken = _GetOverrideToken(reprToken);
if (!overrideToken.IsEmpty() && (overrideToken != reprToken)) {
refThis.InitRepr(drawScene.GetUsdImagingDelegate(), overrideToken, dirtyBits);
if (curRepr) {
return nullptr; // if the overriden repr is already created, we can safely exit here
}
}
}
// Finalize initialization
if (curRepr) {
_SetDirtyRepr(curRepr);
return nullptr;
}
*dirtyBits |= HdChangeTracker::NewRepr; // set dirty bit to say we need to sync a new repr
reprs.emplace_back(reprToken, std::make_shared<HdRepr>());
return reprs.back().second;
}
void MayaUsdRPrim::_PropagateDirtyBitsCommon(HdDirtyBits& bits, const ReprVector& reprs) const
{
// This supports UsdSkel affecting the points position when the transform is dirty.
// Done before the propagation below so the draw items see the added DirtyPoints too.
if (bits & HdChangeTracker::DirtyTransform && _pointsFromSkel) {
bits |= HdChangeTracker::DirtyPoints;
}
if (bits & HdChangeTracker::AllDirty) {
// RPrim is dirty, propagate dirty bits to all draw items.
RenderItemFunc setDirtyBitsToItem = [bits](HdVP2DrawItem::RenderItemData& renderItemData) {
renderItemData.SetDirtyBits(bits);
};
_ForEachRenderItem(reprs, setDirtyBitsToItem);
} else {
// RPrim is clean, find out if any drawItem about to be shown is dirty:
RenderItemFunc setDirtyBitsFromItem
= [&bits](HdVP2DrawItem::RenderItemData& renderItemData) {
if (renderItemData.GetDirtyBits() & HdChangeTracker::DirtyRepr) {
bits |= (renderItemData.GetDirtyBits() & ~HdChangeTracker::DirtyRepr);
}
};
_ForEachRenderItem(reprs, setDirtyBitsFromItem);
}
}
void MayaUsdRPrim::_InitRenderItemCommon(MHWRender::MRenderItem* renderItem) const
{
#ifdef MAYA_MRENDERITEM_UFE_IDENTIFIER_SUPPORT
auto* const param = static_cast<HdVP2RenderParam*>(_delegate->GetRenderParam());
ProxyRenderDelegate& drawScene = param->GetDrawScene();
// setUfeIdentifiers is not thread-safe, so enqueue the call here for later processing
_delegate->GetVP2ResourceRegistry().EnqueueCommit([this, &drawScene, renderItem]() {
drawScene.setUfeIdentifiers(*renderItem, _PrimSegmentString);
});
#endif
_SetWantConsolidation(*renderItem, true);
#ifdef MAYA_HAS_RENDER_ITEM_HIDE_ON_PLAYBACK_API
renderItem->setHideOnPlayback(_hideOnPlayback);
#endif
}
HdVP2DrawItem::RenderItemData& MayaUsdRPrim::_AddRenderItem(
HdVP2DrawItem& drawItem,
MHWRender::MRenderItem* renderItem,
MSubSceneContainer& subSceneContainer,
const HdGeomSubset* geomSubset) const
{
_delegate->GetVP2ResourceRegistry().EnqueueCommit(
[&subSceneContainer, renderItem]() { subSceneContainer.add(renderItem); });
auto& renderItemData = drawItem.AddRenderItem(renderItem, geomSubset);
// Representation override modes require a special setup
if (_reprOverride == kBBox) {
if (renderItem->drawMode() & MHWRender::MGeometry::kBoundingBox) {
renderItem->setDrawMode(MHWRender::MGeometry::kAll);
} else {
DisableRenderItem(renderItemData, _delegate);
}
} else if (_reprOverride == kWire) {
if (renderItem->drawMode() & MHWRender::MGeometry::kBoundingBox) {
// BBox mode is stronger than Wire mode so nothing to change here
} else if (renderItem->drawMode() & MHWRender::MGeometry::kWireframe) {
renderItem->setDrawMode(sDrawModeAllButBBox);
} else {
DisableRenderItem(renderItemData, _delegate);
}
}
return renderItemData;
}
/*! \brief Create render item for bbox repr.
*/
MHWRender::MRenderItem* MayaUsdRPrim::_CreateBoundingBoxRenderItem(
const MString& name,
const MColor& color,
const MSelectionMask& selectionMask,
MUint64 exclusionFlag) const
{
MHWRender::MRenderItem* const renderItem = MHWRender::MRenderItem::Create(
name, MHWRender::MRenderItem::DecorationItem, MHWRender::MGeometry::kLines);
renderItem->setDrawMode(MHWRender::MGeometry::kBoundingBox);
renderItem->castsShadows(false);
renderItem->receivesShadows(false);
renderItem->setShader(_delegate->Get3dSolidShader(color));
renderItem->setSelectionMask(selectionMask);
_InitRenderItemCommon(renderItem);
renderItem->setObjectTypeExclusionFlag(exclusionFlag);
return renderItem;
}
/*! \brief Create render item for wireframe repr.
*/
MHWRender::MRenderItem* MayaUsdRPrim::_CreateWireframeRenderItem(
const MString& name,
const MColor& color,
const MSelectionMask& selectionMask,
MUint64 exclusionFlag) const
{
MHWRender::MRenderItem* const renderItem = MHWRender::MRenderItem::Create(
name, MHWRender::MRenderItem::DecorationItem, MHWRender::MGeometry::kLines);
renderItem->setDrawMode(MHWRender::MGeometry::kWireframe);
renderItem->depthPriority(MHWRender::MRenderItem::sDormantWireDepthPriority);
renderItem->castsShadows(false);
renderItem->receivesShadows(false);
renderItem->setShader(_delegate->Get3dSolidShader(color));
#ifdef MAYA_NEW_POINT_SNAPPING_SUPPORT
MSelectionMask selectionMasks(selectionMask);
selectionMasks.addMask(MSelectionMask::kSelectPointsForGravity);
renderItem->setSelectionMask(selectionMasks);
#else
renderItem->setSelectionMask(selectionMask);
#endif
_InitRenderItemCommon(renderItem);
renderItem->setObjectTypeExclusionFlag(exclusionFlag);
return renderItem;
}
#ifndef MAYA_NEW_POINT_SNAPPING_SUPPORT
/*! \brief Create render item for points repr.
*/
MHWRender::MRenderItem* MayaUsdRPrim::_CreatePointsRenderItem(
const MString& name,
const MSelectionMask& selectionMask,
MUint64 exclusionFlag) const
{
MHWRender::MRenderItem* const renderItem = MHWRender::MRenderItem::Create(
name, MHWRender::MRenderItem::DecorationItem, MHWRender::MGeometry::kPoints);
renderItem->setDrawMode(MHWRender::MGeometry::kSelectionOnly);
renderItem->depthPriority(MHWRender::MRenderItem::sDormantPointDepthPriority);
renderItem->castsShadows(false);
renderItem->receivesShadows(false);
renderItem->setShader(_delegate->Get3dFatPointShader());
MSelectionMask selectionMasks(selectionMask);
selectionMasks.addMask(MSelectionMask::kSelectPointsForGravity);
renderItem->setSelectionMask(selectionMasks);
_InitRenderItemCommon(renderItem);
renderItem->setObjectTypeExclusionFlag(exclusionFlag);
return renderItem;
}
#endif
/*! \brief Hide all of the repr objects for this Rprim except the named repr.
Repr objects are created to support specific reprName tokens, and contain a list of
HdVP2DrawItems and corresponding RenderItems.
*/
void MayaUsdRPrim::_MakeOtherReprRenderItemsInvisible(
const TfToken& reprToken,
const ReprVector& reprs)
{
RenderItemFunc disableRenderItem = [this](HdVP2DrawItem::RenderItemData& renderItemData) {
_delegate->GetVP2ResourceRegistry().EnqueueCommit([&renderItemData]() {
renderItemData._enabled = false;
renderItemData._renderItem->enable(false);
});
};
for (const std::pair<TfToken, HdReprSharedPtr>& pair : reprs) {
if (pair.first != reprToken) {
_ForEachRenderItemInRepr(pair.second, disableRenderItem);
}
}
}
void MayaUsdRPrim::_HideAllDrawItems(HdReprSharedPtr const& curRepr)
{
RenderItemFunc hideDrawItem = [this](HdVP2DrawItem::RenderItemData& renderItemData) {
renderItemData._enabled = false;
_delegate->GetVP2ResourceRegistry().EnqueueCommit(
[&]() { renderItemData._renderItem->enable(false); });
};
_ForEachRenderItemInRepr(curRepr, hideDrawItem);
}
void MayaUsdRPrim::_ForEachRenderItemInRepr(const HdReprSharedPtr& curRepr, RenderItemFunc& func)
{
if (!curRepr) {
return;
}
const auto& items = curRepr->GetDrawItems();
#if HD_API_VERSION < 35
for (HdDrawItem* item : items) {
HdVP2DrawItem* drawItem = static_cast<HdVP2DrawItem*>(item);
#else
for (const HdRepr::DrawItemUniquePtr& item : items) {
HdVP2DrawItem* drawItem = static_cast<HdVP2DrawItem*>(item.get());
#endif
for (; drawItem; drawItem = drawItem->GetMod()) {
for (auto& renderItemData : drawItem->GetRenderItems()) {
func(renderItemData);
}
}
}
}
void MayaUsdRPrim::_ForEachRenderItem(const ReprVector& reprs, RenderItemFunc& func)
{
for (const std::pair<TfToken, HdReprSharedPtr>& pair : reprs) {
_ForEachRenderItemInRepr(pair.second, func);
}
}
void MayaUsdRPrim::_UpdatePrimvarSourcesGeneric(
HdSceneDelegate* sceneDelegate,
HdDirtyBits dirtyBits,
const TfTokenVector& requiredPrimvars,
HdRprim& refThis,
UpdatePrimvarInfoFunc& updatePrimvarInfo,
ErasePrimvarInfoFunc& erasePrimvarInfo)
{
TfTokenVector::const_iterator begin = requiredPrimvars.cbegin();
TfTokenVector::const_iterator end = requiredPrimvars.cend();
// inspired by HdStInstancer::_SyncPrimvars
// Get any required instanced primvars from the instancer. Get these before we get
// any rprims from the rprim itself. If both are present, the rprim's values override
// the instancer's value.
const SdfPath& instancerId = refThis.GetInstancerId();
if (!instancerId.IsEmpty()) {
HdPrimvarDescriptorVector instancerPrimvars
= sceneDelegate->GetPrimvarDescriptors(instancerId, HdInterpolationInstance);
bool instancerDirty
= ((dirtyBits
& (HdChangeTracker::DirtyPrimvar | HdChangeTracker::DirtyInstancer
| HdChangeTracker::DirtyInstanceIndex))
!= 0);
for (const HdPrimvarDescriptor& pv : instancerPrimvars) {
if (std::find(begin, end, pv.name) == end) {
// erase the unused primvar so we don't hold onto stale data
erasePrimvarInfo(pv.name);
} else {
if (HdChangeTracker::IsPrimvarDirty(dirtyBits, instancerId, pv.name)
|| instancerDirty) {
const VtValue value = sceneDelegate->Get(instancerId, pv.name);
updatePrimvarInfo(pv.name, value, HdInterpolationInstance);
}
}
}
}
const SdfPath& id = refThis.GetId();
for (size_t i = 0; i < HdInterpolationCount; i++) {
const HdInterpolation interp = static_cast<HdInterpolation>(i);
const HdPrimvarDescriptorVector primvars
= refThis.GetPrimvarDescriptors(sceneDelegate, interp);
for (const HdPrimvarDescriptor& pv : primvars) {
if (std::find(begin, end, pv.name) == end) {
// erase the unused primvar so we don't hold onto stale data
erasePrimvarInfo(pv.name);
} else {
if (HdChangeTracker::IsPrimvarDirty(dirtyBits, id, pv.name)) {
const VtValue value = refThis.GetPrimvar(sceneDelegate, pv.name);
updatePrimvarInfo(pv.name, value, interp);
}
}
}
}
}
void MayaUsdRPrim::_UpdateComputedPrimvarSourcesGeneric(
HdSceneDelegate* sceneDelegate,
const TfTokenVector& requiredPrimvars,
HdRprim& refThis,
UpdatePrimvarInfoFunc& updatePrimvarInfo)
{
#if !defined(HD_API_VERSION) || HD_API_VERSION < 49
using HdStExtCompCpuComputation = HdExtCompCpuComputation;
using HdStExtCompCpuComputationSharedPtr = HdExtCompCpuComputationSharedPtr;
#endif
// Recomputed from scratch on every call, so that a prim which stops being skinned
// (its binding removed, say) goes back to reading the authored points.
_pointsFromSkel = false;
const SdfPath& id = refThis.GetId();
// The compPrimvars are a description of the link between the compute system and
// what we need to draw.
HdExtComputationPrimvarDescriptorVector compPrimvars
= sceneDelegate->GetExtComputationPrimvarDescriptors(id, HdInterpolationVertex);
if (compPrimvars.empty()) {
return;
}
const HdRenderIndex& renderIndex = sceneDelegate->GetRenderIndex();
for (const auto& primvarName : requiredPrimvars) {
auto result
= std::find_if(compPrimvars.begin(), compPrimvars.end(), [&](const auto& compPrimvar) {
return compPrimvar.name == primvarName;
});
// if there is no compute for the given required primvar then we're done!
if (result == compPrimvars.end())
continue;
HdExtComputationPrimvarDescriptor compPrimvar = *result;
// The compPrimvar has the Id of the compute the data comes from, and the output
// of the compute which contains the data.
HdExtComputation const* sourceComp
= static_cast<HdExtComputation const*>(renderIndex.GetSprim(
HdPrimTypeTokens->extComputation, compPrimvar.sourceComputationId));
if (!sourceComp || sourceComp->GetElementCount() <= 0)
continue;
// Create the HdStExtCompCpuComputation objects necessary to resolve the computation.
HdStExtCompCpuComputationSharedPtr cpuComputation;
HdBufferSourceSharedPtrVector sources;
// There is a possible data race calling CreateComputation, see
// https://github.com/PixarAnimationStudios/USD/issues/1742
cpuComputation
= HdStExtCompCpuComputation::CreateComputation(sceneDelegate, *sourceComp, &sources);
// Immediately resolve the computation so we can fill in the primvar info.
for (HdBufferSourceSharedPtr& source : sources) {
source->Resolve();
}
// Pull the result out of the compute and save it into the local primvar info.
size_t outputIndex
= cpuComputation->GetOutputIndex(compPrimvar.sourceComputationOutputName);
// INVALID_OUTPUT_INDEX is declared static in USD, can't access here so re-declare
constexpr size_t INVALID_OUTPUT_INDEX = std::numeric_limits<size_t>::max();
if (INVALID_OUTPUT_INDEX != outputIndex) {
updatePrimvarInfo(
primvarName, cpuComputation->GetOutputByIndex(outputIndex), HdInterpolationVertex);
}
// Records that points primvar is computed.
if (primvarName == HdTokens->points) {
_pointsFromSkel = true;
}
}
}
#ifdef MAYA_HAS_DISPLAY_LAYER_API
void MayaUsdRPrim::_ProcessDisplayLayerModes(
const MObject& displayLayerObj,
DisplayLayerModes& displayLayerModes)
{
// Maya's MPlug API is not multithreadable, so we need the mutex here
std::lock_guard<std::mutex> mutexGuard(sMayaMutex);
MFnDependencyNode displayLayerNodeFn(displayLayerObj);
MPlug layerEnabled = displayLayerNodeFn.findPlug("enabled");
if (!layerEnabled.asBool()) {
return;
}
MPlug layerVisible = displayLayerNodeFn.findPlug("visibility");
MPlug layerHidesOnPlayback = displayLayerNodeFn.findPlug("hideOnPlayback");
MPlug layerDisplayType = displayLayerNodeFn.findPlug("displayType");
MPlug levelOfDetail = displayLayerNodeFn.findPlug("levelOfDetail");
MPlug shading = displayLayerNodeFn.findPlug("shading");
MPlug texturing = displayLayerNodeFn.findPlug("texturing");
MPlug colorIndex = displayLayerNodeFn.findPlug("color");
MPlug useRGBColors = displayLayerNodeFn.findPlug("overrideRGBColors");
MPlug colorRGB = displayLayerNodeFn.findPlug("overrideColorRGB");
MPlug colorA = displayLayerNodeFn.findPlug("overrideColorA");
displayLayerModes._visibility &= layerVisible.asBool();
displayLayerModes._hideOnPlayback |= layerHidesOnPlayback.asBool();
displayLayerModes._texturing = texturing.asBool();
if (levelOfDetail.asShort() != 0) {
displayLayerModes._reprOverride = kBBox;
} else if (shading.asShort() == 0 && displayLayerModes._reprOverride != kBBox) {
displayLayerModes._reprOverride = kWire;
}
if (displayLayerModes._displayType == kNormal) {
displayLayerModes._displayType = (DisplayType)layerDisplayType.asShort();
}
if (useRGBColors.asBool()) {
const auto colorRGBHolder = UsdMayaUtil::GetPlugDataHandle(colorRGB);
const float3& rgbColor = colorRGBHolder->GetDataHandle().asFloat3();
displayLayerModes._wireframeColorIndex = -1;
displayLayerModes._wireframeColorRGBA
= MColor(rgbColor[0], rgbColor[1], rgbColor[2], colorA.asFloat());
} else {
displayLayerModes._wireframeColorIndex = colorIndex.asInt();
}
}
void MayaUsdRPrim::_PopulateDisplayLayerModes(
const SdfPath& usdPath,
DisplayLayerModes& displayLayerModes,
ProxyRenderDelegate& drawScene)
{
displayLayerModes = DisplayLayerModes();
// First, process the hierarchy of usd paths
auto ancestorsRange = usdPath.GetAncestorsRange();
for (auto it = ancestorsRange.begin(); it != ancestorsRange.end(); ++it) {
auto displayLayerObj = drawScene.GetDisplayLayer(*it);
if (!displayLayerObj.isNull()) {
_ProcessDisplayLayerModes(displayLayerObj, displayLayerModes);
}
}
// Then, process the hierarchy inside Maya
const MObjectArray& proxyShapeDisplayLayers = drawScene.GetProxyShapeDisplayLayers();
auto proxyShapeDisplayLayerCount = proxyShapeDisplayLayers.length();
for (unsigned int j = 0; j < proxyShapeDisplayLayerCount; j++) {
auto displayLayerObj = proxyShapeDisplayLayers[j];
if (!displayLayerObj.isNull()) {
_ProcessDisplayLayerModes(displayLayerObj, displayLayerModes);
}
}
}
#else
void MayaUsdRPrim::_PopulateDisplayLayerModes(
const SdfPath&,
DisplayLayerModes& displayLayerModes,
ProxyRenderDelegate&)
{
displayLayerModes = DisplayLayerModes();
}
#endif
void MayaUsdRPrim::_SyncDisplayLayerModes(SdfPath const& id, bool instancedPrim)
{
auto* const param = static_cast<HdVP2RenderParam*>(_delegate->GetRenderParam());
ProxyRenderDelegate& drawScene = param->GetDrawScene();
// First check if the status need updating
if (drawScene.GetFrameCounter() == _displayLayerModesFrame) {
return;
}
_displayLayerModesFrame = drawScene.GetFrameCounter();
// Obtain scene prim path
HdInstancerContext instancerContext;
int instanceIndex = instancedPrim ? 0 : UsdImagingDelegate::ALL_INSTANCES;
auto usdPath = drawScene.GetScenePrimPath(id, instanceIndex, &instancerContext);
// Native instances use per-instance _displayLayerModes
if (instancedPrim && instancerContext.empty()) {
_useInstancedDisplayLayerModes = true;
_displayLayerModes = DisplayLayerModes();
return;
}
// Otherwise, populate display layer modes
_useInstancedDisplayLayerModes = false;
_PopulateDisplayLayerModes(usdPath, _displayLayerModes, drawScene);
}
void MayaUsdRPrim::_SyncDisplayLayerModesInstanced(SdfPath const& id, unsigned int instanceCount)
{
auto* const param = static_cast<HdVP2RenderParam*>(_delegate->GetRenderParam());
ProxyRenderDelegate& drawScene = param->GetDrawScene();
// First check if the status need updating
if (drawScene.GetFrameCounter() == _displayLayerModesInstancedFrame) {
return;
}
_displayLayerModesInstancedFrame = drawScene.GetFrameCounter();
_forcedReprFlags = 0;
_requiredModFlagsBitset.reset();
if (_useInstancedDisplayLayerModes) {
_displayLayerModesInstanced.resize(instanceCount);
const SdfPathVector usdPaths = drawScene.GetScenePrimPaths(id, instanceCount);
for (unsigned int usdInstanceId = 0; usdInstanceId < instanceCount; usdInstanceId++) {
auto& displayLayerModes = _displayLayerModesInstanced[usdInstanceId];
const SdfPath& usdPath = usdPaths[usdInstanceId];
_PopulateDisplayLayerModes(usdPath, displayLayerModes, drawScene);
if (displayLayerModes._reprOverride == kBBox) {
_forcedReprFlags |= kForcedBBox;
} else if (displayLayerModes._reprOverride == kWire) {
_forcedReprFlags |= kForcedWire;
} else if (!displayLayerModes._texturing) {
_forcedReprFlags |= kForcedUntextured;
}
int requiredModFlags = 0;
if (displayLayerModes._hideOnPlayback) {
requiredModFlags |= HdVP2DrawItem::kHideOnPlayback;
}
if (displayLayerModes._displayType != kNormal) {
requiredModFlags |= HdVP2DrawItem::kUnselectable;
}
_requiredModFlagsBitset.set(requiredModFlags);
}
} else {
_displayLayerModesInstanced.clear();
}
}
void MayaUsdRPrim::_SyncEndCommon(
HdRprim& refThis,
HdSceneDelegate* delegate,
HdDirtyBits* dirtyBits,
TfToken const& reprToken,
HdRprimSharedData& sharedData,
ReprVector const& reprs)
{
#if PXR_VERSION > 2111
const TfToken& renderTag = refThis.GetRenderTag();
#else
const TfToken& renderTag = delegate->GetRenderTag(refThis.GetId());
#endif
_SyncSharedData(sharedData, delegate, dirtyBits, reprToken, refThis, reprs, renderTag);
*dirtyBits = HdChangeTracker::Clean;
}
void MayaUsdRPrim::_RequirePrimvar(TfTokenVector& requiredPrimvars, const TfToken& primvar)
{
if (std::find(requiredPrimvars.cbegin(), requiredPrimvars.cend(), primvar)
== requiredPrimvars.cend()) {
requiredPrimvars.push_back(primvar);
}
}
void MayaUsdRPrim::_CommitPositionsBuffer(
MHWRender::MVertexBuffer* positionsBuffer,
const VtVec3fArray& points) const
{
if (!positionsBuffer) {
return;
}
const size_t numVertices = points.size();
void* bufferData = positionsBuffer->acquire(numVertices, true);
if (!bufferData) {
return;
}
memcpy(bufferData, points.cdata(), sizeof(GfVec3f) * numVertices);
// Capture class member for lambda
const MString& rprimId = _rprimId;
_delegate->GetVP2ResourceRegistry().EnqueueCommit([positionsBuffer, bufferData, rprimId]() {
MProfilingScope profilingScope(
HdVP2RenderDelegate::sProfilerCategory,
MProfiler::kColorC_L2,
rprimId.asChar(),
"CommitPositions");
positionsBuffer->commit(bufferData);
});
}
void MayaUsdRPrim::_SyncSharedData(
HdRprimSharedData& sharedData,
HdSceneDelegate* delegate,
HdDirtyBits const* dirtyBits,
TfToken const& reprToken,
HdRprim const& refThis,
ReprVector const& reprs,
TfToken const& renderTag)
{
const SdfPath& id = refThis.GetId();