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# renderViewRenderCmd.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 <maya/MSimple.h>
    #include <maya/MIOStream.h>
    #include <maya/MRenderView.h>
    #include <maya/M3dView.h>
    #include <math.h>
    #include <maya/MSyntax.h>
    #include <maya/MArgDatabase.h>

    //
    //  renderViewRender command declaration
    //
    class renderViewRender : public MPxCommand
    {
    public:
        renderViewRender() {};
        ~renderViewRender() {};

        virtual MStatus doIt ( const MArgList& );

        static void*    creator();

        static MSyntax  newSyntax();
        MStatus parseSyntax (MArgDatabase &argData);

        static const char * cmdName;

    private:
        bool doNotClearBackground;

    };

    static const char * kDoNotClearBackground       = "-b";
    static const char * kDoNotClearBackgroundLong   = "-background";

    const char * renderViewRender::cmdName = "renderViewRender";

    void* renderViewRender::creator()
    {
        return new renderViewRender;
    }

    MSyntax renderViewRender::newSyntax()
    {
        MStatus status;
        MSyntax syntax;
        syntax.addFlag( kDoNotClearBackground, kDoNotClearBackgroundLong );
        CHECK_MSTATUS_AND_RETURN(status, syntax);
        return syntax;
    }

    //
    // Description:
    //      Read the values of the additionnal flags for this command.
    //
    MStatus renderViewRender::parseSyntax (MArgDatabase &argData)
    {
        // Get the flag values, otherwise the default values are used.
        doNotClearBackground = argData.isFlagSet( kDoNotClearBackground );

        return MS::kSuccess;
    }

    //
    // Description:
    //      register the command
    //
    MStatus initializePlugin( MObject obj )
    {
        MFnPlugin   plugin( obj, PLUGIN_COMPANY, "4.5" );
        MStatus     stat;
        stat = plugin.registerCommand(  renderViewRender::cmdName,
                                        renderViewRender::creator,
                                        renderViewRender::newSyntax);
        if ( !stat )
            stat.perror( "registerCommand" );
        return stat;
    }

    //
    // Description:
    //      unregister the command
    //
    MStatus uninitializePlugin( MObject obj )
    {
        MFnPlugin   plugin( obj );
        MStatus     stat;
        stat = plugin.deregisterCommand( renderViewRender::cmdName );
        if ( !stat )
            stat.perror( "deregisterCommand" );
        return stat;
    }

    RV_PIXEL evaluate(int x, int y)
    //
    //  Description:
    //      Generates a simple procedural circular pattern to be sent to the
    //      Render View.
    //
    //  Arguments:
    //      x, y - coordinates in the current tile (the pattern is centred
    //             around (0,0) ).
    //
    //  Return Value:
    //      An RV_PIXEL structure containing the colour of pixel (x,y).
    //
    {
        unsigned int distance = (unsigned int) sqrt(double((x*x) + (y*y)));

        RV_PIXEL pixel;
        // Always fully red.
        pixel.r = 255.0f;
        // Green and blue varies according to the distance.
        pixel.g = pixel.b = 155.0f + (distance % 20) * 5;
        pixel.a = 255.0f;

        return pixel;
    }

    MStatus renderViewRender::doIt( const MArgList& args )
    //
    //  Description:
    //      Implements the MEL renderViewRender command.  This command
    //      Draws a 640x480 tiled pattern of red and white circles into Maya's
    //      Render View window.
    //
    //  Arguments:
    //      args - The argument list that was passed to the command from MEL.
    //              -background/-b renders the pattern without clearing the Render View
    //
    //  Return Value:
    //      MS::kSuccess - command succeeded
    //      MS::kFailure - command failed (returning this value will cause the
    //                     MEL script that is being run to terminate unless the
    //                     error is caught using a "catch" statement.
    //
    {
        MStatus stat = MS::kSuccess;

        // Check if the render view exists. It should always exist, unless
        // Maya is running in batch mode.
        //
        if (!MRenderView::doesRenderEditorExist())
        {
            setResult( "Cannot renderViewRender in batch render mode. "
                       "Please run in interactive mode, "
                       "so that the render editor exists." );
            return MS::kFailure;
        }
        else
        {
            cout<<"Past doesRenderEditorExist()"<<endl;
        }

        // get optional flags
        MArgDatabase    argData( syntax(), args );
        parseSyntax( argData );

        // Pick a camera, and tell the Render View that we will be rendering
        // from its point of view.  Just use the camera for the active
        // modelling view.
        //
        M3dView curView = M3dView::active3dView();
        MDagPath camDagPath;
        curView.getCamera( camDagPath );
        cout<<"Rendering camera"<<camDagPath.fullPathName().asChar()<<endl;

        if( MRenderView::setCurrentCamera( camDagPath ) != MS::kSuccess )
        {
            setResult( "renderViewRender: error occurred in setCurrentCamera." );
            return MS::kFailure;
        }

        // We'll render a 640x480 image.  Tell the Render View to get ready
        // to receive 640x480 pixels of data.
        //
        unsigned int image_width = 640, image_height = 480;
        if (MRenderView::startRender( image_width, image_height, doNotClearBackground) != MS::kSuccess)
        {
            setResult( "renderViewRender: error occured in startRender." );
            return MS::kFailure;
        }

        // The image will be composed of tiles consisting of circular red and
        // white patterns.
        //
        unsigned int num_side_tiles = 8;
        unsigned int average_tiles_width = image_width / num_side_tiles;
        unsigned int average_tiles_height = image_height / num_side_tiles;

        // Draw each tile
        //
        for (unsigned int tile_y = 0; tile_y < num_side_tiles; tile_y++)
        {
            for (unsigned int tile_x = 0; tile_x < num_side_tiles; tile_x++)
            {
                // Find the min/max width/height.
                int min_x = tile_x * average_tiles_width;
                int max_x;

                // If this is the last tile in width, adjust the max position
                // so that the entire width is covered.
                //
                if ((tile_x+1) == num_side_tiles)
                    max_x = image_width-1;
                else
                    max_x = (tile_x + 1) * average_tiles_width - 1;

                int min_y = tile_y * average_tiles_height;
                int max_y;

                // If this is the last tile in height, adjust the max position
                // so that the entire height is covered.
                //
                if ((tile_y+1) == num_side_tiles)
                    max_y = image_height-1;
                else
                    max_y = (tile_y + 1) * average_tiles_height - 1;

                unsigned int tile_width = max_x - min_x + 1;
                unsigned int tile_height = max_y - min_y + 1;

                // Fill up the pixel array with some the pattern, which is
                // generated by the 'evaluate' function.  The Render View
                // accepts floating point pixel values only.
                //
                RV_PIXEL* pixels = new RV_PIXEL[tile_width * tile_height];
                unsigned int index = 0;
                for (unsigned int j = 0; j < tile_height; j++ )
                {
                    for (unsigned int i = 0; i < tile_width; i++)
                    {
                        pixels[index] = evaluate(i - (tile_width / 2),
                                                 j - (tile_height / 2));
                        index++;
                    }
                }

                // Send the data to the render view.
                //
                if (MRenderView::updatePixels(min_x, max_x, min_y, max_y, pixels) != MS::kSuccess)
                {
                    setResult( "renderViewRender: error occured in updatePixels." );
                    delete [] pixels;
                    return MS::kFailure;
                }

                delete [] pixels;

                // Force the Render View to refresh the display of the affected
                // region.
                //
                if (MRenderView::refresh(min_x, max_x, min_y, max_y) != MS::kSuccess)
                {
                    setResult( "renderViewRender: error occured in refresh." );
                    return MS::kFailure;
                }
            }
        }

        // Inform the Render View that we have completed rendering the entire image.
        //
        if (MRenderView::endRender() != MS::kSuccess)
        {
            setResult( "renderViewRender: error occured in endRender." );
            return MS::kFailure;
        }

        setResult( "renderViewRender completed." );
        return stat;
    }