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Torque/SDK/lib/mayasdk6/include/maya/MRenderCallback.h
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101
Torque/SDK/lib/mayasdk6/include/maya/MRenderCallback.h
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#ifndef _MRenderCallback
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#define _MRenderCallback
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//
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//-
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// ==========================================================================
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// Copyright (C) Alias Systems, a division of Silicon Graphics Limited.
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// All rights reserved. These coded instructions, statements and computer
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// programs contain unpublished information proprietary to Alias Systems,
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// a division of Silicon Graphics Limited, which is protected by the
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// Canadian and US federal copyright law and may not be disclosed to third
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// parties or copied or duplicated, in whole or in part, without prior
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// written consent of Alias Systems, a division of Silicon Graphics Limited
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// ==========================================================================
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//+
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//
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// CLASS: MRenderCallback
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//
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// *****************************************************************************
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//
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// CLASS DESCRIPTION (MRenderCallback)
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//
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// This class is used to register callbacks to gain access to Maya's
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// rendering information during software rendering. You can modify Maya's
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// shadow maps, RGB pixmap, and depth map to composite your own rendering
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// effects into Maya's rendering.
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//
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// To register callbacks, inherit from this class and override
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// renderCallback(), shadowCastCallback(), or postProcessCallback(). Any
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// number of these methods can be overridden by the callback. Then
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// register the callbacks by calling the addCallback() method.
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//
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// Each of the callback method gets passed a MRenderData which contains
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// the information. MRenderData also provides utility methods for
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// converting between world space and screen space. In the case of
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// shadowCastCallback, MRenderShadowData is provided and it also has
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// utility methods for converting between world space and shadow map
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// space.
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//
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// If there are callbacks registered, prior to shadow maps being written out,
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// shadowCastCallback() will be invoked with light information and a pointer
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// to the shadow map passed in. Then immediately after software rendering
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// completes, renderCallback() will be invoked with the rendering's dimension
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// info and image passed in. Lastly, during post-processing, postProcessCallback()
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// will be invoked with the rendering's dimension and pointers to the rgb pixmap
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// and depthmap passed in.
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//
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// If multiple callbacks need to be registered, the order of invocation
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// can be set by adding each callback with a priority number, 0 being the
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// highest priority.
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//
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// *****************************************************************************
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#if defined __cplusplus
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#ifdef _WIN32
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#pragma warning(disable: 4522)
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#endif // _WIN32
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class MRenderShadowData;
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class MRenderData;
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/// Rendering Callbacks (OpenMayaRender)
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/**
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*/
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class OPENMAYARENDER_EXPORT MRenderCallback {
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public:
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///
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MRenderCallback();
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///
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virtual ~MRenderCallback();
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// Methods to override, return true on success
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///
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virtual bool shadowCastCallback(const MRenderShadowData& data);
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///
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virtual bool renderCallback(const MRenderData& data);
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///
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virtual bool postProcessCallback(const MRenderData& data);
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///
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static void addCallback(MRenderCallback*, int priority = 0);
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///
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static void removeCallback(MRenderCallback*);
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private:
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const void* internalData;
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};
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#ifdef _WIN32
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#pragma warning(default: 4522)
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#endif // _WIN32
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// *****************************************************************************
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#endif /* __cplusplus */
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#endif /* _MRenderCallback */
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