#ifndef _MRenderShadowData #define _MRenderShadowData // // ***************************************************************************** // // Copyright (C) 2000-2003 Alias|Wavefront Inc. // // These coded instructions, statements and computer programs contain // unpublished information proprietary to Alias|Wavefront Inc. and are // protected by Canadian and US federal copyright laws. They may not be // disclosed to third parties or copied or duplicated, in whole or in part, // without prior written consent of Alias|Wavefront Inc. // // Unpublished-rights reserved under the Copyright Laws of the United States. // // ***************************************************************************** // // CLASS: MRenderShadowData // // ***************************************************************************** // // CLASS DESCRIPTION (MRenderShadowData) // // The shadow map can be changed by instanciating a MRenderCallback and // overriding shadowCastCallback(). When this is invoked, a MRenderShadowData // is passed as an argument; the depthMaps and midDistMaps members can then // be changed by this API. Methods and data are provided to assist in // transforming back and forth from world space to z buffer space. Paint // Effects and Fur are two examples which use this mechanism to change the // shadow map. // // To prevent self shadowing, Maya uses a mid distance map to resolve the // ambiguity. Details of this technique can be obtained from Graphics Gems // III, "The Shadow Depth Map Revisited". // // ***************************************************************************** #if defined __cplusplus #include #include /// Access Rendering Data (OpenMayaRender) /** */ #ifdef _WIN32 #pragma warning(disable: 4522) #endif // _WIN32 /// Access Rendering Shadow Map Data (OpenMayaRender) /** */ class OPENMAYARENDER_EXPORT MRenderShadowData { public: /// MRenderShadowData(); /// void worldToZbuffer( const MFloatPoint& worldPoint, MFloatPoint& screenPoint) const; /// void zbufferToWorld( const MFloatPoint& screenPoint, MFloatPoint& worldPoint) const; // in data /// set if the light has a perspective projection bool perspective; /// set if the light generates a depth and midDist map bool useMidDistMap; /// Light Types enum LightType { /// kInvalid, /// kPoint, /// kDirectional, /// kSpot }; /// the type of light the shadow map is generated for LightType lightType; /// the x resolution of shadow map unsigned short shadowResX; /// the y resolution of the shadow map unsigned short shadowResY; /// position of the light in world space MFloatPoint lightPosition; /// projection matrix for the light MFloatMatrix projectionMatrix; /// perspective matrix for the light MFloatMatrix perspectiveMatrix; /// // out data /// the output depth map float *depthMaps; /// the output mid distance map float *midDistMaps; // private const void* internalData; protected: // No protected members private: // No private members }; #ifdef _WIN32 #pragma warning(default: 4522) #endif // _WIN32 // ***************************************************************************** #endif /* __cplusplus */ #endif /* _MRenderShadowData */