#ifndef _MRenderData #define _MRenderData // //- // ========================================================================== // Copyright (C) 1995 - 2005 Alias Systems Corp. and/or its licensors. All // rights reserved. // // The coded instructions, statements, computer programs, and/or related // material (collectively the "Data") in these files contain unpublished // information proprietary to Alias Systems Corp. ("Alias") and/or its // licensors, which is protected by Canadian and US federal copyright law and // by international treaties. // // The Data may not be disclosed or distributed to third parties or be copied // or duplicated, in whole or in part, without the prior written consent of // Alias. // // THE DATA IS PROVIDED "AS IS". ALIAS HEREBY DISCLAIMS ALL WARRANTIES RELATING // TO THE DATA, INCLUDING, WITHOUT LIMITATION, ANY AND ALL EXPRESS OR IMPLIED // WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND/OR FITNESS FOR A // PARTICULAR PURPOSE. IN NO EVENT SHALL ALIAS BE LIABLE FOR ANY DAMAGES // WHATSOEVER, WHETHER DIRECT, INDIRECT, SPECIAL, OR PUNITIVE, WHETHER IN AN // ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, OR IN EQUITY, // ARISING OUT OF ACCESS TO, USE OF, OR RELIANCE UPON THE DATA. // ========================================================================== //+ // // CLASS: MRenderData // // **************************************************************************** // // CLASS DESCRIPTION (MRenderData) // // The rendered image and depth map can be changed following the software // render by instanciating a MRenderCallback and overriding renderCallback() // or postProcessCallback(). When these methods are invoked, a MRenderData is // passed as an argument; the rgbaArr and depthArr can then be changed by this // API. Methods and data are provided to assist in transforming back and forth // from world space to image space. Paint Effects and Fur are two examples // which use this mechanism to change the rendered image. // // **************************************************************************** #if defined __cplusplus #include #include #include #ifdef _WIN32 #pragma warning(disable: 4522) #endif // _WIN32 /// Access Rendering Data (OpenMayaRender) /** */ class OPENMAYARENDER_EXPORT MRenderData { public: /// MRenderData(); /// void worldToScreen( const MFloatPoint& worldPoint, MFloatPoint& screenPoint) const; /// void screenToWorld( const MFloatPoint& screenPoint, MFloatPoint& worldPoint) const; // in data /// set if the camera has a perspective projection bool perspective; /// the x resolution of the rendered image unsigned short resX; /// the y resolution of the rendered image unsigned short resY; /// the left (low) render region dimension unsigned short left; /// the bottom (low) render region dimension unsigned short bottom; /// the right (high) render region dimension unsigned short right; /// the top (high) render region dimension unsigned short top; /// number of bytes per channel of the rgbaArr unsigned short bytesPerChannel; /// the actual x resolution of rgbaArr and depthArr unsigned short xsize; /// the actual y resolution of rgbaArr and depthArr unsigned short ysize; /// camera horizontal field of view in radians float fieldOfView; /// camera pixel aspect ratio float aspectRatio; /// view direction of the camera (object space) MFloatVector viewDirection; /// position of the camera (object space) MFloatPoint eyePoint; /// camera matrix to transform to eye space MFloatMatrix worldToEyeMatrix; /// this is a 1d array representing the output image buffer. /// It is of size: resX * resY * 4 * bytesPerChannel. The /// array is indexed as [(resX * x + y) * 4 * bytesPerChannel], /// where (x,y) is the current pixel coordinates. The "4" /// multiplier is used for storing RGBA information, in the /// order of a,b,g,r. unsigned char *rgbaArr; /// this is a 1d array representing the output depth buffer. /// It is of size: resX * resY, where each depth value is a /// single precision floating point vlue. It is indexed as /// [resX * x + y], where (x,y) is the current pixel coordinates. float *depthArr; // private const void* internalData; protected: // No protected members private: // No private members }; #ifdef _WIN32 #pragma warning(default: 4522) #endif // _WIN32 // **************************************************************************** #endif /* __cplusplus */ #endif /* _MRenderData */