#ifndef _MRenderShadowData #define _MRenderShadowData // //- // ========================================================================== // 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statements, computer programs, and/or related // material (collectively the "Data") in these files contain unpublished // information proprietary to Alias Systems Corp.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: 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 #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 */