#ifndef _MRenderUtil #define _MRenderUtil // //- // ========================================================================== // 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statements, computer programs, and/or related // material (collectively the "Data") in these files contain unpublished // information proprietary to Alias Systems Corp.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: MRenderUtil // // **************************************************************************** // // CLASS DESCRIPTION (MRenderUtil) // // MRenderUtil is a static class which provides access to Maya's rendering // functionalities // // **************************************************************************** #if defined __cplusplus // **************************************************************************** // INCLUDED HEADER FILES #include #include // **************************************************************************** // DECLARATIONS class MFloat; class MFloatPoint; class MFloatVector; class MFloatVectorArray; class MIntArray; class MFloatPoint; class MFloatArray; class MFloatPointArray; class MFloatMatrix; class MObject; class MString; class MDagPath; class MCommonRenderSettingsData; // **************************************************************************** // CLASS DECLARATION (MRenderUtil) /// Static class providing common API rendering functions (OpenMayaRender) /** */ class OPENMAYARENDER_EXPORT MRenderUtil { public: /// enum MRenderState { /// Maya is not currently rendering kNotRendering, /// Maya is performing a batch render kBatchRender, /// Maya is performing an interactive render kInteractiveRender, /// Maya is performing an IPR render kIprRender, /// Maya is performing a hardware render kHardwareRender }; /// enum MRenderPass { /// Default case kAll, /// Only the color information is being computed, no shadows kColorOnly, /// Only the shadow information is being computed, no color kShadowOnly, /// Only the specular information is being computed kAmbientOnly, /// Only the specular information is being computed kDiffuseOnly, /// Only the specular information is being computed kSpecularOnly }; /// static MRenderState mayaRenderState(); /// static MStatus raytrace( const MFloatVector& rayOrigin, // in camera space const MFloatVector& rayDirection, const int objectId, const MUintPtrSz raySampler, const short rayDepth, // storage for return value MFloatVector& resultColor, MFloatVector& resultTransparency, // true for reflected rays, false for refracted rays const bool isReflectedRays = true ); // vectorized version /// static MStatus raytrace( const MFloatVectorArray& rayOrigins, // in camera space const MFloatVectorArray& rayDirections, const int objectId, const MUintPtrSz raySampler, const short rayDepth, // storage for return value MFloatVectorArray& resultColors, MFloatVectorArray& resultTransparencies, // true for reflected rays, false for refracted rays const bool isReflectedRays = true ); /// static MStatus raytraceFirstGeometryIntersections( const MFloatVectorArray& rayOrigins, // in camera space const MFloatVectorArray& rayDirections, const int objectId, const MUintPtrSz raySampler, // storage for return value MFloatVectorArray& resultIntersections, MIntArray& resultIntersected ); /// static MStatus sampleShadingNetwork( MString shadingNodeName, int numSamples, bool useShadowMaps, bool reuseMaps, MFloatMatrix &cameraMatrix, // eye to world MFloatPointArray *points, // in world space MFloatArray *uCoords, MFloatArray *vCoords, MFloatVectorArray *normals, // in world space MFloatPointArray *refPoints, // in world space MFloatVectorArray *tangentUs, // in world space MFloatVectorArray *tangentVs, // in world space MFloatArray *filterSizes, MFloatVectorArray &resultColors, MFloatVectorArray &resultTransparencies ); /// static bool generatingIprFile(); /// static bool exactFileTextureName( const MObject& fileNode, MString& texturePath, MStatus *ReturnStatus = NULL ); /// static bool exactFileTextureName( const MString& baseName, bool useFrameExt, const MString& currentFrameExt, MString& exactName, MStatus *ReturnStatus = NULL ); /// static MString relativeFileName( const MString& absFileName, MStatus *ReturnStatus = NULL ); /// Internal use only static bool convertPsdFile( const MObject& fileNode, MString& texturePath, const bool &state = false, MStatus *ReturnStatus = NULL ); /// static bool exactImagePlaneFileName( const MObject& imagePlaneNode, MString& texturePath, MStatus *ReturnStatus = NULL ); /// static bool inCurrentRenderLayer( const MDagPath& objectPath, MStatus *ReturnStatus = NULL ); /// static MRenderPass renderPass( void ); /// static float diffuseReflectance( MUintPtrSz lightBlindData, const MFloatVector& lightDirection, const MFloatVector& pointCamera, const MFloatVector& normal, bool lightBackFace, MStatus *ReturnStatus = NULL ); /// static MFloatVector maximumSpecularReflection( MUintPtrSz lightBlindData, const MFloatVector& lightDirection, const MFloatVector& pointCamera, const MFloatVector& normal, const MFloatVector& rayDirection, MStatus *ReturnStatus = NULL ); /// static float lightAttenuation( MUintPtrSz lightBlindData, const MFloatVector& pointCamera, const MFloatVector& normal, bool lightBackFace, MStatus *ReturnStatus = NULL ); /// static float hemisphereCoverage( MUintPtrSz lightBlindData, const MFloatVector& lightDirection, const MFloatVector& pointCamera, const MFloatVector& rayDirection, bool lightBackFace, MStatus *ReturnStatus = NULL ); /// static void sendRenderProgressInfo (MString &pixFile, int percentageDone); // Fill the set of common render settings, based on current renderer static void getCommonRenderSettings(MCommonRenderSettingsData &rgData); protected: static const char* className(); private: ~MRenderUtil(); #ifdef __GNUC__ friend class shutUpAboutPrivateDestructors; #endif }; // ***************************************************************************** #endif /* __cplusplus */ #endif /* _MRenderUtil */