tge/lib/maxsdk31/render.h
2025-02-17 23:17:30 -06:00

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Executable File

/**********************************************************************
*<
FILE: render.h
DESCRIPTION:
CREATED BY: Dan Silva
HISTORY:
*> Copyright (c) 1994, All Rights Reserved.
**********************************************************************/
#ifndef __RENDER__H
#define __RENDER__H
#define FIELD_EVEN 0
#define FIELD_ODD 1
// Render Types RB: I didn't want to include render.h in MAXAPI.H...
#ifndef _REND_TYPE_DEFINED
#define _REND_TYPE_DEFINED
enum RendType {
RENDTYPE_NORMAL,
RENDTYPE_REGION,
RENDTYPE_BLOWUP,
RENDTYPE_SELECT,
RENDTYPE_REGIONCROP
};
#endif
class DefaultLight {
public:
LightState ls;
Matrix3 tm;
};
class ViewParams {
public:
Matrix3 prevAffineTM; // world space to camera space transform 2 ticks previous
Matrix3 affineTM; // world space to camera space transform
int projType; // PROJ_PERSPECTIVE or PROJ_PARALLEL
float hither,yon;
float distance; // to view plane
// Parallel projection params
float zoom; // Zoom factor
// Perspective params
float fov; // field of view
float nearRange; // for fog effects
float farRange; // for fog effects
// Generic expansion function
virtual int Execute(int cmd, ULONG arg1=0, ULONG arg2=0, ULONG arg3=0) { return 0; }
};
// Common renderer parameters
class Atmospheric;
#ifdef DESIGN_VER
// Even if rendering to another device (i.e., Printer) is supported in the renderer,
// render to a preview window instead if it is supported. This goes in the extraFlags
// field of RendParams.
#define RENDER_REDIRECT_TO_WINDOW (1L << 1)
#endif
// These parameters are passed to the renderer when the renderer is opend.
class RendParams {
public:
RendType rendType; // normal, region, blowup, selection
BOOL isNetRender; // is this a render on a network slave?
BOOL fieldRender;
int fieldOrder; // 0->even, 1-> odd
TimeValue frameDur; // duration of one frame
BOOL colorCheck;
int vidCorrectMethod; // 0->FLAG, 1->SCALE_LUMA 2->SCALE_SAT
int ntscPAL; // 0 ->NTSC, 1 ->PAL
BOOL superBlack; // impose superBlack minimum intensity?
int sbThresh; // value used for superBlack
BOOL rendHidden; // render hidden objects?
BOOL force2Side; // force two-sided rendering?
BOOL inMtlEdit; // rendering in the mtl editor?
float mtlEditTile; // if in mtl editor, scale tiling by this value
BOOL mtlEditAA; // if in mtl editor, antialias?
BOOL multiThread; // for testing only
BOOL useEnvironAlpha; // use alpha from the environment map.
BOOL dontAntialiasBG; // Don't antialias against background (for video games)
BOOL useDisplacement; // Apply displacment mapping
Texmap *envMap; // The environment map, may be NULL
Atmospheric *atmos; // The atmosphere effects, may be NULL.
Effect *effect; // The postprocessing effects, may be NULL.
TimeValue firstFrame; // The first frame that will be rendered
int scanBandHeight; // height of a scan band (default scanline renderer)
ULONG extraFlags; // for expansion
int width,height; // image width,height.
BOOL filterBG; // filter background
RendParams() {
rendType = RENDTYPE_NORMAL;
isNetRender = FALSE;
fieldRender = FALSE;
fieldOrder =0;
frameDur=0;
colorCheck=0;
vidCorrectMethod=0;
ntscPAL=0;
superBlack=0;
sbThresh=0;
rendHidden=0;
force2Side=0;
inMtlEdit=0;
mtlEditTile=0;
mtlEditAA=0;
multiThread=0;
useEnvironAlpha=0;
dontAntialiasBG=0;
useDisplacement=0;
envMap=NULL;
atmos=NULL;
effect=NULL;
firstFrame=0;
scanBandHeight=0;
extraFlags=0;
width=height=0;
filterBG = 0;
}
// Generic expansion function
virtual int Execute(int cmd, ULONG arg1=0, ULONG arg2=0, ULONG arg3=0) { return 0; }
};
// These are passed to the renderer on every frame
class FrameRendParams {
public:
Color ambient;
Color background;
Color globalLightLevel;
float frameDuration; // duration of one frame, in current frames
float relSubFrameDuration; // relative fraction of frameDuration used by subframe.
// boundaries of the region for render region or crop (device coords).
int regxmin,regxmax;
int regymin,regymax;
// parameters for render blowup.
Point2 blowupCenter;
Point2 blowupFactor;
FrameRendParams() { frameDuration = 1.0f; relSubFrameDuration = 1.0f; }
// Generic expansion function
virtual int Execute(int cmd, ULONG arg1=0, ULONG arg2=0, ULONG arg3=0) { return 0; }
};
// Since this dialog is modless and non-interactive, as the user changes
// parameters in the dialog, the renderer does not need to update it's
// state. When the user is through, they may choose 'OK' or 'Cancel'.
//
// If the user OKs the dialog, AcceptParams() will be called, at which time the
// renderer can read the parameter out of the UI and modify its state.
//
// If RejectParams() is called, typically the renderer will not have to do anything
// since it has not yet modify its state, but if for some reason it has, it
// should restore its state.
class RendParamDlg {
public:
virtual void AcceptParams()=0;
virtual void RejectParams() {}
virtual void DeleteThis()=0;
};
// Flag bits for DoMaterialBrowseDlg()
#define BROWSE_MATSONLY (1<<0)
#define BROWSE_MAPSONLY (1<<1)
#define BROWSE_INCNONE (1<<2) // Include 'None' as an option
#define BROWSE_INSTANCEONLY (1<<3) // Only allow instances, no copy
#define BROWSE_TO_MEDIT_SLOT (1<<4) // browsing to medit slot
// passed to SetPickMode. This is a callback that gets called as
// the user tries to pick objects in the scene.
class RendPickProc {
public:
// Called when the user picks something.
// return TRUE to end the pick mode.
virtual BOOL Pick(INode *node)=0;
// Return TRUE if this is an acceptable hit, FALSE otherwise.
virtual BOOL Filter(INode *node)=0;
// These are called as the mode is entered and exited
virtual void EnterMode() {}
virtual void ExitMode() {}
// Provides two cursor, 1 when over a pickable object and 1 when not.
virtual HCURSOR GetDefCursor() {return NULL;}
virtual HCURSOR GetHitCursor() {return NULL;}
// Return TRUE to allow the user to pick more than one thing.
// In this case the Pick method may be called more than once.
virtual BOOL AllowMultiSelect() {return FALSE;}
};
// This is the interface given to a renderer when it needs to display its parameters
// It is also given to atmospheric effects to display thier parameters.
class IRendParams {
public:
// The current position of the frame slider
virtual TimeValue GetTime()=0;
// Register a callback object that will get called every time the
// user changes the frame slider.
virtual void RegisterTimeChangeCallback(TimeChangeCallback *tc)=0;
virtual void UnRegisterTimeChangeCallback(TimeChangeCallback *tc)=0;
// Brings up the material browse dialog allowing the user to select a material.
// newMat will be set to TRUE if the material is new OR cloned.
// Cancel will be set to TRUE if the user cancels the dialog.
// The material returned will be NULL if the user selects 'None'
virtual MtlBase *DoMaterialBrowseDlg(HWND hParent,DWORD flags,BOOL &newMat,BOOL &cancel)=0;
// Adds rollup pages to the render params dialog. Returns the window
// handle of the dialog that makes up the page.
virtual HWND AddRollupPage(HINSTANCE hInst, TCHAR *dlgTemplate,
DLGPROC dlgProc, TCHAR *title, LPARAM param=0,DWORD flags=0)=0;
// Removes a rollup page and destroys it.
virtual void DeleteRollupPage(HWND hRollup)=0;
// When the user mouses down in dead area, the plug-in should pass
// mouse messages to this function which will pass them on to the rollup.
virtual void RollupMouseMessage(HWND hDlg, UINT message,
WPARAM wParam, LPARAM lParam)=0;
// This will set the command mode to a standard pick mode.
// The callback implements hit testing and a method that is
// called when the user actually picks an item.
virtual void SetPickMode(RendPickProc *proc)=0;
// If a plug-in is finished editing its parameters it should not
// leave the user in a pick mode. This will flush out any pick modes
// in the command stack.
virtual void EndPickMode()=0;
// When a plugin has a Texmap, clicking on the button
// associated with that map should cause this routine
// to be called.
virtual void PutMtlToMtlEditor(MtlBase *mb)=0;
// This is for use only by the scanline renderer.
virtual float GetMaxPixelSize() = 0;
virtual int Execute(int cmd, ULONG arg1=0, ULONG arg2=0, ULONG arg3=0) { return 0; }
// JBW 12/1/98: get interface to rollup window interface
virtual IRollupWindow* GetIRollup()=0;
};
//----------------------------------------------------------------
// Render Instance flags
#define INST_HIDE (1<<0) // instance is hidden
#define INST_CLIP (1<<1) // clip instance: ray tracers should skip it
#define INST_BLUR (1<<2) // secondary motion blur instance
#define INST_RCV_SHADOWS (1<<3) // instance receives shadows
#define INST_TM_NEGPARITY (1<<4) // mesh is inside-out: need to reverse normals on-the-fly
class RenderInstance {
public:
ULONG flags;
Mtl *mtl; // from inode, for convenience
float wireSize; // Mtl wireframe size
Mesh *mesh; // result of GetRenderMesh call
float vis; // Object visibility
int nodeID; // unique within scene during render- corresponds to ShadeContext::NodeID()
int objMotBlurFrame; // Object motion blur sub frame (= NO_MOTBLUR for non-blurred objects)
int objBlurID; // Blur instances for an object share a objBlurID value.
Matrix3 objToWorld; // transforms object coords to world coords
Matrix3 objToCam; // transforms object coords to cam coords
Matrix3 normalObjToCam; // for transforming surface normals from obj to camera space
Matrix3 camToObj; // transforms camera coords to object coords
Box3 obBox; // Object space extents
Point3 center; // Bounding sphere center (camera coords)
float radsq; // square of bounding sphere's radius
void SetFlag(ULONG f, BOOL b) { if (b) flags |= f; else flags &= ~f; }
void SetFlag(ULONG f) { flags |= f; }
void ClearFlag(ULONG f) { flags &= ~f; }
BOOL TestFlag(ULONG f) { return flags&f?1:0; }
BOOL Hidden() { return TestFlag(INST_HIDE); }
BOOL IsClip() { return TestFlag(INST_CLIP); }
virtual RenderInstance *Next()=0; // next in list
virtual Interval MeshValidity()=0;
virtual int NumLights()=0;
virtual LightDesc *Light(int n)=0;
virtual BOOL CastsShadowsFrom(const ObjLightDesc& lt)=0; // is lt shadowed by this instance?
virtual INode *GetINode()=0; // get INode for instance
virtual Object *GetEvalObject()=0; // evaluated object for instance
virtual ULONG MtlRequirements(int mtlNum)=0; // node's mtl requirements
virtual void MtlMapsRequired (BitArray & mapreq) { mapreq.SetSize(2); mapreq.Clear(0); mapreq.Set(1); }
virtual Point3 GetFaceNormal(int faceNum)=0; // geometric normal in camera coords
virtual Point3 GetFaceVertNormal(int faceNum, int vertNum)=0; // camera coords
virtual void GetFaceVertNormals(int faceNum, Point3 n[3])=0; // camera coords
virtual Point3 GetCamVert(int vertnum)=0; // coord for vertex in camera coords
virtual void GetObjVerts(int fnum, Point3 obp[3])=0; // vertices of face in object coords
virtual void GetCamVerts(int fnum, Point3 cp[3])=0; // vertices of face in camera(view) coords
// Generic expansion function
virtual int Execute(int cmd, ULONG arg1=0, ULONG arg2=0, ULONG arg3=0) { return 0; }
};
//----------------------------------------------------------------
// Values returned from Progress()
#define RENDPROG_CONTINUE 1
#define RENDPROG_ABORT 0
// Values passed to SetCurField()
#define FIELD_FIRST 0
#define FIELD_SECOND 1
#define FIELD_NONE -1
// A callback passed in to the renderer
class RendProgressCallback {
public:
virtual void SetTitle(const TCHAR *title)=0;
virtual int Progress(int done, int total)=0;
virtual void SetCurField(int which) {}
virtual void SetSceneStats(int nlights, int nrayTraced, int nshadowed, int nobj, int nfaces) {}
};
// RB: my version of a renderer...
class Renderer : public ReferenceTarget {
public:
// Reference/Animatable methods.
// In addition, the renderer would need to implement ClassID() and DeleteThis()
// Since a renderer will probably not itself have references, this implementation should do
RefResult NotifyRefChanged(Interval changeInt, RefTargetHandle hTarget,
PartID& partID, RefMessage message) {return REF_SUCCEED;}
SClass_ID SuperClassID() {return RENDERER_CLASS_ID;}
virtual int Open(
INode *scene, // root node of scene to render
INode *vnode, // view node (camera or light), or NULL
ViewParams *viewPar,// view params for rendering ortho or user viewport
RendParams &rp, // common renderer parameters
HWND hwnd, // owner window, for messages
DefaultLight* defaultLights=NULL, // Array of default lights if none in scene
int numDefLights=0 // number of lights in defaultLights array
)=0;
//
// Render a frame -- will use camera or view from open
//
virtual int Render(
TimeValue t, // frame to render.
Bitmap *tobm, // optional target bitmap
FrameRendParams &frp, // Time dependent parameters
HWND hwnd, // owner window
RendProgressCallback *prog=NULL,
ViewParams *viewPar=NULL // override viewPar given on Open.
)=0;
virtual void Close( HWND hwnd )=0;
// Adds rollup page(s) to renderer configure dialog
// If prog==TRUE then the rollup page should just display the parameters
// so the user has them for reference while rendering, they should not be editable.
virtual RendParamDlg *CreateParamDialog(IRendParams *ir,BOOL prog=FALSE)=0;
virtual void ResetParams()=0;
virtual int GetAAFilterSupport(){ return 0; } // point sample, no reconstruction filter
};
class ShadowBuffer;
class ShadowQuadTree;
class RendContext {
public:
virtual int Progress(int done, int total) const { return 1; }
virtual Color GlobalLightLevel() const = 0;
};
struct SubRendParams {
RendType rendType;
BOOL fieldRender;
BOOL evenLines; // when field rendering
BOOL doingMirror;
BOOL doEnvMap; // do environment maps?
int devWidth, devHeight;
float devAspect;
int xorg, yorg; // location on screen of upper left corner of output bitmap
int xmin,xmax,ymin,ymax; // area of screen being rendered
virtual int Execute(int cmd, ULONG arg1=0, ULONG arg2=0, ULONG arg3=0) { return 0; }
};
// flags passed to RenderMapsContext::Render()
#define RENDMAP_SHOW_NODE 1 // *Dont* exclude this node from the render.
// A pointer to this data structure is passed to MtlBase::BuildMaps();
// when rendering reflection and refraction maps.
class RenderMapsContext {
public:
virtual INode *GetNode()=0;
virtual int NodeRenderID()=0;
virtual void GetCurrentViewParams(ViewParams &vp)=0;
virtual void GetSubRendParams(SubRendParams &srp)=0;
virtual int SubMtlIndex()=0;
virtual void SetSubMtlIndex(int mindex)=0;
virtual void FindMtlPlane(float pl[4])=0;
virtual void FindMtlScreenBox(Rect &sbox, Matrix3* viewTM=NULL, int mtlIndex=-1)=0;
virtual Box3 CameraSpaceBoundingBox()=0;
virtual Box3 ObjectSpaceBoundingBox()=0;
virtual Matrix3 ObjectToWorldTM()=0;
virtual RenderGlobalContext *GetGlobalContext() { return NULL; }
// ClipPlanes is a pointer to an array of Point4's, each of which
// represents a clip plane. nClip Planes is the number of planes (up to 6);
// The planes are in View space.
virtual int Render(Bitmap *bm, ViewParams &vp, SubRendParams &srp, Point4 *clipPlanes=NULL, int nClipPlanes=0)=0;
virtual int Execute(int cmd, ULONG arg1=0, ULONG arg2=0, ULONG arg3=0) { return 0; }
};
#define DONT_CLIP 1.0E38f
class SFXParamDlg {
public:
virtual Class_ID ClassID()=0;
virtual void SetThing(ReferenceTarget *m)=0;
virtual ReferenceTarget* GetThing()=0;
virtual void SetTime(TimeValue t) { }
virtual void DeleteThis()=0;
virtual int Execute(int cmd, ULONG arg1=0, ULONG arg2=0, ULONG arg3=0) { return 0; }
virtual void InvalidateUI() { }
};
// Special Effect: Base class for Atmospherics, Effects, shaders
class SpecialFX: public ReferenceTarget {
public:
TSTR name;
// This name will appear in the track view and the list of current atmospheric effects.
virtual TSTR GetName() {return _T("");}
// Is effect active
virtual BOOL Active(TimeValue t) {
return !TestAFlag(A_ATMOS_DISABLED);
}
// Called when the render steps to a new frame
virtual void Update(TimeValue t, Interval& valid) {}
// Saves and loads name. These should be called at the start of
// a plug-in's save and load methods.
CoreExport IOResult Save(ISave *isave);
CoreExport IOResult Load(ILoad *iload);
// If an atmospheric has references to gizmos or other objects in the scene it can optionally
// provide access to the object list.
virtual int NumGizmos() {return 0;}
virtual INode *GetGizmo(int i) {return NULL;}
virtual void DeleteGizmo(int i) {}
virtual void AppendGizmo(INode *node) {}
virtual BOOL OKGizmo(INode *node) { return FALSE; } // approve a node for possible use as gizmo
virtual void EditGizmo(INode *node) {} // selects this gizmo & displays params for it if any
virtual void InsertGizmo(int i, INode *node) { assert(0); } // must be defined to use DeleteGizmoRestore
// Animatable overides...
CoreExport SvGraphNodeReference SvTraverseAnimGraph(IGraphObjectManager *gom, Animatable *owner, int id, DWORD flags);
};
// Classes used for implementing UNDO in Atmosphere and Effects classes.
class AppendGizmoRestore: public RestoreObj {
public:
SpecialFX *fx;
INode *node;
AppendGizmoRestore(SpecialFX *f, INode *n) { fx= f; node = n; }
void Redo() { fx->AppendGizmo(node); }
void Restore(int isUndo) { fx->DeleteGizmo(fx->NumGizmos()-1); }
TSTR Description() { return TSTR("AppendGizmoRestore"); }
};
class DeleteGizmoRestore: public RestoreObj {
public:
SpecialFX *fx;
INode *node;
int num;
DeleteGizmoRestore(SpecialFX *a, INode *n, int i) { fx = a; node = n; num = i; }
void Redo() { fx->DeleteGizmo(num); }
void Restore(int isUndo) { fx->InsertGizmo(num,node); }
TSTR Description() { return TSTR("DeleteGizmoRestore"); }
};
//--- Atmospheric plug-in interfaces -----------------------------------------------
// Atmospheric plug-in base class
// Returned by an Atmospheric when it is asked to put up its rollup page.
typedef SFXParamDlg AtmosParamDlg;
class Atmospheric : public SpecialFX {
public:
RefResult NotifyRefChanged(Interval changeInt, RefTargetHandle hTarget,
PartID& partID, RefMessage message) {return REF_SUCCEED;}
SClass_ID SuperClassID() {return ATMOSPHERIC_CLASS_ID;}
// Saves and loads name. These should be called at the start of
// a plug-in's save and load methods.
IOResult Save(ISave *isave) { return SpecialFX::Save(isave); }
IOResult Load(ILoad *iload) { return SpecialFX::Load(iload); }
// Put up a modal dialog that lets the user edit the plug-ins parameters.
virtual AtmosParamDlg *CreateParamDialog(IRendParams *ip) {return NULL;}
// Implement this if you are using the ParamMap2 AUTO_UI system and the
// atmosphere has secondary dialogs that don't have the effect as their 'thing'.
// Called once for each secondary dialog for you to install the correct thing.
// Return TRUE if you process the dialog, false otherwise.
virtual BOOL SetDlgThing(AtmosParamDlg* dlg) { return FALSE; }
// This is the function that is called to apply the effect.
virtual void Shade(ShadeContext& sc,const Point3& p0,const Point3& p1,Color& color, Color& trans, BOOL isBG=FALSE)=0;
};
#define SFXBASE_CHUNK 0x39bf
#define SFXNAME_CHUNK 0x0100
// Chunk IDs saved by base class
#define ATMOSHPERICBASE_CHUNK SFXBASE_CHUNK
#define ATMOSHPERICNAME_CHUNK SFXNAME_CHUNK
//--------------------------------------------------------------------------
// Interface into the default scanline renderer, Class_ID(SREND_CLASS_ID,0)
//---------------------------------------------------------------------------
class FilterKernel;
class IScanRenderer: public Renderer {
public:
virtual void SetAntialias(BOOL b) = 0;
virtual BOOL GetAntialias() = 0;
virtual void SetFilter(BOOL b) = 0;
virtual BOOL GetFilter() = 0;
virtual void SetShadows(BOOL b) = 0;
virtual BOOL GetShadows() = 0;
virtual void SetMapping(BOOL b) = 0;
virtual BOOL GetMapping() = 0;
virtual void SetForceWire(BOOL b) = 0;
virtual BOOL GetForceWire() = 0;
virtual void SetAutoReflect(BOOL b)=0;
virtual BOOL GetAutoReflect()=0;
virtual void SetObjMotBlur(BOOL b) = 0;
virtual BOOL GetObjMotBlur() = 0;
virtual void SetVelMotBlur(BOOL b) = 0;
virtual BOOL GetVelMotBlur() = 0;
// Obsolete, use setfiltersz. pixel sz = 1.0 for all filtering
virtual void SetPixelSize(float size) = 0;
virtual void SetAutoReflLevels(int n) = 0;
virtual void SetWireThickness(float t) = 0;
virtual void SetObjBlurDuration(float dur) = 0;
virtual void SetVelBlurDuration(float dur) = 0;
virtual void SetNBlurFrames(int n) = 0;
virtual void SetNBlurSamples(int n) = 0;
virtual void SetMaxRayDepth(int n) = 0;
virtual int GetMaxRayDepth() { return 7; }
virtual void SetAntiAliasFilter( FilterKernel * pKernel ) = 0;
virtual FilterKernel * GetAntiAliasFilter() = 0;
virtual void SetAntiAliasFilterSz(float size) = 0;
virtual float GetAntiAliasFilterSz() = 0;
virtual void SetPixelSamplerEnable( BOOL on ) = 0;
virtual BOOL GetPixelSamplerEnable() = 0;
};
// Render Post effects;
// Returned by an effect when it is asked to put up its rollup page.
typedef SFXParamDlg EffectParamDlg;
class CheckAbortCallback {
public:
virtual BOOL Check()=0; // returns TRUE if user has done something to cause an abort.
virtual BOOL Progress(int done, int total)=0;
virtual void SetTitle(const TCHAR *title)=0;
};
class Effect : public SpecialFX {
public:
RefResult NotifyRefChanged(Interval changeInt, RefTargetHandle hTarget,
PartID& partID, RefMessage message) {return REF_SUCCEED;}
SClass_ID SuperClassID() {return RENDER_EFFECT_CLASS_ID;}
// Saves and loads name. These should be called at the start of
// a plug-in's save and load methods.
IOResult Save(ISave *isave) { return SpecialFX::Save(isave); }
IOResult Load(ILoad *iload) { return SpecialFX::Load(iload); }
// Put up a dialog that lets the user edit the plug-ins parameters.
virtual EffectParamDlg *CreateParamDialog(IRendParams *ip) {return NULL;}
// Implement this if you are using the ParamMap2 AUTO_UI system and the
// effect has secondary dialogs that don't have the effect as their 'thing'.
// Called once for each secondary dialog for you to install the correct thing.
// Return TRUE if you process the dialog, false otherwise.
virtual BOOL SetDlgThing(EffectParamDlg* dlg) { return FALSE; }
// What G-buffer channels does this Effect require in the output bitmap?
virtual DWORD GBufferChannelsRequired(TimeValue t) { return 0; /*BMM_CHAN_NONE;*/ }
// This is the function that is called to apply the effect.
virtual void Apply(TimeValue t, Bitmap *bm, RenderGlobalContext *gc, CheckAbortCallback *cb )=0;
};
// Chunk IDs saved by base class
#define EFFECTBASE_CHUNK SFXBASE_CHUNK
#define EFFECTNAME_CHUNK SFXNAME_CHUNK
////////////////////////////////////////////////////////////////////////
//
// Filter Kernel Plug-ins;
//
#define AREA_KERNEL_CLASS_ID 0x77912301
#define DEFAULT_KERNEL_CLASS_ID AREA_KERNEL_CLASS_ID
// Returned by a kernel when it is asked to put up its rollup page.
typedef SFXParamDlg FilterKernelParamDlg;
class FilterKernel : public SpecialFX {
public:
RefResult NotifyRefChanged( Interval changeInt,
RefTargetHandle hTarget,
PartID& partID,
RefMessage message ) { return REF_SUCCEED; }
SClass_ID SuperClassID() { return FILTER_KERNEL_CLASS_ID; }
// Saves and loads name. These should be called at the start of
// a plug-in's save and load methods.
IOResult Save(ISave *isave) { return SpecialFX::Save(isave); }
IOResult Load(ILoad *iload) { return SpecialFX::Load(iload); }
// Put up a dialog that lets the user edit the plug-ins parameters.
virtual FilterKernelParamDlg *CreateParamDialog( IRendParams *ip ) {return NULL;}
// filter kernel section
// This is the function that is called to sample kernel values.
virtual double KernelFn( double x, double y = 0.0 )=0;
// integer number of pixels from center to filter 0 edge, must not truncate filter
// x dimension for 2D filters
virtual long GetKernelSupport()=0;
// for 2d returns y support, for 1d returns 0
virtual long GetKernelSupportY()=0;
virtual bool Is2DKernel()=0;
virtual bool IsVariableSz()=0;
// 1-D filters ignore the y parameter
virtual void SetKernelSz( double x, double y = 0.0 )=0;
virtual void GetKernelSz( double& x, double& y )=0;
// returning true will disable the built-in normalizer
virtual bool IsNormalized(){ return FALSE; }
// this is for possible future optimizations, not sure its needed
virtual bool HasNegativeLobes()=0;
virtual TCHAR* GetDefaultComment()=0;
// there are 2 optional 0.0 ...1.0 parameters, for whatever
virtual long GetNFilterParams(){ return 0; }
virtual TCHAR * GetFilterParamName( long nParam ){ return _T(""); }
virtual double GetFilterParamMax( long nParam ){ return 1.0; }
virtual double GetFilterParam( long nParam ){ return 0.0; }
virtual void SetFilterParam( long nParam, double val ){};
};
// Chunk IDs saved by base class
#define FILTERKERNELBASE_CHUNK 0x39bf
#define FILTERKERNELNAME_CHUNK 0x0100
#endif