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

113 lines
4.7 KiB
C++
Executable File

/**********************************************************************
*<
FILE: shadgen.h : pluggable shadow generators.
DESCRIPTION:
CREATED BY: Dan Silva
HISTORY: Created 10/27/98
*> Copyright (c) 1994, All Rights Reserved.
**********************************************************************/
#ifndef __SHADGEN__H
#define __SHADGEN__H
#define SHAD_PARALLEL 2
#define SHAD_OMNI 4
class ShadowGenerator;
class ParamBlockDescID;
class IParamBlock;
class ShadowParamDlg {
public:
virtual void DeleteThis()=0;
};
// This class carries the parameters for the shadow type, and puts up the parameter rollup.
class ShadowType: public ReferenceTarget {
public:
SClass_ID SuperClassID() { return SHADOW_TYPE_CLASS_ID;}
virtual ShadowParamDlg *CreateShadowParamDlg(Interface *ip) { return NULL; }
virtual ShadowGenerator* CreateShadowGenerator(LightObject *l, ObjLightDesc *ld, ULONG flags)=0;
virtual BOOL SupportStdMapInterface() { return FALSE; }
BOOL BypassPropertyLevel() { return TRUE; } // want to promote shadowtype props to light level
// If the shadow generator can handle omni's directly, this should return true. If it does,
// then when doing an Omni light, the SHAD_OMNI flag will be passed in to
// the CreateShadowGenerator call, and only one ShadowGenerator will be created
// instead of the normal 6 (up,down,right,left,front,back).
virtual BOOL CanDoOmni() { return FALSE; }
// This method used for converting old files: only needs to be supported by default
// shadow map and ray trace shadows.
virtual void ConvertParamBlk( ParamBlockDescID *descOld, int oldCount, IParamBlock *oldPB ) { }
// This method valid iff SupportStdMapInterface returns TRUE
virtual int MapSize(TimeValue t) { return 512; }
// This interface is solely for the default shadow map type ( Class_ID(STD_SHADOW_MAP_CLASS_ID,0) )
virtual void SetMapRange(TimeValue t, float f) {}
virtual float GetMapRange(TimeValue t, Interval& valid = Interval(0,0)) { return 0.0f; }
virtual void SetMapSize(TimeValue t, int f) {}
virtual int GetMapSize(TimeValue t, Interval& valid = Interval(0,0)) { return 0; }
virtual void SetMapBias(TimeValue t, float f) {}
virtual float GetMapBias(TimeValue t, Interval& valid = Interval(0,0)) { return 0.0f; }
virtual void SetAbsMapBias(TimeValue t, int a) {}
virtual int GetAbsMapBias(TimeValue t, Interval& valid = Interval(0,0)) { return 0; }
// This interface is solely for the default raytrace shadow type ( Class_ID(STD_RAYTRACE_SHADOW_CLASS_ID,0) )
virtual float GetRayBias(TimeValue t, Interval &valid = Interval(0,0)) { return 0.0f; }
virtual void SetRayBias(TimeValue t, float f) {}
virtual int GetMaxDepth(TimeValue t, Interval &valid = Interval(0,0)) { return 1; }
virtual void SetMaxDepth(TimeValue t, int f) {}
};
// This class generates the shadows. It only exists during render, one per instance of the light.
class ShadowGenerator {
public:
virtual int Update(
TimeValue t,
const RendContext& rendCntxt, // Mostly for progress bar.
RenderGlobalContext *rgc, // Need to get at instance list.
Matrix3& lightToWorld, // light to world space: not necessarly same as that of light
float aspect, // aspect
float param, // persp:field-of-view (radians) -- parallel : width in world coords
float clipDist = DONT_CLIP
)=0;
virtual int UpdateViewDepParams(const Matrix3& worldToCam)=0;
virtual void FreeBuffer()=0;
virtual void DeleteThis()=0; // call this to destroy the ShadowGenerator
// Generic shadow sampling function
// Implement this when ShadowType::SupportStdMapInterface() returns FALSE.
virtual float Sample(ShadeContext &sc, Point3 &norm, Color& color) { return 1.0f; }
// Implement these methods when ShadowType::SupportStdMapInterface() returns TRUE.
// This interface allows illuminated atmospherics
// Note: Sample should return a small NEGATIVE number ehen the sample falls outside of the shadow buffer, so
// the caller can know to take appropriate action.
virtual float Sample(ShadeContext &sc, float x, float y, float z, float xslope, float yslope) { return 1.0f; }
virtual BOOL QuickSample(int x, int y, float z) { return 1; }
virtual float FiltSample(int x, int y, float z, int level) { return 1.0f; }
virtual float LineSample(int x1, int y1, float z1, int x2, int y2, float z2) { return 1.0f; }
};
// This returns a new default shadow-map shadow generator
CoreExport ShadowType *NewDefaultShadowMapType();
// This returns a new default ray-trace shadow generator
CoreExport ShadowType *NewDefaultRayShadowType();
#endif __SHADGEN__H