tge/lib/mayasdk6/include/maya/MRenderShadowData.h
2025-02-17 23:17:30 -06:00

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C++
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#ifndef _MRenderShadowData
#define _MRenderShadowData
//
//-
// ==========================================================================
// Copyright (C) Alias Systems, a division of Silicon Graphics Limited.
// All rights reserved. These coded instructions, statements and computer
// programs contain unpublished information proprietary to Alias Systems,
// a division of Silicon Graphics Limited, which is protected by the
// Canadian and US federal copyright law and may not be disclosed to third
// parties or copied or duplicated, in whole or in part, without prior
// written consent of Alias Systems, a division of Silicon Graphics Limited
// ==========================================================================
//+
//
// 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 <maya/MFloatPoint.h>
#include <maya/MFloatMatrix.h>
#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 */