tge/lib/maxsdk40/genlight.h
2017-04-17 06:17:10 -06:00

172 lines
7.1 KiB
C++
Executable File

/**********************************************************************
*<
FILE: genlight.h
DESCRIPTION: Defines General-Purpose lights
CREATED BY: Tom Hudson
HISTORY: created 5 December 1995
*> Copyright (c) 1995, All Rights Reserved.
**********************************************************************/
#ifndef __GENLIGHT__H__
#define __GENLIGHT__H__
#define OMNI_LIGHT 0 // Omnidirectional
#define TSPOT_LIGHT 1 // Targeted
#define DIR_LIGHT 2 // Directional
#define FSPOT_LIGHT 3 // Free
#define TDIR_LIGHT 4 // Targeted directional
#define NUM_LIGHT_TYPES 5
#define DECAY_NONE 0
#define DECAY_INV 1
#define DECAY_INVSQ 2
// SetAtten types
#define ATTEN1_START 0 // near
#define ATTEN1_END 1 // near
#define ATTEN_START 2 // far
#define ATTEN_END 3 // far
// Shapes
#define RECT_LIGHT 0
#define CIRCLE_LIGHT 1
class ShadowType;
class GenLight: public LightObject {
public:
virtual GenLight *NewLight(int type)=0;
virtual RefResult EvalLightState(TimeValue t, Interval& valid, LightState* cs)=0;
virtual int Type()=0; // OMNI_LIGHT, TSPOT_LIGHT, DIR_LIGHT, FSPOT_LIGHT, TDIR_LIGHT
virtual void SetType(int tp) {} // OMNI_LIGHT, TSPOT_LIGHT, DIR_LIGHT, FSPOT_LIGHT, TDIR_LIGHT
virtual BOOL IsSpot()=0;
virtual BOOL IsDir()=0;
virtual void SetUseLight(int onOff)=0;
virtual BOOL GetUseLight(void)=0;
virtual void SetSpotShape(int s)=0;
virtual int GetSpotShape(void)=0;
virtual void SetHotspot(TimeValue time, float f)=0;
virtual float GetHotspot(TimeValue t, Interval& valid = Interval(0,0))=0;
virtual void SetFallsize(TimeValue time, float f)=0;
virtual float GetFallsize(TimeValue t, Interval& valid = Interval(0,0))=0;
virtual void SetAtten(TimeValue time, int which, float f)=0;
virtual float GetAtten(TimeValue t, int which, Interval& valid = Interval(0,0))=0;
virtual void SetTDist(TimeValue time, float f)=0;
virtual float GetTDist(TimeValue t, Interval& valid = Interval(0,0))=0;
virtual ObjLightDesc *CreateLightDesc(INode *inode, BOOL forceShadowBuf=FALSE )=0;
virtual void SetRGBColor(TimeValue t, Point3& rgb)=0;
virtual Point3 GetRGBColor(TimeValue t, Interval &valid = Interval(0,0))=0;
virtual void SetHSVColor(TimeValue t, Point3& hsv)=0;
virtual Point3 GetHSVColor(TimeValue t, Interval &valid = Interval(0,0))=0;
virtual void SetIntensity(TimeValue time, float f)=0;
virtual float GetIntensity(TimeValue t, Interval& valid = Interval(0,0))=0;
virtual void SetContrast(TimeValue time, float f)=0;
virtual float GetContrast(TimeValue t, Interval& valid = Interval(0,0))=0;
virtual void SetAspect(TimeValue t, float f)=0;
virtual float GetAspect(TimeValue t, Interval& valid = Interval(0,0))=0;
virtual void SetConeDisplay(int s, int notify=TRUE)=0;
virtual BOOL GetConeDisplay(void)=0;
virtual void SetUseAtten(int s)=0;
virtual BOOL GetUseAtten(void)=0;
virtual void SetAttenDisplay(int s)=0;
virtual BOOL GetAttenDisplay(void)=0;
virtual void SetUseAttenNear(int s)=0;
virtual BOOL GetUseAttenNear(void)=0;
virtual void SetAttenNearDisplay(int s)=0;
virtual BOOL GetAttenNearDisplay(void)=0;
virtual void Enable(int enab)=0;
virtual void SetMapBias(TimeValue t, float f)=0;
virtual float GetMapBias(TimeValue t, Interval& valid = Interval(0,0))=0;
virtual void SetMapRange(TimeValue t, float f)=0;
virtual float GetMapRange(TimeValue t, Interval& valid = Interval(0,0))=0;
virtual void SetMapSize(TimeValue t, int f)=0;
virtual int GetMapSize(TimeValue t, Interval& valid = Interval(0,0))=0;
virtual void SetRayBias(TimeValue t, float f)=0;
virtual float GetRayBias(TimeValue t, Interval& valid = Interval(0,0))=0;
virtual int GetUseGlobal()=0;
virtual void SetUseGlobal(int a)=0;
virtual int GetShadow()=0;
virtual void SetShadow(int a)=0;
virtual int GetShadowType()=0;
virtual void SetShadowType(int a)=0;
// Pluggable Shadow generator (11/2/98):
virtual void SetShadowGenerator(ShadowType *s) {};
virtual ShadowType *GetShadowGenerator() { return NULL; }
virtual int GetAbsMapBias()=0;
virtual void SetAbsMapBias(int a)=0;
virtual void SetAtmosShadows(TimeValue t, int onOff) {}
virtual int GetAtmosShadows(TimeValue t) { return 0; }
virtual void SetAtmosOpacity(TimeValue t, float f) {}
virtual float GetAtmosOpacity(TimeValue t, Interval& valid=FOREVER) { return 0.0f; }
virtual void SetAtmosColAmt(TimeValue t, float f) {}
virtual float GetAtmosColAmt(TimeValue t, Interval& valid=FOREVER) { return 0.0f; }
virtual void SetUseShadowColorMap(TimeValue t, int onOff) { }
virtual int GetUseShadowColorMap(TimeValue t) { return FALSE; }
virtual int GetOvershoot()=0;
virtual void SetOvershoot(int a)=0;
virtual ExclList& GetExclusionList()=0;
virtual void SetExclusionList(ExclList &list)=0;
virtual BOOL SetHotSpotControl(Control *c)=0;
virtual BOOL SetFalloffControl(Control *c)=0;
virtual BOOL SetColorControl(Control *c)=0;
virtual Control* GetHotSpotControl()=0;
virtual Control* GetFalloffControl()=0;
virtual Control* GetColorControl()=0;
virtual void SetAffectDiffuse(BOOL onOff) {}
virtual BOOL GetAffectDiffuse() {return 0;}
virtual void SetAffectSpecular(BOOL onOff) {}
virtual BOOL GetAffectSpecular() {return 0;}
virtual void SetDecayType(BOOL onOff) {}
virtual BOOL GetDecayType() {return 0;}
virtual void SetDecayRadius(TimeValue time, float f) {}
virtual float GetDecayRadius(TimeValue t, Interval& valid = Interval(0,0)) { return 0.0f;}
virtual void SetDiffuseSoft(TimeValue time, float f) {}
virtual float GetDiffuseSoft(TimeValue t, Interval& valid = Interval(0,0)) { return 0.0f; }
virtual void SetShadColor(TimeValue t, Point3& rgb) {}
virtual Point3 GetShadColor(TimeValue t, Interval &valid = Interval(0,0)) { return Point3(0,0,0); }
virtual BOOL GetLightAffectsShadow() { return 0; }
virtual void SetLightAffectsShadow(BOOL b) { }
virtual void SetShadMult(TimeValue t, float m) {}
virtual float GetShadMult(TimeValue t, Interval &valid = Interval(0,0)) { return 1.0f; }
virtual Texmap* GetProjMap() { return NULL; }
virtual void SetProjMap(Texmap* pmap) {}
virtual Texmap* GetShadowProjMap() { return NULL; }
virtual void SetShadowProjMap(Texmap* pmap) {}
virtual void SetAmbientOnly(BOOL onOff) { }
virtual BOOL GetAmbientOnly() { return FALSE; }
virtual void SetEmitterEnable(TimeValue t, BOOL onOff) {}
virtual BOOL GetEmitterEnable(TimeValue t, Interval& valid = Interval(0,0)) { return 0; }
virtual void SetEmitterEnergy(TimeValue t, float energy) {}
virtual float GetEmitterEnergy(TimeValue t, Interval& valid = Interval(0,0)) { return 0.0f; }
virtual void SetEmitterDecayType(TimeValue t, int decay) {}
virtual int GetEmitterDecayType(TimeValue t, Interval& valid = Interval(0,0)) { return 0; }
virtual void SetEmitterCausticPhotons(TimeValue t, int photons) {}
virtual int GetEmitterCausticPhotons(TimeValue t, Interval& valid = Interval(0,0)) { return 0; }
virtual void SetEmitterGlobalIllumPhotons(TimeValue t, int photons) {}
virtual int GetEmitterGlobalIllumPhotons(TimeValue t, Interval& valid = Interval(0,0)) { return 0; }
};
#endif // __GENLIGHT_H__