2017-04-17 06:17:10 -06:00

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/**********************************************************************
*<
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
/////////////////////////////////////////////////////////////////////////
// Shadow Generator flags
//
// These define the the 'flags' parameter to the CreateShadowGeerator call
// of the ShadowType class
//
#define SHAD_PARALLEL 2 // light is directional, parallel projection
#define SHAD_OMNI 4 // generator can do omni, so do it on create
#define SHAD_2SIDED 8 // both sides of geometry shd cast shadows
class ShadowGenerator;
class AreaShadowGenerator;
class IAreaShadowType;
class ParamBlockDescID;
class IParamBlock;
class ShadowParamDlg {
public:
virtual void DeleteThis()=0;
};
//
// NB: This Class needs to be made extensible w/ derivation from baseInterfaceServer
// This will be done the next time the API is changed
//
// This class carries the parameters for the shadow type, and puts up the parameter rollup.
#define AREA_SHADOW_TYPE_INTERFACE_ID Interface_ID(0x68436888, 0x5b5b2ab0)
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) {}
// Because this method is inlined and only uses existing methods
// it doesn't break the SDK. Return the IAreaShadowType interface
IAreaShadowType* GetAreaShadowType();
};
// This class carries the parameters for area shadows. It also creates
// an AreaShadowGenerator to process the shadows during rendering.
class IAreaShadowType : public BaseInterface {
public:
// Create the AreaShadowGenerator to process shadows during rendering
virtual AreaShadowGenerator* CreateAreaShadowGenerator(LightObject *l, ObjLightDesc *ld, ULONG flags)=0;
// This method can be used to disable the area related controls
// in the UI. It is used by area and linear lights to disable
// these controls because the lights will control the area shadows.
virtual void EnableAreaUI(bool onoff) {}
// These are the area shadow parameters. You don't need to
// implement these if you only want to use the AreaShadowGenerator interface.
virtual float GetLength(TimeValue t) { return 0.0f; }
virtual void SetLength(TimeValue t, float w) {}
virtual float GetWidth(TimeValue t) { return 0.0f; }
virtual void SetWidth(TimeValue t, float w) {}
};
inline IAreaShadowType* ShadowType::GetAreaShadowType()
{
return static_cast<IAreaShadowType*>(GetInterface(AREA_SHADOW_TYPE_INTERFACE_ID));
}
///////////////////////////////////////////////////////////////
//
// This controls the default value for the 2Sided shadow attribute
// of viz4 shadow generators. must be compile time const as it's
// compiled into pb2's
//
#ifdef DESIGN_VER
#define TWO_SIDED_SHADOW_DEFAULT TRUE
#else
#define TWO_SIDED_SHADOW_DEFAULT FALSE
#endif
// 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; }
};
// For performance reasons, the area shadow generator is broken into two
// parts, the AreaShadowGenerator and the AreaShadowSampler. This is to allow
// some coherency in the multiple samples that are required to sample
// and area light. The AreaShadowGenerator returns the size of the AreaShadowSampler,
// which is allocated by the caller. The AreaShadowGenerator then initializes
// the allocate memory and return the address of the sampler. The destructor
// for the AreaShadowSampler is not called when the memory is freed. The
// AreaShadowSampler may not be used by multiple threads.
class AreaShadowSampler;
// The class generates area shadows. It only exists during render, one per instance of the light.
class AreaShadowGenerator : public ShadowGenerator {
public:
// Get the size of the sampler.
virtual int GetSamplerSize() = 0;
// Initialize the sampler and return a pointer to it. Memory must
// be allocated by the caller and must be at least GetSamplerSize.
virtual AreaShadowSampler* InitializeSampler(void* memory, ShadeContext& sc, bool antialias) = 0;
// Return the number of samples we should use for
// determining visibility of an area.
virtual int GetNumSamples() { return 1; }
};
// The class samples area shadows. It only exists during render, and is dynamically
// allocated on the stack using _alloca.
class AreaShadowSampler {
public:
// Sample the area shadow generator. This call samples the occlusion
// from sourcePnt to the point being shaded. SourcePnt needs to be
// in local light space coordinates if the light is parallel,
// and in camera space coordinate if the light is not parallel.
// If antialias is true, the result is antialiased using the settings
// for the generator. If antialias is false a single sample is returned.
// The default implementation ignores the sourcePnt and anitalias
// arguments and simply returns the result of the standard sampler.
virtual float Sample(
ShadeContext& sc,
const Point3& sourcePnt,
Point3& norm,
Color& color
) = 0;
};
// 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