131 lines
3.7 KiB
C++
Executable File
131 lines
3.7 KiB
C++
Executable File
#ifndef LINUX
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#pragma once
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#endif
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#ifndef _MRenderShadowData
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#define _MRenderShadowData
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//
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// *****************************************************************************
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//
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// Copyright (C) 2000-2001 Alias|Wavefront Inc.
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//
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// These coded instructions, statements and computer programs contain
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// unpublished information proprietary to Alias|Wavefront Inc. and are
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// protected by Canadian and US federal copyright laws. They may not be
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// disclosed to third parties or copied or duplicated, in whole or in part,
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// without prior written consent of Alias|Wavefront Inc.
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//
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// Unpublished-rights reserved under the Copyright Laws of the United States.
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//
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// *****************************************************************************
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//
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// CLASS: MRenderShadowData
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//
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// *****************************************************************************
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//
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// CLASS DESCRIPTION (MRenderShadowData)
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//
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// The shadow map can be changed by instanciating a MRenderCallback and
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// overriding shadowCastCallback(). When this is invoked, a MRenderShadowData
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// is passed as an argument; the depthMaps and midDistMaps members can then
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// be changed by this API. Methods and data are provided to assist in
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// transforming back and forth from world space to z buffer space. Paint
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// Effects and Fur are two examples which use this mechanism to change the
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// shadow map.
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//
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// To prevent self shadowing, Maya uses a mid distance map to resolve the
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// ambiguity. Details of this technique can be obtained from Graphics Gems
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// III, "The Shadow Depth Map Revisited".
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//
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// *****************************************************************************
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#if defined __cplusplus
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#include <maya/MFloatPoint.h>
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#include <maya/MFloatMatrix.h>
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/// Access Rendering Data (OpenMayaRender)
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/**
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*/
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#ifdef _WIN32
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#pragma warning(disable: 4522)
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#endif // _WIN32
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/// Access Rendering Shadow Map Data (OpenMayaRender)
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/**
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*/
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class OPENMAYARENDER_EXPORT MRenderShadowData {
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public:
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///
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MRenderShadowData();
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///
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void worldToZbuffer(
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const MFloatPoint& worldPoint,
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MFloatPoint& screenPoint) const;
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///
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void zbufferToWorld(
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const MFloatPoint& screenPoint,
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MFloatPoint& worldPoint) const;
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// in data
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/// set if the light has a perspective projection
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bool perspective;
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/// set if the light generates a depth and midDist map
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bool useMidDistMap;
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/// Light Types
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enum LightType
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{
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///
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kInvalid,
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///
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kPoint,
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///
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kDirectional,
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///
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kSpot
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};
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/// the type of light the shadow map is generated for
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LightType lightType;
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/// the x resolution of shadow map
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unsigned short shadowResX;
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/// the y resolution of the shadow map
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unsigned short shadowResY;
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/// position of the light in world space
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MFloatPoint lightPosition;
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/// projection matrix for the light
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MFloatMatrix projectionMatrix;
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/// perspective matrix for the light
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MFloatMatrix perspectiveMatrix;
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///
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// out data
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/// the output depth map
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float *depthMaps;
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/// the output mid distance map
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float *midDistMaps;
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// private
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const void* internalData;
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protected:
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// No protected members
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private:
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// No private members
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};
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#ifdef _WIN32
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#pragma warning(default: 4522)
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#endif // _WIN32
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// *****************************************************************************
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#endif /* __cplusplus */
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#endif /* _MRenderShadowData */
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