tge/lib/maxsdk70/include/ICompositeShader.h
2017-04-17 06:17:10 -06:00

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//////////////////////////////////////////////////////////////////////////////
//
// Composite Shader Interface
//
// Created: 9/27/01 Cleve Ard
//
#ifndef ICOMPOSITESHADERS_H
#define ICOMPOSITESHADERS_H
#include "iFnPub.h"
// ISpecularCompositeShader is used to let a shader choose the manner
// that it combines specular and diffuse lighting. The shader can use
// any information in the RenderGlobalContext to make this decision.
// Several shaders, include anisotropic, translucent, and multilayer
// combine specular and diffuse lighting using this equation:
// L = specular + (1 - specular) * diffuse
// This only works when 0 <= specular <= 1. These shaders use this
// interface to determine whether we are rendering with a tone operator.
// If the render is using a tone operator, then the specular and diffuse
// lighting is simply added for the total lighting.
// In order for a StdMtl2 to ask for and call this interface for a shader
// it must return MTLREQ_PREPRO in it's LocalRequirements method.
class ISpecularCompositeShader : public BaseInterface {
public:
// Choose specular method
virtual void ChooseSpecularMethod(TimeValue t, RenderGlobalContext* rgc) = 0;
};
#define ISPECULAR_COMPOSITE_SHADER_ID Interface_ID(0x5e2117d0, 0x327e2f73)
// Get the ISpecularCompositeShader method, if there is one.
inline ISpecularCompositeShader* GetSpecularCompositeShader(InterfaceServer* s)
{
return static_cast<ISpecularCompositeShader*>(s->GetInterface(
ISPECULAR_COMPOSITE_SHADER_ID));
}
// Choose the method for combining specular and diffuse lighting.
inline void ChooseSpecularMethod(InterfaceServer* s, TimeValue t, RenderGlobalContext* rgc)
{
ISpecularCompositeShader* scs = GetSpecularCompositeShader(s);
if (scs != NULL)
scs->ChooseSpecularMethod(t, rgc);
}
#endif