#ifndef _MRenderUtil #define _MRenderUtil // //- // ========================================================================== // Copyright (C) 1995 - 2006 Autodesk, Inc., and/or its licensors. All // rights reserved. // // The coded instructions, statements, computer programs, and/or related // material (collectively the "Data") in these files contain unpublished // information proprietary to Autodesk, Inc. ("Autodesk") and/or its // licensors, which is protected by U.S. and Canadian federal copyright law // and by international treaties. // // The Data may not be disclosed or distributed to third parties or be // copied or duplicated, in whole or in part, without the prior written // consent of Autodesk. // // The copyright notices in the Software and this entire statement, // including the above license grant, this restriction and the following // disclaimer, must be included in all copies of the Software, in whole // or in part, and all derivative works of the Software, unless such copies // or derivative works are solely in the form of machine-executable object // code generated by a source language processor. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND. // AUTODESK DOES NOT MAKE AND HEREBY DISCLAIMS ANY EXPRESS OR IMPLIED // WARRANTIES INCLUDING, BUT NOT LIMITED TO, THE WARRANTIES OF // NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, // OR ARISING FROM A COURSE OF DEALING, USAGE, OR TRADE PRACTICE. IN NO // EVENT WILL AUTODESK AND/OR ITS LICENSORS BE LIABLE FOR ANY LOST // REVENUES, DATA, OR PROFITS, OR SPECIAL, DIRECT, INDIRECT, OR // CONSEQUENTIAL DAMAGES, EVEN IF AUTODESK AND/OR ITS LICENSORS HAS // BEEN ADVISED OF THE POSSIBILITY OR PROBABILITY OF SUCH DAMAGES. // ========================================================================== //+ // // CLASS: MRenderUtil // // **************************************************************************** // // CLASS DESCRIPTION (MRenderUtil) // // MRenderUtil is a static class which provides access to Maya's rendering // functionalities // // **************************************************************************** #if defined __cplusplus // **************************************************************************** // INCLUDED HEADER FILES #include #include // **************************************************************************** // DECLARATIONS class MFloat; class MFloatPoint; class MFloatVector; class MFloatVectorArray; class MIntArray; class MFloatPoint; class MFloatArray; class MFloatPointArray; class MFloatMatrix; class MObject; class MString; class MDagPath; class MCommonRenderSettingsData; class MSelectionList; // **************************************************************************** // CLASS DECLARATION (MRenderUtil) /// Static class providing common API rendering functions (OpenMayaRender) (OpenMayaRender.py) /** */ class OPENMAYARENDER_EXPORT MRenderUtil { public: /// enum MRenderState { /// Maya is not currently rendering kNotRendering, /// Maya is performing a batch render kBatchRender, /// Maya is performing an interactive render kInteractiveRender, /// Maya is performing an IPR render kIprRender, /// Maya is performing a hardware render kHardwareRender }; /// enum MRenderPass { /// Default case kAll, /// Only the color information is being computed, no shadows kColorOnly, /// Only the shadow information is being computed, no color kShadowOnly, /// Only the specular information is being computed kAmbientOnly, /// Only the specular information is being computed kDiffuseOnly, /// Only the specular information is being computed kSpecularOnly }; /// static MRenderState mayaRenderState(); /// static MStatus raytrace( const MFloatVector& rayOrigin, // in camera space const MFloatVector& rayDirection, const void* objectId, const void* raySampler, const short rayDepth, // storage for return value MFloatVector& resultColor, MFloatVector& resultTransparency, // true for reflected rays, false for refracted rays const bool isReflectedRays = true ); // vectorized version /// static MStatus raytrace( const MFloatVectorArray& rayOrigins, // in camera space const MFloatVectorArray& rayDirections, const void* objectId, const void* raySampler, const short rayDepth, // storage for return value MFloatVectorArray& resultColors, MFloatVectorArray& resultTransparencies, // true for reflected rays, false for refracted rays const bool isReflectedRays = true ); /// static MStatus raytraceFirstGeometryIntersections( const MFloatVectorArray& rayOrigins, // in camera space const MFloatVectorArray& rayDirections, const void* objectId, const void* raySampler, // storage for return value MFloatVectorArray& resultIntersections, MIntArray& resultIntersected ); /// static MStatus sampleShadingNetwork( MString shadingNodeName, int numSamples, bool useShadowMaps, bool reuseMaps, MFloatMatrix &cameraMatrix, // eye to world MFloatPointArray *points, // in world space MFloatArray *uCoords, MFloatArray *vCoords, MFloatVectorArray *normals, // in world space MFloatPointArray *refPoints, // in world space MFloatVectorArray *tangentUs, // in world space MFloatVectorArray *tangentVs, // in world space MFloatArray *filterSizes, MFloatVectorArray &resultColors, MFloatVectorArray &resultTransparencies ); /// static bool generatingIprFile(); /// static MString relativeFileName( const MString& absFileName, MStatus *ReturnStatus = NULL ); BEGIN_NO_SCRIPT_SUPPORT: /// static bool exactFileTextureName( const MObject& fileNode, MString& texturePath, MStatus *ReturnStatus = NULL ); /// static bool exactFileTextureName( const MString& baseName, bool useFrameExt, const MString& currentFrameExt, MString& exactName, MStatus *ReturnStatus = NULL ); /// Internal use only static bool convertPsdFile( const MObject& fileNode, MString& texturePath, const bool &state = false, MStatus *ReturnStatus = NULL ); /// static bool exactImagePlaneFileName( const MObject& imagePlaneNode, MString& texturePath, MStatus *ReturnStatus = NULL ); END_NO_SCRIPT_SUPPORT: /// static MString exactFileTextureName( const MObject& fileNode, MStatus *ReturnStatus = NULL ); /// static MString exactFileTextureName( const MString& baseName, bool useFrameExt, const MString& currentFrameExt, MStatus *ReturnStatus = NULL ); /// Internal use only static MString convertPsdFile( const MObject& fileNode, const bool &state = false, MStatus *ReturnStatus = NULL ); /// static MString exactImagePlaneFileName( const MObject& imagePlaneNode, MStatus *ReturnStatus = NULL ); /// static bool inCurrentRenderLayer( const MDagPath& objectPath, MStatus *ReturnStatus = NULL ); /// static MRenderPass renderPass( void ); /// static float diffuseReflectance( const void* lightBlindData, const MFloatVector& lightDirection, const MFloatVector& pointCamera, const MFloatVector& normal, bool lightBackFace, MStatus *ReturnStatus = NULL ); /// static MFloatVector maximumSpecularReflection( const void* lightBlindData, const MFloatVector& lightDirection, const MFloatVector& pointCamera, const MFloatVector& normal, const MFloatVector& rayDirection, MStatus *ReturnStatus = NULL ); /// static float lightAttenuation( const void* lightBlindData, const MFloatVector& pointCamera, const MFloatVector& normal, bool lightBackFace, MStatus *ReturnStatus = NULL ); /// static float hemisphereCoverage( const void* lightBlindData, const MFloatVector& lightDirection, const MFloatVector& pointCamera, const MFloatVector& rayDirection, bool lightBackFace, MStatus *ReturnStatus = NULL ); /// static void sendRenderProgressInfo (const MString &pixFile, int percentageDone); // Fill the set of common render settings, based on current renderer static void getCommonRenderSettings(MCommonRenderSettingsData &rgData); /// static MStatus renderObjectItem( const void* objectId, MSelectionList& item); protected: static const char* className(); private: ~MRenderUtil(); #ifdef __GNUC__ friend class shutUpAboutPrivateDestructors; #endif }; // ***************************************************************************** #endif /* __cplusplus */ #endif /* _MRenderUtil */