Public Member Functions | |
virtual boolean MCCOMAPI | IsEqualTo (I3DExShader *aShader)=0 |
virtual MCCOMErr MCCOMAPI | GetShadingFlags (ShadingFlags &theFlags)=0 |
virtual boolean MCCOMAPI | WantsTransform ()=0 |
virtual EShaderOutput MCCOMAPI | GetImplementedOutput ()=0 |
virtual boolean MCCOMAPI | HasExplicitLightingModel (const LightingContext &lightingContext)=0 |
virtual MCCOMErr MCCOMAPI | ShadeAndLight2 (LightingDetail &result, const LightingContext &lightingContext, I3DShLightingModel *inDefaultLightingModel, TAbsorptionFunction *absorptionFunction)=0 |
virtual MCCOMErr MCCOMAPI | DoShade (ShadingOut &result, ShadingIn &shadingIn)=0 |
virtual real MCCOMAPI | GetValue (real &result, boolean &fullArea, ShadingIn &shadingIn)=0 |
virtual real MCCOMAPI | GetColor (TMCColorRGBA &result, boolean &fullArea, ShadingIn &shadingIn)=0 |
virtual void MCCOMAPI | GetReflection (TReflectionParameters &reflectionParams, const ShadingIn &shadingIn)=0 |
virtual void MCCOMAPI | GetTransparency (TTransparencyParameters &transparencyParams, const ShadingIn &shadingIn)=0 |
virtual void MCCOMAPI | GetShaderApproximation (ShadingOut &result, ShadingIn &shadingIn)=0 |
virtual void MCCOMAPI | GetShaderApproxColor (TMCColorRGBA &result, ShadingIn &shadingIn)=0 |
virtual real MCCOMAPI | GetVector (TVector3 &result, ShadingIn &shadingIn)=0 |
virtual MCCOMErr MCCOMAPI | GetBump (TVector3 &result, ShadingIn &shadingIn)=0 |
virtual void MCCOMAPI | ConvertToPoly (TMCArray< TVector2 > *vertices)=0 |
virtual boolean MCCOMAPI | OutlineInPreviewMode ()=0 |
virtual boolean MCCOMAPI | Contains (ShadingIn &shadingIn, TVector2 &localUV)=0 |
virtual MCCOMErr MCCOMAPI | GetOriginalParametricTextureMap (const uint32 &uvSpaceID, const uint32 &channelIndex, IShTextureMap **outMap)=0 |
virtual boolean MCCOMAPI | GetSubShaderPreview (IShParameterComponent **shader, IShParameterComponent *subShader, FourCharT subShaderKeyword)=0 |
virtual void MCCOMAPI | GetShaderPreview (IShParameterComponent **shader)=0 |
virtual boolean MCCOMAPI | PreviewSubShaderAsTopShader (IDType keyword)=0 |
virtual int16 MCCOMAPI | GetSubShaderViewID (IDType keyword)=0 |
virtual MCCOMErr MCCOMAPI | SetDefaultParameters ()=0 |
virtual EShaderFunctionType MCCOMAPI | GetSubShaderType (IDType keyword)=0 |
virtual MCCOMErr MCCOMAPI | SetupPreviewScene (IPreviewMaker *previewMaker, I3DShMasterShader *masterShader)=0 |
virtual void MCCOMAPI | CalculateDirectLighting (LightingDetail &result, const LightingContext &lightingContext)=0 |
virtual void MCCOMAPI | CalculateReflection (TMCColorRGB &reflectionColor, const LightingContext &lightingContext, const ShadingOut &shading)=0 |
virtual void MCCOMAPI | CalculateCaustics (TMCColorRGB &causticColor, const LightingContext &lightingContext, const ShadingOut &shading)=0 |
virtual void MCCOMAPI | CalculateIndirectLighting (TMCColorRGB &indirectDiffuseColor, real &ambientOcclusionFactor, const LightingContext &lightingContext, const ShadingOut &shading)=0 |
virtual void MCCOMAPI | CalculateTransparency (TMCColorRGB &resColor, real32 &outAlpha, const LightingContext &lightingContext, const ShadingOut &shading)=0 |
virtual void MCCOMAPI | CalculateAlpha (LightingDetail &result, const LightingContext &lightingContext, const ShadingOut &shading, TAbsorptionFunction *absorptionFunction)=0 |
virtual void MCCOMAPI | CalculateSubsurfaceScattering (TMCColorRGB &subsurfaceColor, const TMCColorRGB ¤tColor, const LightingContext &lightingContext, const ShadingOut &shading)=0 |
virtual boolean MCCOMAPI | CanBeTransparent (int32 shadingDomainIndex)=0 |
virtual boolean MCCOMAPI | IsChannelConstantInUVSpace (const uint32 &uvSpaceID, const uint32 &channelIndex)=0 |
virtual MCCOMErr MCCOMAPI | GetShadersForChannel (const uint32 &uvSpaceID, const uint32 &channelIndex, TMCPtrArray< I3DShShader > &outShaders)=0 |
virtual boolean MCCOMAPI | GetRecommendedTextureSize (uint32 channelIndex, uint32 &width, uint32 &height) const =0 |
virtual void MCCOMAPI | GetRelevantTextureBucketCache (uint32 channelIndex, boolean allowMultiplierModification, IShTextureMapBucketCache **outTextureMapFile) const =0 |
virtual MCCOMErr MCCOMAPI | GetConstantColor (TMCColorRGBA &resColor) const =0 |
virtual TMCColorRGB MCCOMAPI | GetTextureMultiplyColor () const =0 |
virtual real MCCOMAPI | GetBumpAmplitude () const =0 |
virtual MCCOMErr MCCOMAPI | GetConstantValue (real &resValue) const =0 |
Shaders are used to give photorealistic appearance to an object’s surface. They define a value for each point in the UV space of an object. They are used by the renderer to calculate the appearance of an object in the rendered image. A shader is comprised of a group of channels (color, transparency, reflections, etc.) which are combined to form a complete shader.
Shaders are designed to be re-entrant such that the output from one shader can be used as the input for another shader. This is accomplished by implementing methods to return a value, color, or complete shading structure and then using GetShadingFlags() and GetImplementedOutput() to define which implementation was used. Methods that return simply a value, color, or vector use the "ShadingIn" struct, filling in the fields as defined by GetShadingFlags() independent of the channel in which the shader is placed. A shader that implements an entire shading structure uses a "ShadingOut" structure that sets values for a ShadingIn structure for each channel of the shader.
Lighting Model: shaders can override the default lighting model to provide a more accurate definition of the surface properties. This allows to simulate effects such as anisotropic material or glass with fresnel effect. You could also use a shader to implement a global illumination effect that only applies to certain objects.
Note: When implementing a shader with sub-shaders in their PMap, the shaders ID must have a specific name to be properly copied when the shader parent is replaced by another shader accepting sub-shaders.( replacement is done in TComponentTreePart::RetrieveComponent ) Complex shaders ( Operators, Mixers, Curve Editor, Color Gradient ) use the following norm: 'Sh00', 'Sh01', 'Sh02', ... for naming their shaders in the PMap.
virtual void MCCOMAPI I3DExShader::CalculateAlpha | ( | LightingDetail & | result, | |
const LightingContext & | lightingContext, | |||
const ShadingOut & | shading, | |||
TAbsorptionFunction * | absorptionFunction | |||
) | [pure virtual] |
Override this method to implement your own Alpha channel calculation. Note that if you have overriden ShadeAndLight2(), this method won't be called.
resColor | The resulting color. | |
lightingContext | Info about the point being shaded and the lighting of the scene. | |
shading | The shading at this point. |
Implemented in TBasicShader.
virtual void MCCOMAPI I3DExShader::CalculateCaustics | ( | TMCColorRGB & | causticColor, | |
const LightingContext & | lightingContext, | |||
const ShadingOut & | shading | |||
) | [pure virtual] |
Override this method to implement your own Caustics calculation. Note that if you have overriden ShadeAndLight2(), this method won't be called.
causticColor | The resulting caustic color. | |
lightingContext | Info about the point being shaded and the lighting of the scene. | |
shading | The shading at this point. |
Implemented in TBasicShader.
virtual void MCCOMAPI I3DExShader::CalculateDirectLighting | ( | LightingDetail & | result, | |
const LightingContext & | lightingContext | |||
) | [pure virtual] |
Override this method to implement your own direct lighting calculation. Note that if you have overriden ShadeAndLight2(), this method won't be called.
result | The result direct lighting. The fields fAmbient, fDiffuseLight, fSpecularLight, fLightShadow and fGlow should be filled. | |
lightingContext | Info about the point being shaded and the lighting of the scene. |
Implemented in TBasicShader.
virtual void MCCOMAPI I3DExShader::CalculateIndirectLighting | ( | TMCColorRGB & | indirectDiffuseColor, | |
real & | ambientOcclusionFactor, | |||
const LightingContext & | lightingContext, | |||
const ShadingOut & | shading | |||
) | [pure virtual] |
Override this method to implement your own Global Illumination calculation. Note that if you have overriden ShadeAndLight2(), this method won't be called.
indirectDiffuseColor | The resulting indirect lighting color. | |
ambientOcclusionFactor | The ambient occlusion factor. | |
lightingContext | Info about the point being shaded and the lighting of the scene. | |
shading | The shading at this point. |
Implemented in TBasicShader.
virtual void MCCOMAPI I3DExShader::CalculateReflection | ( | TMCColorRGB & | reflectionColor, | |
const LightingContext & | lightingContext, | |||
const ShadingOut & | shading | |||
) | [pure virtual] |
Override this method to implement your own reflection calculation. Note that if you have overriden ShadeAndLight2(), this method won't be called.
reflectionColor | The resulting reflection color. | |
lightingContext | Info about the point being shaded and the lighting of the scene. | |
shading | The shading at this point. |
Implemented in TBasicShader.
virtual void MCCOMAPI I3DExShader::CalculateSubsurfaceScattering | ( | TMCColorRGB & | subsurfaceColor, | |
const TMCColorRGB & | currentColor, | |||
const LightingContext & | lightingContext, | |||
const ShadingOut & | shading | |||
) | [pure virtual] |
Override this method to implement your own Subsurface Scattering calculation. Note that if you have overriden ShadeAndLight2(), this method won't be called.
subsurfaceColor | The resulting subsurface scattering color to add to the final color. | |
currentColor | The current final color. | |
lightingContext | Info about the point being shaded and the lighting of the scene. | |
shading | The shading at this point. |
Implemented in TBasicShader.
virtual void MCCOMAPI I3DExShader::CalculateTransparency | ( | TMCColorRGB & | resColor, | |
real32 & | outAlpha, | |||
const LightingContext & | lightingContext, | |||
const ShadingOut & | shading | |||
) | [pure virtual] |
Override this method to implement your own Transparency calculation. Note that if you have overriden ShadeAndLight2(), this method won't be called.
resColor | The resulting transparency color to add to the final color. | |
outAlpha | The resulting alpha. | |
lightingContext | Info about the point being shaded and the lighting of the scene. | |
shading | The shading at this point. |
Implemented in TBasicShader.
virtual boolean MCCOMAPI I3DExShader::CanBeTransparent | ( | int32 | shadingDomainIndex | ) | [pure virtual] |
Return true if the shader can have some transparency.
shadingDomainIndex | The shading domain that is considered. |
Implemented in TBasicShader.
virtual boolean MCCOMAPI I3DExShader::Contains | ( | ShadingIn & | shadingIn, | |
TVector2 & | localUV | |||
) | [pure virtual] |
Returns true if a point in uv coordinates is contained in the shape of the shaders (used for shape shaders only).
shadingIn | The information about the point being shaded. | |
localUV | The uv in the current projection mapping. |
Implemented in TBasicShader.
must be implemented to allow a shader to display an outline. This is typically used by layers such as ’rectangle’, ’ellipse’, and ’polygon’
vertices | An array of 2D vertices used to draw a layout around the layer. Those vertices' coordinates are in the UVSpace of the layer. |
Implemented in TBasicShader.
virtual MCCOMErr MCCOMAPI I3DExShader::DoShade | ( | ShadingOut & | result, | |
ShadingIn & | shadingIn | |||
) | [pure virtual] |
Returns the shading at a given point as described in the shadingIn. Note that you also need to fill the fCurrentCompletionMask of shadingIn with the channels that your shader is actually filling (this allows to have shaders that only after certain channel without modifying the others in a layered shader).
Note that the alpha is not premultiplied in the shading.
result,: | the shading data as calculated by the shader | |
shadingIn,: | the location where the shading should be calculated |
Implemented in TBasicShader.
virtual MCCOMErr MCCOMAPI I3DExShader::GetBump | ( | TVector3 & | result, | |
ShadingIn & | shadingIn | |||
) | [pure virtual] |
not supported in current version
Implemented in TBasicShader.
virtual real MCCOMAPI I3DExShader::GetBumpAmplitude | ( | ) | const [pure virtual] |
Implemented in TBasicShader.
virtual real MCCOMAPI I3DExShader::GetColor | ( | TMCColorRGBA & | result, | |
boolean & | fullArea, | |||
ShadingIn & | shadingIn | |||
) | [pure virtual] |
Calculates the color of a shader for given point described in shadingIn.
Note that the alpha is not premultiplied in the shading ! (But it is in the lighting calculation)
result,: | The color of the point | |
fullArea | Return false if the shader only did a point sampling, Return false if the shader average the shading over the area. | |
shadingIn,: | the parameters for the shading |
Implemented in TBasicShader.
virtual MCCOMErr MCCOMAPI I3DExShader::GetConstantColor | ( | TMCColorRGBA & | resColor | ) | const [pure virtual] |
Implemented in TBasicShader.
Implemented in TBasicShader.
virtual EShaderOutput MCCOMAPI I3DExShader::GetImplementedOutput | ( | ) | [pure virtual] |
Determines which methods the Shader actually implements. Return only one of the following values if you implement only one of the methods. If more than one is implemented then return the result as the OR of the two values
return kUsesGetValue | kUsesGetColor;
For a complete description of the constant that can be used, please refer to EShaderOutput
Implemented in TBasicShader.
virtual MCCOMErr MCCOMAPI I3DExShader::GetOriginalParametricTextureMap | ( | const uint32 & | uvSpaceID, | |
const uint32 & | channelIndex, | |||
IShTextureMap ** | outMap | |||
) | [pure virtual] |
Returns the original texture map when no special projections mappings.
uvSpaceID | The uvSpaceID for which we want the texture | |
channelIndex | The index of the channel that we want (color,alpha,...) | |
outMap | Returns a pointer to the texture map if there is one. |
Implemented in TBasicShader.
virtual boolean MCCOMAPI I3DExShader::GetRecommendedTextureSize | ( | uint32 | channelIndex, | |
uint32 & | width, | |||
uint32 & | height | |||
) | const [pure virtual] |
Calculate the intrinsic appropriate texture size.
[in] | channelIndex | The channel for which texture is searched |
Implemented in TBasicShader.
virtual void MCCOMAPI I3DExShader::GetReflection | ( | TReflectionParameters & | reflectionParams, | |
const ShadingIn & | shadingIn | |||
) | [pure virtual] |
Returns the parameters used to calculate the reflection. This function is only called if the shader is placed in the reflection channel of a multichannel.
Do not forget to specify kUseGetReflection in GetImplementedOutput().
reflectionParams | The parameters used for reflections calculations | |
shadingIn | The info about the point to shade |
Implemented in TBasicShader.
virtual void MCCOMAPI I3DExShader::GetRelevantTextureBucketCache | ( | uint32 | channelIndex, | |
boolean | allowMultiplierModification, | |||
IShTextureMapBucketCache ** | outTextureMapFile | |||
) | const [pure virtual] |
[in] | channelIndex | The channel for which texture is searched Get the texture map file associated to the specified shading domain. |
Implemented in TBasicShader.
virtual void MCCOMAPI I3DExShader::GetShaderApproxColor | ( | TMCColorRGBA & | result, | |
ShadingIn & | shadingIn | |||
) | [pure virtual] |
Returns information used to approximate the shading
result | The approximation of the shading. | |
shadingIn | The info about the point to shade. |
Implemented in TBasicShader.
virtual void MCCOMAPI I3DExShader::GetShaderApproximation | ( | ShadingOut & | result, | |
ShadingIn & | shadingIn | |||
) | [pure virtual] |
Returns information used to approximate the shading
result | The approximation of the shading. | |
shadingIn | The info about the point to shade. |
Implemented in TBasicShader.
virtual void MCCOMAPI I3DExShader::GetShaderPreview | ( | IShParameterComponent ** | shader | ) | [pure virtual] |
Creates a shader that can be used to preview this shader.
shader | Shader created to be used for the preview (this shader must be a clone). |
Implemented in TBasicShader.
virtual MCCOMErr MCCOMAPI I3DExShader::GetShadersForChannel | ( | const uint32 & | uvSpaceID, | |
const uint32 & | channelIndex, | |||
TMCPtrArray< I3DShShader > & | outShaders | |||
) | [pure virtual] |
Returns the shader part of a given uvspace / channel.
uvSpaceID | The uvSpaceID for which we want the texture | |
channelIndex | The index of the channel that we want (color,alpha,...) | |
outShaders | Returns the list of the shaders found. |
Implemented in TBasicShader.
virtual MCCOMErr MCCOMAPI I3DExShader::GetShadingFlags | ( | ShadingFlags & | theFlags | ) | [pure virtual] |
specifies which parameters the shader will need to perform shading calculations. If the shader is a constant shader which values does not depend on any of the ShadingIn parameters then it should set the fCallOnce flag in theFlags to true. See the description of the ShadingFlags structure for more details.
theFlags | The flags that are returned |
Implemented in TBasicShader.
virtual boolean MCCOMAPI I3DExShader::GetSubShaderPreview | ( | IShParameterComponent ** | shader, | |
IShParameterComponent * | subShader, | |||
FourCharT | subShaderKeyword | |||
) | [pure virtual] |
Creates a shader that can be used to preview one of the subshader.
shader | Shader created to be used for the preview. | |
subShader | Shader to put in the sub shader identified by the keyword subShaderKeyword. | |
subShaderKeyword | Keywork of the sub shader (in the PMap). |
Implemented in TBasicShader.
virtual EShaderFunctionType MCCOMAPI I3DExShader::GetSubShaderType | ( | IDType | keyword | ) | [pure virtual] |
Get the type of a sub shader.
keyword | Id of the sub shader. |
Implemented in TBasicShader.
Get the view id of a sub shader.
keyword | Id of the sub shader. |
Implemented in TBasicShader.
virtual TMCColorRGB MCCOMAPI I3DExShader::GetTextureMultiplyColor | ( | ) | const [pure virtual] |
Implemented in TBasicShader.
virtual void MCCOMAPI I3DExShader::GetTransparency | ( | TTransparencyParameters & | transparencyParams, | |
const ShadingIn & | shadingIn | |||
) | [pure virtual] |
Returns the parameters used to calculate the transparency. This function is only called if the shader is placed in the transparency channel of a multichannel.
transparencyParams | The parameters used for transparency calculations | |
shadingIn | The info about the point to shade |
Implemented in TBasicShader.
virtual real MCCOMAPI I3DExShader::GetValue | ( | real & | result, | |
boolean & | fullArea, | |||
ShadingIn & | shadingIn | |||
) | [pure virtual] |
Calculates the value of the shader at a given point described in shadingIn.
result | The resulting value | |
fullArea | Return false if the shader only did a point sampling, Return false if the shader average the shading over the area. | |
shadingIn,: | the parameters for the shading |
Implemented in TBasicShader.
virtual real MCCOMAPI I3DExShader::GetVector | ( | TVector3 & | result, | |
ShadingIn & | shadingIn | |||
) | [pure virtual] |
Returns a perturbation of the normal in local coordinates. This perturbation is then added to the orginal normal of the point to calculate the bump.
result,: | the perturbation of the normal | |
shadingIn,: | the parameters for the shading |
Implemented in TBasicShader.
virtual boolean MCCOMAPI I3DExShader::HasExplicitLightingModel | ( | const LightingContext & | lightingContext | ) | [pure virtual] |
Returns true if there is an explicit lighting model in the subtree. This is mostly used for layer lists to determine if DoShade or ShadeAndLight2 should be called on the layer.
lightingContext | The information about the current point being shaded (including incoming ray...) |
Implemented in TBasicShader.
virtual boolean MCCOMAPI I3DExShader::IsChannelConstantInUVSpace | ( | const uint32 & | uvSpaceID, | |
const uint32 & | channelIndex | |||
) | [pure virtual] |
Return true if this channel is constant on that UV Space. If not, an exporter should try to bake a texture map.
uvSpaceID | The UVSpaceID that is considered. | |
channelIndex | The index of the channel |
Implemented in TBasicShader.
virtual boolean MCCOMAPI I3DExShader::IsEqualTo | ( | I3DExShader * | aShader | ) | [pure virtual] |
Compares the values of two shaders. IsEqualTo() must first get a pointer on the same interface as itself before comparing the values.
aShader | The shader that should be compared to this. |
Implemented in TBasicShader.
virtual boolean MCCOMAPI I3DExShader::OutlineInPreviewMode | ( | ) | [pure virtual] |
Return True if the shader will draw an outline. ConvertToPoly() must then be implemented. This is typically used by layers such as ’rectangle’, ’ellipse’, and ’polygon’
Implemented in TBasicShader.
Returns true is the sub shader should be previewed as a top shader (only this one will be visible in the preview window)
keyword | Id of the sub shader. |
Implemented in TBasicShader.
virtual MCCOMErr MCCOMAPI I3DExShader::SetDefaultParameters | ( | ) | [pure virtual] |
Set the parameters to the default values (especially to create default sub shaders).
Implemented in TBasicShader.
virtual MCCOMErr MCCOMAPI I3DExShader::SetupPreviewScene | ( | IPreviewMaker * | previewMaker, | |
I3DShMasterShader * | masterShader | |||
) | [pure virtual] |
Setup the preview maker to render a preview of this shader.
previewMaker | The preview maker to setup. | |
masterShader | The master shader to be previewed. |
Implemented in TBasicShader.
virtual MCCOMErr MCCOMAPI I3DExShader::ShadeAndLight2 | ( | LightingDetail & | result, | |
const LightingContext & | lightingContext, | |||
I3DShLightingModel * | inDefaultLightingModel, | |||
TAbsorptionFunction * | absorptionFunction | |||
) | [pure virtual] |
Calculates the shading and lighting in one point. You should only override this method if you want to implement advanced lighting effects in your shader. Note that you can override part of the lighting model by overriding CalculateDirectLighting() or CalculateReflection()...
result | The lighting that is returned. | |
lightingContext | Info about the point being shaded and the lighting of the scene. | |
inDefaultLightingModel | A pointer to the default lighting model. |
Implemented in TBasicShader.
virtual boolean MCCOMAPI I3DExShader::WantsTransform | ( | ) | [pure virtual] |
Returns true if the shader needs a transform tab. This is only useful if your shader relies on 3D coodinates and not UV coordinates.
Implemented in TBasicShader.