I3DExAtmosphericShader Struct Reference
[External Interfaces]

Inheritance diagram for I3DExAtmosphericShader:

IMCUnknown TBasicAtmosphere List of all members.

Public Member Functions

virtual MCCOMErr MCCOMAPI SegmentFilter (TVector3 &beg, TVector3 &end, TMCColorRGB &inOutFilter, boolean indirectLight, boolean isShadowCasting)=0
virtual MCCOMErr MCCOMAPI DirectionFilter (TVector3 &origin, TVector3 &direction, TMCColorRGB &inOutFilter, boolean indirectLight)=0

Detailed Description

The atmospheric shader is used to create effects such as fog, clouds, sky... It filters the light beams and can modify them at will.

There are two interfaces to access a component: The shell interface (ISh. or I3DSh.) and the external interface (IEx. or I3DEx.) . You can get one from the other using QueryInterface.

Whenever it is possible you should use the Shell interface to access the component because the Shell will make sure that the parameter map of the external component is valid. This is especially important if the component is animated. For more information on components see the Overview of the SDK.


Member Function Documentation

virtual MCCOMErr MCCOMAPI I3DExAtmosphericShader::DirectionFilter (  TVector3 &  origin,
TVector3 &  direction,
TMCColorRGB &  inOutFilter,
boolean  indirectLight
)  [pure virtual]
 

Calculates the effect of the atmosphere on an infinite ray.

Parameters:
origin The origin of the ray in Global Coordinates
direction A unit vector that defines the direction of the ray in Global coordinates
inOutFilter On input it contains the color of the Background. On output it contains the color of the light filtered through the atmosphere.
indirectLight True if the ray is used to calculate indirect lighting.

Implemented in TBasicAtmosphere.

virtual MCCOMErr MCCOMAPI I3DExAtmosphericShader::SegmentFilter (  TVector3 &  beg,
TVector3 &  end,
TMCColorRGB &  inOutFilter,
boolean  indirectLight,
boolean  isShadowCasting
)  [pure virtual]
 

Calculates the effect of the atmosphere on a finite line segment on a ray.

Parameters:
beg The point that defines the beginning of the segment in Global Coordinates. It is the point through which we "see" the atmosphere.
end The point that is seen from beg.
inOutFilter On input this is the color of the light coming from end in the direction of beg. On output it should contained the color of the light seen through beg once the light has been filtered by the atmosphere.
indirectLight True if the ray is used to calculate indirect lighting.
isShadowCasting True if the ray is used to calculate shadows (object -> light source)


The documentation for this struct was generated from the following file:
Generated on Mon Mar 14 12:29:00 2005 for Carrara SDK Doc by  doxygen 1.3.9.1