I3DExAtmosphericShader Struct Reference
[External Interfaces]

Inheritance diagram for I3DExAtmosphericShader:

IMCUnknown TBasicAtmosphere List of all members.

Public Member Functions

virtual MCCOMErr MCCOMAPI SegmentTraceRay (const Ray3D &ray, real64 tmin, real64 tmax, TMCColorRGBA &inOutFilter, I3DExRaytracer *raytracer, boolean isShadowRay, boolean indirectLight, boolean isSunLightShadowCasting)=0
virtual MCCOMErr MCCOMAPI DirectionTraceRay (const Ray3D &ray, TMCColorRGBA &inOutFilter, I3DExRaytracer *raytracer, boolean indirectLight)=0
virtual MCCOMErr MCCOMAPI PrepareRender ()=0
virtual MCCOMErr MCCOMAPI EndRender ()=0
virtual void MCCOMAPI GetLightInfo (TAtmosphericLightInfo &info, EAtmosphericLightType lightType)=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::DirectionTraceRay (  const Ray3D &  ray,
TMCColorRGBA &  inOutFilter,
I3DExRaytracer *  raytracer,
boolean  indirectLight
)  [pure virtual]
 

Calculates the effect of the atmosphere on an infinite ray.

Parameters:
ray 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.
raytracer Pointer to the raytracer
indirectLight True if the ray is used to calculate indirect lighting.

Implemented in TBasicAtmosphere.

virtual MCCOMErr MCCOMAPI I3DExAtmosphericShader::EndRender (   )  [pure virtual]
 

Called after the scene is rendered

Implemented in TBasicAtmosphere.

virtual void MCCOMAPI I3DExAtmosphericShader::GetLightInfo (  TAtmosphericLightInfo &  info,
EAtmosphericLightType  lightType
)  [pure virtual]
 

Return info about the sun or the moon light

Parameters:
info The info about the light position, color...
lightType Looking for the sun or for the moon.

Implemented in TBasicAtmosphere.

virtual MCCOMErr MCCOMAPI I3DExAtmosphericShader::PrepareRender (   )  [pure virtual]
 

Called before the scene is rendered

Implemented in TBasicAtmosphere.

virtual MCCOMErr MCCOMAPI I3DExAtmosphericShader::SegmentTraceRay (  const Ray3D &  ray,
real64  tmin,
real64  tmax,
TMCColorRGBA &  inOutFilter,
I3DExRaytracer *  raytracer,
boolean  isShadowRay,
boolean  indirectLight,
boolean  isSunLightShadowCasting
)  [pure virtual]
 

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

Parameters:
ray The ray that should be filtered
tmin The beginning of the segment on the ray
tmax The end of the segmenet on the ray
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.
raytracer Pointer to the raytracer
indirectLight True if the ray is used to calculate indirect lighting.
isShadowRay True if the ray is used to calculate shadows (object -> light source)
isSunLightShadowCasting True if the ray is used to calculate shadows from the sun light

Implemented in TBasicAtmosphere.


The documentation for this struct was generated from the following file:
Generated on Wed Dec 7 14:27:31 2005 for Carrara SDK Doc by  doxygen 1.4.5