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lib/maxsdk70/include/IGame/IGameRenderedSurface.h
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lib/maxsdk70/include/IGame/IGameRenderedSurface.h
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/**********************************************************************
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*<
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FILE: IGameRenderedSurface.h
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DESCRIPTION: IGameRenderSurface interfaces for IGame. This interface
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provide access to the lighting and color of an object at the face level.
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Any IGame Object can provide access to the data calculated here. It uses
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the same basic approach as the Vertex Color Utility
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CREATED BY: Neil Hazzard, Discreet
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HISTORY: created 12/11/02
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IGame Version: 1.122
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*> Copyright (c) 2002, All Rights Reserved.
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**********************************************************************/
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#ifndef __IGAMERENDERSURFACE__H
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#define __IGAMERENDERSURFACE__H
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#pragma once
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/*!\file IGameRenderedSurface.h
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\brief Access to the main render routines to calculate surface data such as Lighting and color.
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Lighting and color can be calculated on a per face/vertex level. This data is the same technique that
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the Apply Vertex color utility uses. The difference here is that you are provided the color independently of the
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vertex color channel. THis leaves that channel for other data and provides more options at export time.
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*/
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#define EVAL_MAPS (1<<0)
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#define EVAL_SHADOWS (1<<1)
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//!class IGameRenderedSurface
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/*! Access to the main render surface interface. Methods are available to setup the system and define the lighting models
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used. Actual access to the data is provided through the IGameMesh class
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*/
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class IGameRenderedSurface
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{
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public:
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enum LightingModel{
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SHADED,
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LIGHTING_ONLY,
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SHADED_ONLY
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};
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//! Setup the database for rendering.
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virtual bool InitialiseRenderedSurfaceData() = 0;
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//! Clean it all up
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virtual void ReleaseRenderedSurfaceData() = 0 ;
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//! Define the type of model be used in the render
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virtual void SetLightingModel(LightingModel lm) = 0;
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//! Defines the usage of Maps and shadows
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virtual void SetFlag(DWORD mask) = 0;
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//! defines the usage of Maps and shadows
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virtual void ClearFlag(DWORD mask) = 0;
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};
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//! Get the main interface pointer.
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IGAMEEEXPORT IGameRenderedSurface *GetIGameRenderedSurfaceInterface();
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#endif
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