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lib/mayasdk6/include/maya/MRenderData.h
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143
lib/mayasdk6/include/maya/MRenderData.h
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#ifndef _MRenderData
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#define _MRenderData
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//
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//-
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// ==========================================================================
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// Copyright (C) 1995 - 2005 Alias Systems Corp. and/or its licensors. All
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// rights reserved.
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//
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// The coded instructions, statements, computer programs, and/or related
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// material (collectively the "Data") in these files contain unpublished
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// information proprietary to Alias Systems Corp. ("Alias") and/or its
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// licensors, which is protected by Canadian and US federal copyright law and
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// by international treaties.
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//
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// The Data may not be disclosed or distributed to third parties or be copied
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// or duplicated, in whole or in part, without the prior written consent of
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// Alias.
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//
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// THE DATA IS PROVIDED "AS IS". ALIAS HEREBY DISCLAIMS ALL WARRANTIES RELATING
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// TO THE DATA, INCLUDING, WITHOUT LIMITATION, ANY AND ALL EXPRESS OR IMPLIED
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// WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND/OR FITNESS FOR A
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// PARTICULAR PURPOSE. IN NO EVENT SHALL ALIAS BE LIABLE FOR ANY DAMAGES
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// WHATSOEVER, WHETHER DIRECT, INDIRECT, SPECIAL, OR PUNITIVE, WHETHER IN AN
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// ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, OR IN EQUITY,
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// ARISING OUT OF ACCESS TO, USE OF, OR RELIANCE UPON THE DATA.
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// ==========================================================================
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//+
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//
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// CLASS: MRenderData
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//
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// *****************************************************************************
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//
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// CLASS DESCRIPTION (MRenderData)
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//
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// The rendered image and depth map can be changed following the software
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// render by instanciating a MRenderCallback and overriding renderCallback()
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// or postProcessCallback(). When these methods are invoked, a MRenderData is
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// passed as an argument; the rgbaArr and depthArr can then be changed by this
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// API. Methods and data are provided to assist in transforming back and forth
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// from world space to image space. Paint Effects and Fur are two examples
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// which use this mechanism to change the rendered image.
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//
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// *****************************************************************************
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#if defined __cplusplus
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#include <maya/MFloatVector.h>
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#include <maya/MFloatPoint.h>
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#include <maya/MFloatMatrix.h>
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#ifdef _WIN32
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#pragma warning(disable: 4522)
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#endif // _WIN32
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/// Access Rendering Data (OpenMayaRender)
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/**
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*/
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class OPENMAYARENDER_EXPORT MRenderData {
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public:
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///
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MRenderData();
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///
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void worldToScreen(
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const MFloatPoint& worldPoint,
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MFloatPoint& screenPoint) const;
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///
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void screenToWorld(
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const MFloatPoint& screenPoint,
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MFloatPoint& worldPoint) const;
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// in data
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/// set if the camera has a perspective projection
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bool perspective;
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/// the x resolution of the rendered image
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unsigned short resX;
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/// the y resolution of the rendered image
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unsigned short resY;
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/// the left (low) render region dimension
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unsigned short left;
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/// the bottom (low) render region dimension
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unsigned short bottom;
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/// the right (high) render region dimension
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unsigned short right;
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/// the top (high) render region dimension
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unsigned short top;
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/// number of bytes per channel of the rgbaArr
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unsigned short bytesPerChannel;
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/// the actual x resolution of rgbaArr and depthArr
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unsigned short xsize;
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/// the actual y resolution of rgbaArr and depthArr
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unsigned short ysize;
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/// camera horizontal field of view in radians
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float fieldOfView;
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/// camera pixel aspect ratio
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float aspectRatio;
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/// view direction of the camera (object space)
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MFloatVector viewDirection;
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/// position of the camera (object space)
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MFloatPoint eyePoint;
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/// camera matrix to transform to eye space
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MFloatMatrix worldToEyeMatrix;
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/// this is a 1d array representing the output image buffer.
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/// It is of size: resX * resY * 4 * bytesPerChannel. The
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/// array is indexed as [(resX * x + y) * 4 * bytesPerChannel],
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/// where (x,y) is the current pixel coordinates. The "4"
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/// multiplier is used for storing RGBA information, in the
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/// order of a,b,g,r.
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unsigned char *rgbaArr;
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/// this is a 1d array representing the output depth buffer.
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/// It is of size: resX * resY, where each depth value is a
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/// single precision floating point vlue. It is indexed as
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/// [resX * x + y], where (x,y) is the current pixel coordinates.
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float *depthArr;
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// private
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const void* internalData;
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protected:
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// No protected members
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private:
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// No private members
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};
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#ifdef _WIN32
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#pragma warning(default: 4522)
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#endif // _WIN32
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// *****************************************************************************
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#endif /* __cplusplus */
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#endif /* _MRenderData */
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