3ds Max C++ API Reference
ShadowGenerator Class Referenceabstract

#include <shadgen.h>

+ Inheritance diagram for ShadowGenerator:

Public Member Functions

virtual ~ShadowGenerator ()
 
virtual int Update (TimeValue t, const RendContext &rendCntxt, RenderGlobalContext *rgc, Matrix3 &lightToWorld, float aspect, float param, float clipDist=DONT_CLIP)=0
 
virtual int UpdateViewDepParams (const Matrix3 &worldToCam)=0
 
virtual void FreeBuffer ()=0
 
virtual void DeleteThis ()=0
 
virtual float Sample (ShadeContext &sc, Point3 &norm, Color &color)
 
virtual float Sample (ShadeContext &sc, float x, float y, float z, float xslope, float yslope)
 
virtual BOOL QuickSample (int x, int y, float z)
 
virtual float FiltSample (int x, int y, float z, int level)
 
virtual float LineSample (int x1, int y1, float z1, int x2, int y2, float z2)
 

Additional Inherited Members

- Static Public Member Functions inherited from MaxHeapOperators
static UtilExport voidoperator new (size_t size)
 Standard new operator used to allocate objects If there is insufficient memory, an exception will be thrown. More...
 
static UtilExport voidoperator new (size_t size, const std::nothrow_t &e)
 Standard new operator used to allocate objects if there is insufficient memory, NULL will be returned. More...
 
static UtilExport voidoperator new (size_t size, const char *filename, int line)
 New operator used to allocate objects that takes the filename and line number where the new was called If there is insufficient memory, an exception will be thrown. More...
 
static UtilExport voidoperator new (size_t size, int block_type, const char *filename, int line)
 New operator used to allocate objects that takes the type of memory, filename and line number where the new was called If there is insufficient memory, an exception will be thrown. More...
 
static UtilExport voidoperator new (size_t size, const std::nothrow_t &e, const char *filename, int line)
 New operator used to allocate objects that takes the filename and line number where the new was called If there is insufficient memory, NULL will be returned. More...
 
static UtilExport voidoperator new (size_t size, unsigned long flags)
 New operator used to allocate objects that takes extra flags to specify special operations If there is insufficient memory, an exception will be thrown. More...
 
static UtilExport voidoperator new (size_t size, const std::nothrow_t &e, unsigned long flags)
 New operator used to allocate objects that takes extra flags to specify special operations If there is insufficient memory, NULL will be returned. More...
 
static UtilExport voidoperator new[] (size_t size)
 New operator used to allocate arrays of objects If there is insufficient memory, an exception will be thrown. More...
 
static UtilExport voidoperator new[] (size_t size, const std::nothrow_t &e)
 New operator used to allocate arrays of objects If there is insufficient memory, NULL will be returned. More...
 
static UtilExport voidoperator new[] (size_t size, const char *filename, int line)
 New operator used to allocate arrays of objects If there is insufficient memory, an exception will be thrown. More...
 
static UtilExport voidoperator new[] (size_t size, int block_type, const char *filename, int line)
 New operator used to allocate arrays of objects. More...
 
static UtilExport voidoperator new[] (size_t size, const std::nothrow_t &e, const char *filename, int line)
 New operator used to allocate arrays of objects If there is insufficient memory, NULL will be returned. More...
 
static UtilExport voidoperator new[] (size_t size, unsigned long flags)
 New operator used to allocate arrays of objects If there is insufficient memory, an exception will be thrown. More...
 
static UtilExport voidoperator new[] (size_t size, const std::nothrow_t &e, unsigned long flags)
 New operator used to allocate arrays of objects If there is insufficient memory, NULL will be returned. More...
 
static UtilExport void operator delete (void *ptr)
 Standard delete operator used to deallocate an object If the pointer is invalid, an exception will be thrown. More...
 
static UtilExport void operator delete (void *ptr, const std::nothrow_t &e)
 Standard delete operator used to deallocate an object If the pointer is invalid, nothing will happen. More...
 
static UtilExport void operator delete (void *ptr, const char *filename, int line)
 Delete operator used to deallocate an object that takes the filename and line number where the delete was called If the pointer is invalid, an exception will be thrown. More...
 
static UtilExport void operator delete (void *ptr, int block_type, const char *filename, int line)
 Delete operator used to deallocate an object that takes the type of memory, filename and line number where the delete was called If the pointer is invalid, an exception will be thrown. More...
 
static UtilExport void operator delete (void *ptr, const std::nothrow_t &e, const char *filename, int line)
 Delete operator used to deallocate an object that takes the filename and line number where the delete was called If the pointer is invalid, nothing will happen. More...
 
static UtilExport void operator delete (void *ptr, unsigned long flags)
 Delete operator used to deallocate an object that takes extra flags to specify special operations If the pointer is invalid, an exception will be thrown. More...
 
static UtilExport void operator delete (void *ptr, const std::nothrow_t &e, unsigned long flags)
 Delete operator used to deallocate an object that takes extra flags to specify special operations If the pointer is invalid, nothing will happen. More...
 
static UtilExport void operator delete[] (void *ptr)
 Standard delete operator used to deallocate an array of objects If the pointer is invalid, an exception will be thrown. More...
 
static UtilExport void operator delete[] (void *ptr, const std::nothrow_t &e)
 Standard delete operator used to deallocate an array of objects If the pointer is invalid, nothing will happen. More...
 
static UtilExport void operator delete[] (void *ptr, const char *filename, int line)
 Delete operator used to deallocate an array of objects that takes the filename and line number where the delete was called If the pointer is invalid, an exception will be thrown. More...
 
static UtilExport void operator delete[] (void *ptr, int block_type, const char *filename, int line)
 Delete operator used to deallocate an array of objects that takes the type of memory, filename and line number where the delete was called If the pointer is invalid, an exception will be thrown. More...
 
static UtilExport void operator delete[] (void *ptr, const std::nothrow_t &e, const char *filename, int line)
 Delete operator used to deallocate an array of objects that takes the filename and line number where the delete was called If the pointer is invalid, nothing will happen. More...
 
static UtilExport void operator delete[] (void *ptr, unsigned long flags)
 Delete operator used to deallocate an array of objects that takes extra flags to specify special operations If the pointer is invalid, an exception will be thrown. More...
 
static UtilExport void operator delete[] (void *ptr, const std::nothrow_t &e, unsigned long flags)
 Delete operator used to deallocate an array of objects that takes extra flags to specify special operations If the pointer is invalid, an exception will be thrown. More...
 
static UtilExport voidoperator new (size_t size, void *placement_ptr)
 Placement new operator. More...
 
static UtilExport void operator delete (void *ptr, void *placement_ptr)
 Placement delete operator. More...
 
static UtilExport voidaligned_malloc (size_t size, size_t alignment)
 Allocates memory on a specified alignment boundary. More...
 
static UtilExport voidaligned_realloc (void *ptr, size_t size, size_t alignment)
 Reallocates memory on a specified alignment boundary. More...
 
static UtilExport void aligned_free (void *ptr)
 Frees a block of memory that was allocated with aligned_malloc/aligned_realloc. More...
 

Detailed Description

See also
Class ShadowType, Class ShadBufRenderer, Class RendContext, Class RenderGlobalContext, Class ShadeContext, Class Matrix3, Class Point3, Class Color.

Description:
This class is used by a Shadow Type plug-in to generate the shadows. It only exists during a render, with one per instance of the light. Methods of this class perform the shadow buffer creation and sampling.

The ShadowGenerator API allows for two methods of sampling: A generator can use either a "generic" sampling method:

float Sample(ShadeContext &sc, Point3 &norm, Color& color);

Or, if it the generator is to work with Volumetric lights, it must use the following sampling shadow-map style interface:
float Sample(ShadeContext &sc, float x, float y, float z, float xslope, float yslope);
BOOL QuickSample(int x, int y, float z);
FiltSample(int x, int y, float z, int level);
LineSample(int x1, int y1, float z1, int x2, int y2, float z2);
Definition: ShadeContext.h:369
virtual float LineSample(int x1, int y1, float z1, int x2, int y2, float z2)
Definition: shadgen.h:427
virtual float Sample(ShadeContext &sc, Point3 &norm, Color &color)
Definition: shadgen.h:307
virtual float FiltSample(int x, int y, float z, int level)
Definition: shadgen.h:395
virtual BOOL QuickSample(int x, int y, float z)
Definition: shadgen.h:364
controller mat max min numsubs x z controller keys x z controller keys x z
Definition: generics.inl:214
controller mat max min numsubs x z controller keys x z controller keys x
Definition: generics.inl:212
To indicate that the latter interface is used, the method ShadowType::SupportStdMapInterface() must return TRUE;

Constructor & Destructor Documentation

◆ ~ShadowGenerator()

virtual ~ShadowGenerator ( )
inlinevirtual
Remarks
Destructor.
223 {}

Member Function Documentation

◆ Update()

virtual int Update ( TimeValue  t,
const RendContext rendCntxt,
RenderGlobalContext rgc,
Matrix3 lightToWorld,
float  aspect,
float  param,
float  clipDist = DONT_CLIP 
)
pure virtual
Remarks
This method is called on every frame to create a new shadow buffer for that frame. For example, the objects in the scene will have moved to different position, etc., so a new shadow buffer will need to be set up. See Class ShadBufRenderer for a helper class used for generating shadow map buffers.
Parameters:
TimeValue t

The time for the update.

const RendContext& rendCntxt

The render context – this is used for the progress bar.

RenderGlobalContext *rgc

This is used to get an instance list.

Matrix3& lightToWorld

The light to world space transformation matrix. This is not necessarily the same as that of the light.

float aspect

This is the aspect ratio for non-square buffers. The aspect gives the height/width ratio of the shadow rectangle. The shadow buffer bitmap is always the same number of pixels wide as it is high, but it can be mapped into a non-square rectangle.

float param

This is the field-of-view of the light in radians for perspective projections or the width in world coordinates for parallel projections.

float clipDist = DONTCLIP

This parameter specifies the far clipping distance for the light. This is used when the far distance attenuation is turned on, and can result in much more efficient shadow buffer creation. If you have a small scene in the middle of a large complex scene, and the small scene is lit by, for instance, a shadow-casting omni, if you don't use far attenuation the omni has to take into account the entire large scene in its shadow map. Using far attenuation will clip all this outside stuff. Also omnis free up any of their 6 shadow buffer that end up being empty, so this can save memory usage.
Returns
Nonzero on success; otherwise zero.

◆ UpdateViewDepParams()

virtual int UpdateViewDepParams ( const Matrix3 worldToCam)
pure virtual
Remarks
If things such as automatic cubic maps or mirror are used, the rendering is done from several different points of view. This method is called to allow the view matrix to be computed and cached so it won't have to be computed over and over again. The shadow buffer caches the matrix that does the transformation from the current view coordinates into its coordinates.
Parameters:
const Matrix3& worldToCam

This is the direction the view is looking from. Object coordinates are relative to this 'camera'. This is not always a 'camera', it is just world to whatever view is needed, for example from a mirror.
Returns
Nonzero on success; otherwise zero.

◆ FreeBuffer()

virtual void FreeBuffer ( )
pure virtual
Remarks
This method is used to delete the memory associated with the buffer.

◆ DeleteThis()

virtual void DeleteThis ( )
pure virtual
Remarks
Call this to destroy the ShadowGenerator.

◆ Sample() [1/2]

virtual float Sample ( ShadeContext sc,
Point3 norm,
Color color 
)
inlinevirtual
Remarks
Generic shadow sampling function. Implement this when ShadowType::SupportStdMapInterface() returns FALSE.

This is the Sample method used for ray traced shadows, for example. It takes the color that would illuminate the surface if there were no shadows, and returns a modified value. The shade context provides the point on the surface (sc.P()) and norm is the normal to the surface.
Parameters:
ShadeContext &sc

The shade context provides the point on the surface (sc.P()).

Point3 &norm

This is the normal to the surface.

Color& color

The input color.
Returns
It returns an attenuation, where 1.0 indicates it is not in shadow, and 0.0 indicates it is in shadow.
Default Implementation:
{ return 1.0f; }
307 { return 1.0f; }

◆ Sample() [2/2]

virtual float Sample ( ShadeContext sc,
float  x,
float  y,
float  z,
float  xslope,
float  yslope 
)
inlinevirtual
Remarks
Implement this method when ShadowType::SupportStdMapInterface() returns TRUE. This interface allows illuminated atmospherics.

This method is called to determine how much the point (x, y, z) is in shadow. It returns an attenuation, where 1.0 indicates it is not in shadow, and 0.0 indicates it is in shadow, and potentially a small negative number. A small negative number should be returned when the sample falls outside of the buffer (this is needed in order to fix a problem occuring with Omni Lights when using shadow maps). All shadow generators that implement this function need to do this. The value itself isn't important, as long as it is negative and very small (for instance (-float(1.0e-30)).
Parameters:
ShadeContext &sc

The shade context.

float x

The x coordinate of the point to check. This point is normalized into shadow buffer space. For example if the shadow buffer was 256x256 a point at the center would be 128, 128.

float y

The y coordinate of the point to check. This point is normalized into shadow buffer space.

float z

The z coordinate of the point to check. This is the distance perpendicular to the light where 0.0 is right at the light.

float xslope

This indicates the slope of the surface relative to the shadow buffer in x.

float yslope

This indicates the slope of the surface relative to the shadow buffer in y.
Default Implementation:
{ return 1.0f; }
344 { return 1.0f; }

◆ QuickSample()

virtual BOOL QuickSample ( int  x,
int  y,
float  z 
)
inlinevirtual
Remarks
Implement this method when ShadowType::SupportStdMapInterface() returns TRUE. This interface allows illuminated atmospherics.

This method determines if the given point is in a shadow. It samples a single pixel in the shadow map.
Parameters:
int x

The x coordinate of the point to check. This point is normalized into shadow buffer space. For example if the shadow buffer was 256x256 a point at the center would be 128, 128.

int y

The y coordinate of the point to check. This point is normalized into shadow buffer space.

float z

The z coordinate of the point to check. This is the distance perpendicular to the light where 0.0 is right at the light.
Returns
TRUE if the point is in shadow; otherwise FALSE.
Default Implementation:
{ return 1; }
364 { return 1; }

◆ FiltSample()

virtual float FiltSample ( int  x,
int  y,
float  z,
int  level 
)
inlinevirtual
Remarks
Implement this method when ShadowType::SupportStdMapInterface() returns TRUE. This interface allows illuminated atmospherics.

This method is called to determine how much the point (x, y, z) is in shadow. It returns an attenuation, where 1.0 indicates it is not in shadow, and 0.0 indicates it is in shadow. The method QuickSample() above looks at a single pixel in the shadow buffer. This method looks at either 4 or 8 pixels (based on the level parameter) to compute the result. The center pixel is given the highest weighting, while the other pixels are given lesser weightings. However this method is still fairly quick, since it doesn't base the weighting on the location within the pixel. This is in contrast to the Sample() method above, where the blending of the adjacent pixels is weighted by the position within the sub-pixel.
Parameters:
int x

The x coordinate of the point to check. This point is normalized into shadow buffer space. For example if the shadow buffer was 256x256 a point at the center would be 128, 128.

int y

The y coordinate of the point to check. This point is normalized into shadow buffer space.

float z

The z coordinate of the point to check. This is the distance perpendicular to the light where 0.0 is right at the light.

int level

This may be 0 or 1. If 0, four neighboring pixels are blended in. If 1, eight neighboring pixels are blended in.
Returns
A value in the range 0.0 to 1.0.
Default Implementation:
{ return 1.0f; }
395 { return 1.0f; }

◆ LineSample()

virtual float LineSample ( int  x1,
int  y1,
float  z1,
int  x2,
int  y2,
float  z2 
)
inlinevirtual
Remarks
Implement this method when ShadowType::SupportStdMapInterface() returns TRUE. This interface allows illuminated atmospherics.

This method is called to sample the shadow map along a line segment. It uses a line between x1, y1 and x2, y2. The z values are interpolated between z1 and z2 and compared to the z value in the shadow map for that pixel.
Parameters:
int x1

The start x coordinate of the line. This point is normalized into shadow buffer space. For example if the shadow buffer was 256x256 a point at the center would be 128, 128.

int y1

The start y coordinate of the line. This point is normalized into shadow buffer space.

float z1

The start z coordinate of the line. This is the distance perpendicular to the light where 0.0 is right at the light.

int x2

The end x coordinate of the line. This point is normalized into shadow buffer space.

int y2

The end y coordinate of the line. This point is normalized into shadow buffer space.

float z2

The end z coordinate of the line. This is the distance perpendicular to the light where 0.0 is right at the light.
Returns
A value in the range 0.0 to 1.0 which represents how much of the ray was inside the light and how much was outside the light.
Default Implementation:
{ return 1.0f; }
427 { return 1.0f; }