Files
Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
Complete disaster-recovery snapshot: engine/game source, game data assets,
VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive.
Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false,
no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
2026-06-24 21:28:16 -05:00

528 lines
20 KiB
C++

/**********************************************************************
*<
FILE: render.h
DESCRIPTION:
CREATED BY: Dan Silva
HISTORY:
*> Copyright (c) 1994, All Rights Reserved.
**********************************************************************/
#ifndef __RENDER__H
#define __RENDER__H
#define FIELD_EVEN 0
#define FIELD_ODD 1
// Render Types RB: I didn't want to include render.h in MAXAPI.H...
#ifndef _REND_TYPE_DEFINED
#define _REND_TYPE_DEFINED
enum RendType {
RENDTYPE_NORMAL,
RENDTYPE_REGION,
RENDTYPE_BLOWUP,
RENDTYPE_SELECT
};
#endif
class DefaultLight {
public:
LightState ls;
Matrix3 tm;
};
class ViewParams {
public:
Matrix3 prevAffineTM; // world space to camera space transform 2 ticks previous
Matrix3 affineTM; // world space to camera space transform
int projType; // PROJ_PERSPECTIVE or PROJ_PARALLEL
float hither,yon;
// Parallel projection params
float zoom; // Zoom factor
// Perspective params
float fov; // field of view
float nearRange; // for fog effects
float farRange; // for fog effects
// Generic expansion function
virtual int Execute(int cmd, ULONG arg1=0, ULONG arg2=0, ULONG arg3=0) { return 0; }
};
// Common renderer parameters
class Atmospheric;
// These parameters are passed to the renderer when the renderer is opend.
class RendParams {
public:
RendType rendType; // normal, region, blowup, selection
// boundaries of the region for render region or render blowup (device coords).
int regxmin,regxmax;
int regymin,regymax;
BOOL isNetRender; // is this a render on a network slave?
BOOL fieldRender;
int fieldOrder; // 0->even, 1-> odd
TimeValue frameDur; // duration of one frame
BOOL colorCheck;
int vidCorrectMethod; // 0->FLAG, 1->SCALE_LUMA 2->SCALE_SAT
int ntscPAL; // 0 ->NTSC, 1 ->PAL
BOOL superBlack; // impose superBlack minimum intensity?
int sbThresh; // value used for superBlack
BOOL rendHidden; // render hidden objects?
BOOL force2Side; // force two-sided rendering?
BOOL inMtlEdit; // rendering in the mtl editor?
float mtlEditTile; // if in mtl editor, scale tiling by this value
BOOL mtlEditAA; // if in mtl editor, antialias?
BOOL multiThread; // for testing only
BOOL useEnvironAlpha; // use alpha from the environment map.
BOOL dontAntialiasBG; // Don't antialias against background (for video games)
Texmap *envMap; // The environment map, may be NULL
Atmospheric *atmos; // The atmosphere effects, may be NULL.
TimeValue firstFrame; // The first frame that will be rendered
int scanBandHeight; // height of a scan band (default scanline renderer)
ULONG extraFlags; // for expansion
RendParams() {
inMtlEdit=0;
mtlEditAA = 0;
envMap = NULL;
atmos = NULL;
firstFrame = 0;
}
// Generic expansion function
virtual int Execute(int cmd, ULONG arg1=0, ULONG arg2=0, ULONG arg3=0) { return 0; }
};
// These are passed to the renderer on every frame
class FrameRendParams {
public:
Color ambient;
Color background;
Color globalLightLevel;
float frameDuration; // duration of one frame, in current frames
float relSubFrameDuration; // relative fraction of frameDuration used by subframe.
FrameRendParams() { frameDuration = 1.0f; relSubFrameDuration = 1.0f; }
// Generic expansion function
virtual int Execute(int cmd, ULONG arg1=0, ULONG arg2=0, ULONG arg3=0) { return 0; }
};
// Since this dialog is modless and non-interactive, as the user changes
// parameters in the dialog, the renderer does not need to update it's
// state. When the user is through, they may choose 'OK' or 'Cancel'.
//
// If the user OKs the dialog, AcceptParams() will be called, at which time the
// renderer can read the parameter out of the UI and modify its state.
//
// If RejectParams() is called, typically the renderer will not have to do anything
// since it has not yet modify its state, but if for some reason it has, it
// should restore its state.
class RendParamDlg {
public:
virtual void AcceptParams()=0;
virtual void RejectParams() {}
virtual void DeleteThis()=0;
};
// Flag bits for DoMaterialBrowseDlg()
#define BROWSE_MATSONLY (1<<0)
#define BROWSE_MAPSONLY (1<<1)
#define BROWSE_INCNONE (1<<2) // Include 'None' as an option
#define BROWSE_INSTANCEONLY (1<<3) // Only allow instances, no copy
// passed to SetPickMode. This is a callback that gets called as
// the user tries to pick objects in the scene.
class RendPickProc {
public:
// Called when the user picks something.
// return TRUE to end the pick mode.
virtual BOOL Pick(INode *node)=0;
// Return TRUE if this is an acceptable hit, FALSE otherwise.
virtual BOOL Filter(INode *node)=0;
// These are called as the mode is entered and exited
virtual void EnterMode() {}
virtual void ExitMode() {}
// Provides two cursor, 1 when over a pickable object and 1 when not.
virtual HCURSOR GetDefCursor() {return NULL;}
virtual HCURSOR GetHitCursor() {return NULL;}
// Return TRUE to allow the user to pick more than one thing.
// In this case the Pick method may be called more than once.
virtual BOOL AllowMultiSelect() {return FALSE;}
};
// This is the interface given to a renderer when it needs to display its parameters
// It is also given to atmospheric effects to display thier parameters.
class IRendParams {
public:
// The current position of the frame slider
virtual TimeValue GetTime()=0;
// Register a callback object that will get called every time the
// user changes the frame slider.
virtual void RegisterTimeChangeCallback(TimeChangeCallback *tc)=0;
virtual void UnRegisterTimeChangeCallback(TimeChangeCallback *tc)=0;
// Brings up the material browse dialog allowing the user to select a material.
// newMat will be set to TRUE if the material is new OR cloned.
// Cancel will be set to TRUE if the user cancels the dialog.
// The material returned will be NULL if the user selects 'None'
virtual MtlBase *DoMaterialBrowseDlg(HWND hParent,DWORD flags,BOOL &newMat,BOOL &cancel)=0;
// Adds rollup pages to the render params dialog. Returns the window
// handle of the dialog that makes up the page.
virtual HWND AddRollupPage(HINSTANCE hInst, TCHAR *dlgTemplate,
DLGPROC dlgProc, TCHAR *title, LPARAM param=0,DWORD flags=0)=0;
// Removes a rollup page and destroys it.
virtual void DeleteRollupPage(HWND hRollup)=0;
// When the user mouses down in dead area, the plug-in should pass
// mouse messages to this function which will pass them on to the rollup.
virtual void RollupMouseMessage(HWND hDlg, UINT message,
WPARAM wParam, LPARAM lParam)=0;
// This will set the command mode to a standard pick mode.
// The callback implements hit testing and a method that is
// called when the user actually picks an item.
virtual void SetPickMode(RendPickProc *proc)=0;
// If a plug-in is finished editing its parameters it should not
// leave the user in a pick mode. This will flush out any pick modes
// in the command stack.
virtual void EndPickMode()=0;
// When a plugin has a Texmap, clicking on the button
// associated with that map should cause this routine
// to be called.
virtual void PutMtlToMtlEditor(MtlBase *mb)=0;
// This is for use only by the scanline renderer.
virtual float GetMaxPixelSize() = 0;
virtual int Execute(int cmd, ULONG arg1=0, ULONG arg2=0, ULONG arg3=0) { return 0; }
};
//----------------------------------------------------------------
// Render Instance flags
#define INST_HIDE (1<<0) // instance is hidden
#define INST_CLIP (1<<1) // clip instance: ray tracers should skip it
#define INST_BLUR (1<<2) // secondary motion blur instance
#define INST_RCV_SHADOWS (1<<3) // instance receives shadows
#define INST_TM_NEGPARITY (1<<4) // mesh is inside-out: need to reverse normals on-the-fly
class RenderInstance {
public:
ULONG flags;
Mtl *mtl; // from inode, for convenience
float wireSize; // Mtl wireframe size
Mesh *mesh; // result of GetRenderMesh call
float vis; // Object visibility
int nodeID; // unique within scene during render- corresponds to ShadeContext::NodeID()
int objMotBlurFrame; // Object motion blur sub frame (= NO_MOTBLUR for non-blurred objects)
int objBlurID; // Blur instances for an object share a objBlurID value.
Matrix3 objToWorld; // transforms object coords to world coords
Matrix3 objToCam; // transforms object coords to cam coords
Matrix3 normalObjToCam; // for transforming surface normals from obj to camera space
Matrix3 camToObj; // transforms camera coords to object coords
Box3 obBox; // Object space extents
Point3 center; // Bounding sphere center (camera coords)
float radsq; // square of bounding sphere's radius
void SetFlag(ULONG f, BOOL b) { if (b) flags |= f; else flags &= ~f; }
void SetFlag(ULONG f) { flags |= f; }
void ClearFlag(ULONG f) { flags &= ~f; }
BOOL TestFlag(ULONG f) { return flags&f?1:0; }
virtual RenderInstance *Next()=0; // next in list
virtual Interval MeshValidity()=0;
virtual int NumLights()=0;
virtual LightDesc *Light(int n)=0;
virtual int NumShadLights()=0;
virtual LightDesc *ShadLight(int n)=0;
virtual INode *GetINode()=0; // get INode for instance
virtual Object *GetEvalObject()=0; // evaluated object for instance
virtual ULONG MtlRequirements(int mtlNum)=0; // node's mtl requirements
virtual Point3 GetFaceNormal(int faceNum)=0; // geometric normal in camera coords
virtual Point3 GetFaceVertNormal(int faceNum, int vertNum)=0; // camera coords
virtual void GetFaceVertNormals(int faceNum, Point3 n[3])=0; // camera coords
virtual Point3 GetCamVert(int vertnum)=0; // coord for vertex in camera coords
virtual void GetObjVerts(int fnum, Point3 obp[3])=0; // vertices of face in object coords
virtual void GetCamVerts(int fnum, Point3 cp[3])=0; // vertices of face in camera(view) coords
// Generic expansion function
virtual int Execute(int cmd, ULONG arg1=0, ULONG arg2=0, ULONG arg3=0) { return 0; }
};
//----------------------------------------------------------------
// Values returned from Progress()
#define RENDPROG_CONTINUE 1
#define RENDPROG_ABORT 0
// Values passed to SetCurField()
#define FIELD_FIRST 0
#define FIELD_SECOND 1
#define FIELD_NONE -1
// A callback passed in to the renderer
class RendProgressCallback {
public:
virtual void SetTitle(const TCHAR *title)=0;
virtual int Progress(int done, int total)=0;
virtual void SetCurField(int which) {}
virtual void SetSceneStats(int nlights, int nrayTraced, int nshadowed, int nobj, int nfaces) {}
};
// RB: my version of a renderer...
class Renderer : public ReferenceTarget {
public:
// Reference/Animatable methods.
// In addition, the renderer would need to implement ClassID() and DeleteThis()
// Since a renderer will probably not itself have references, this implementation should do
RefResult NotifyRefChanged(Interval changeInt, RefTargetHandle hTarget,
PartID& partID, RefMessage message) {return REF_SUCCEED;}
SClass_ID SuperClassID() {return RENDERER_CLASS_ID;}
virtual int Open(
INode *scene, // root node of scene to render
INode *vnode, // view node (camera or light), or NULL
ViewParams *viewPar,// view params for rendering ortho or user viewport
RendParams &rp, // common renderer parameters
HWND hwnd, // owner window, for messages
DefaultLight* defaultLights=NULL, // Array of default lights if none in scene
int numDefLights=0 // number of lights in defaultLights array
)=0;
//
// Render a frame -- will use camera or view from open
//
virtual int Render(
TimeValue t, // frame to render.
Bitmap *tobm, // optional target bitmap
FrameRendParams &frp, // Time dependent parameters
HWND hwnd, // owner window
RendProgressCallback *prog=NULL,
ViewParams *viewPar=NULL // override viewPar given on Open.
)=0;
virtual void Close( HWND hwnd )=0;
// Adds rollup page(s) to renderer configure dialog
// If prog==TRUE then the rollup page should just display the parameters
// so the user has them for reference while rendering, they should not be editable.
virtual RendParamDlg *CreateParamDialog(IRendParams *ir,BOOL prog=FALSE)=0;
virtual void ResetParams()=0;
};
class ShadowBuffer;
class ShadowQuadTree;
class RendContext {
public:
virtual ShadowBuffer* NewShadowBuffer() const=0;
virtual ShadowQuadTree* NewShadowQuadTree() const=0;
virtual int Progress(int done, int total) const { return 1; }
virtual Color GlobalLightLevel() const = 0;
};
struct SubRendParams {
RendType rendType;
BOOL fieldRender;
BOOL evenLines; // when field rendering
BOOL doingMirror;
BOOL doEnvMap; // do environment maps?
int devWidth, devHeight;
float devAspect;
int xorg, yorg; // location on screen of upper left corner of output bitmap
int xmin,xmax,ymin,ymax; // area of screen being rendered
virtual int Execute(int cmd, ULONG arg1=0, ULONG arg2=0, ULONG arg3=0) { return 0; }
};
// flags passed to RenderMapsContext::Render()
#define RENDMAP_SHOW_NODE 1 // *Dont* exclude this node from the render.
// A pointer to this data structure is passed to MtlBase::BuildMaps();
// when rendering reflection and refraction maps.
class RenderMapsContext {
public:
virtual INode *GetNode()=0;
virtual int NodeRenderID()=0;
virtual void GetCurrentViewParams(ViewParams &vp)=0;
virtual void GetSubRendParams(SubRendParams &srp)=0;
virtual int SubMtlIndex()=0;
virtual void SetSubMtlIndex(int mindex)=0;
virtual void FindMtlPlane(float pl[4])=0;
virtual void FindMtlScreenBox(Rect &sbox, Matrix3* viewTM=NULL, int mtlIndex=-1)=0;
virtual Box3 CameraSpaceBoundingBox()=0;
virtual Box3 ObjectSpaceBoundingBox()=0;
virtual Matrix3 ObjectToWorldTM()=0;
virtual RenderGlobalContext *GetGlobalContext() { return NULL; }
// ClipPlanes is a pointer to an array of Point4's, each of which
// represents a clip plane. nClip Planes is the number of planes (up to 6);
// The planes are in View space.
virtual int Render(Bitmap *bm, ViewParams &vp, SubRendParams &srp, Point4 *clipPlanes=NULL, int nClipPlanes=0)=0;
virtual int Execute(int cmd, ULONG arg1=0, ULONG arg2=0, ULONG arg3=0) { return 0; }
};
// flags passed into ShadowBuffer::Update() and
// ShadowQuadTree::Update()
#define SHAD_BIAS_ABSOLUTE 1
#define SHAD_PARALLEL 2
#define DONT_CLIP 1.0E38f
//------- A generic Shadow Buffer class for use by lights-------------.
class ShadowBuffer {
public:
virtual int Update(
const ObjLightDesc& light,
const RendContext& rendCntxt,
Matrix3& lightTM, // lightToWorld
int size, // width and height of buffer in pixels
float aspect, // non-square
float param, // persp:field-of-view (radians)-- parallel : width in world coords
float bias,
float sampSize,
ULONG flags,
float clipDist=DONT_CLIP
)=0;
virtual int UpdateViewDepParams(const Matrix3& worldToCam)=0;
virtual float Sample(float x, float y, float z, float xslope, float yslope)=0;
virtual BOOL QuickSample(int x, int y, float z)=0; // this just tells you if the given point is in a shadow.
virtual float FiltSample(int x, int y, float z,int level)=0;
virtual float LineSample(int x1, int y1, float z1,int x2, int y2, float z2) {return 1.0f;}
virtual void DeleteThis()=0;
virtual int Execute(int cmd, ULONG arg1=0, ULONG arg2=0, ULONG arg3=0) { return 0; }
};
class ShadowQuadTree {
public:
virtual int Update(
const ObjLightDesc &light,
const RendContext& rendCntxt,
Matrix3& lightToWorld, // light to world space
float aspect, // non-square
float param, // persp:field-of-view (radians)-- parallel : width in world coords
float bias,
ULONG flags,
float clipDist=DONT_CLIP
)=0;
// update state that depends on view matrix.
virtual int UpdateViewDepParams(const Matrix3& worldToCam)=0;
virtual float Sample(ShadeContext& sc,
Point3 p, // Point in camera space
Color& color
)=0;
virtual void DeleteThis()=0;
virtual int Execute(int cmd, ULONG arg1=0, ULONG arg2=0, ULONG arg3=0) { return 0; }
};
//--- Atmospheric plug-in interfaces -----------------------------------------------
// Returned by an atmospheric effect when it is asked to put up its rollup page.
class AtmosParamDlg {
public:
virtual Class_ID ClassID()=0;
virtual void SetThing(ReferenceTarget *m)=0;
virtual ReferenceTarget* GetThing()=0;
virtual void SetTime(TimeValue t) {}
virtual void DeleteThis()=0;
virtual int Execute(int cmd, ULONG arg1=0, ULONG arg2=0, ULONG arg3=0) { return 0; }
};
// Atmospheric plug-in base class
class Atmospheric : public ReferenceTarget {
public:
TSTR name;
RefResult NotifyRefChanged(Interval changeInt, RefTargetHandle hTarget,
PartID& partID, RefMessage message) {return REF_SUCCEED;}
SClass_ID SuperClassID() {return ATMOSPHERIC_CLASS_ID;}
// This name will appear in the track view and the list of current atmospheric effects.
virtual TSTR GetName() {return _T("");}
// Put up a modal dialog that lets the user edit the plug-ins parameters.
virtual AtmosParamDlg *CreateParamDialog(IRendParams *ip) {return NULL;}
// Called when the render steps to a new frame
virtual void Update(TimeValue t, Interval& valid) {}
// This is the function that is called to apply the effect.
virtual void Shade(ShadeContext& sc,const Point3& p0,const Point3& p1,Color& color, Color& trans, BOOL isBG=FALSE)=0;
// Saves and loads name. These should be called at the start of
// a plug-in's save and load methods.
CoreExport IOResult Save(ISave *isave);
CoreExport IOResult Load(ILoad *iload);
// If an atmospheric has references to gizmos or other objects in the scene it can optionally
// provide access to the object list.
virtual int NumGizmos() {return 0;}
virtual INode *GetGizmo(int i) {return NULL;}
virtual void DeleteGizmo(int i) {}
virtual void AppendGizmo(INode *node) {}
};
// Chunk IDs saved by base class
#define ATMOSHPERICBASE_CHUNK 0x39bf
#define ATMOSHPERICNAME_CHUNK 0x0100
//--------------------------------------------------------------------------
// Interface into the default scanline renderer, Class_ID(SREND_CLASS_ID,0)
//---------------------------------------------------------------------------
class IScanRenderer: public Renderer {
public:
virtual void SetAntialias(BOOL b) = 0;
virtual BOOL GetAntialias() = 0;
virtual void SetFilter(BOOL b) = 0;
virtual BOOL GetFilter() = 0;
virtual void SetShadows(BOOL b) = 0;
virtual BOOL GetShadows() = 0;
virtual void SetMapping(BOOL b) = 0;
virtual BOOL GetMapping() = 0;
virtual void SetForceWire(BOOL b) = 0;
virtual BOOL GetForceWire() = 0;
virtual void SetAutoReflect(BOOL b)=0;
virtual BOOL GetAutoReflect()=0;
virtual void SetObjMotBlur(BOOL b) = 0;
virtual BOOL GetObjMotBlur() = 0;
virtual void SetVelMotBlur(BOOL b) = 0;
virtual BOOL GetVelMotBlur() = 0;
virtual void SetPixelSize(float size) = 0;
virtual void SetAutoReflLevels(int n) = 0;
virtual void SetWireThickness(float t) = 0;
virtual void SetObjBlurDuration(float dur) = 0;
virtual void SetVelBlurDuration(float dur) = 0;
virtual void SetNBlurFrames(int n) = 0;
virtual void SetNBlurSamples(int n) = 0;
virtual void SetMaxRayDepth(int n) = 0;
};
#endif