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