int LinkTimeControl::HitTestFCurves( ParamDimensionBase *dim, TrackHitTab& hits, Rect& rcHit, Rect& rcGraph, float tzoom, int tscroll, float vzoom, int vscroll, DWORD flags ) { int h = rcGraph.h()-1; bool hit = false; const int n = NumKeys(); for ( int i=0; i<n; ++i ) { BOOL sel = IsKeySelected( i ); if ( ( flags & HITTRACK_SELONLY ) && !sel ) continue; if ( ( flags & HITTRACK_UNSELONLY ) && sel ) continue; TimeValue t = GetKeyTime( i ); int x = TimeToScreen( t, tzoom, tscroll ); float val; Interval valid; GetValue( t, &val, valid ); int y = ValueToScreen( dim->Convert(val), h, vzoom, vscroll ); if ( rcHit.Contains( IPoint2( x, y ) ) ) { hit = true; TrackHitRecord rec( i, 0 ); hits.Append( 1, &rec ); if ( flags & HITTRACK_ABORTONHIT ) break; } } return hit ? HITCURVE_KEY : HITCURVE_NONE; }
void ESMBackspaceUser::Notify() { if(spline->KnotCount() > 2) { // Tell the spline we just backspaced to remove the last point spline->Create(NULL, -1, 0, 0, IPoint2(0,0), NULL); mod->createShapeData->Invalidate(PART_GEOM); mod->NotifyDependents(FOREVER, PART_GEOM, REFMSG_CHANGE); mod->ip->RedrawViews(mod->ip->GetTime(), REDRAW_NORMAL); } }
void BGContext::SetScreenPos(int x, int y, int width, int height) { SCDebugPrint("BGContext::SetScreenPos\n"); iscr = IPoint2(x,y); scrPos.x = float(x)-globContext->xc; scrPos.y = float(y)-globContext->yc; cpos = BGGetPoint(); viewDir = globContext->projType ? Point3(0.0f,0.0f,-1.0f) : Normalize(cpos); }
RISE::RISEPel MAXBSDF::value( const RISE::Vector3& vLightIn, const RISE::RayIntersectionGeometric& ri ) const { HitInfo* hitInfo = dynamic_cast<HitInfo*>( ri.pCustom ); if( hitInfo ) { // We have to first setup the shade context, then we just route this call to the MAX material // Shade point Face* f = &(hitInfo->instance->mesh->faces[hitInfo->faceNum]); MtlID mid = 0; int nNumSubs = hitInfo->instance->mtl->NumSubMtls(); if (nNumSubs) { // Get sub material ID of the face. mid = f->getMatID(); // the material ID of the face can be larger than the // total number of sub materials (because it is user // configurable). // Here I use a modulus function to bring the number // down to a legal value. mid = mid % nNumSubs; } const Point3 viewDir = VectorTransform(renderer->view.affineTM, RISE2MAXVector(ri.ray.dir)); const Point3 viewCam = renderer->view.affineTM * RISE2MAXPoint(ri.ray.origin); lightDir = VectorTransform(renderer->view.affineTM, RISE2MAXVector(vLightIn)); // Shade the face that was closest to the camera sc.SetViewDir( viewDir ); sc.bc->SetViewDir( viewDir ); sc.SetScreenPos(IPoint2(ri.rast.x, ri.rast.y)); sc.SetCamPos( viewCam ); sc.bc->SetCamPos( viewCam ); sc.bc->SetScreenPos(ri.rast.x, ri.rast.y, rparams->devWidth, rparams->devHeight); sc.SetInstance(hitInfo->instance); sc.SetMtlNum(mid); sc.SetFaceNum(hitInfo->faceNum); sc.SetHitPos(renderer->view.affineTM * RISE2MAXPoint(ri.ptIntersection)); sc.SetBary(hitInfo->baryCoord); sc.CalcNormals(); // Go off and do the actual shading. hitInfo->instance->mtl->Shade(sc); const Color result = sc.out.c; // We cannot handle transparency here unfortunately, Need to come up with a way to do this // The compensation factor is account for the diffuseCoef we told MAX and for the PI factor const RISE::Scalar compensation_factor = 1.0 / (PI * RISE::Vector3Ops::Dot( vLightIn, ri.vNormal )); return RISE::RISEPel( result.r*compensation_factor, result.g*compensation_factor, result.b*compensation_factor ); } return RISE::RISEPel(0,0,0); }
/** * This method will be called from the max system when the user * has choosen to export to the OpenSceneGraph format. * This method is the entry point to the exporter plugin. */ int OSGExp::DoExport(const TCHAR *name, ExpInterface *ei, Interface *i, BOOL suppressPrompts, DWORD MAXOptions){ // Only support "one at the time" exporting. if(isExporting){ return FALSE; } isExporting = TRUE; // Grab the interface pointer and save it for later use. _ip = i; // Set export path in options class TCHAR p[300]; TCHAR f[100]; TCHAR e[10]; BMMSplitFilename(name, p, f, e); _options->setExportPath(p); _options->setExportFilename(f); _options->setExportExtension(e); // Get filename to config file. TSTR cfgfilename = _ip->GetDir(APP_PLUGCFG_DIR);; cfgfilename += _T("\\OSGEXP.CFG"); // Load options from config file _options->load(cfgfilename); // Should we only export selected nodes? _onlyExportSelected = (MAXOptions & SCENE_EXPORT_SELECTED) ? TRUE : FALSE; // Show option dialog to user and retrive any possible plugin choices. if(!suppressPrompts) if(!DialogBoxParam(hInstance, MAKEINTRESOURCE(IDD_EXPORTBOX), GetActiveWindow(), OptionsDlgProc, (LPARAM)_options)){ // If user closed or canceled export box then shutdown plugin. isExporting = FALSE; return TRUE; } // Write options to config file. _options->write(cfgfilename); // Create OSG root transform to hold the scene. { osg::ref_ptr<osg::MatrixTransform> rootTransform = new osg::MatrixTransform(); //osg::MatrixTransform* rootTransform = new osg::MatrixTransform(); rootTransform->setName(std::string(_ip->GetRootNode()->GetName())); // Set static datavariance for better performance rootTransform->setDataVariance(osg::Object::STATIC); // Set NodeMask if(_options->getUseDefaultNodeMaskValue()) rootTransform->setNodeMask(_options->getDefaultNodeMaskValue()); osg::Matrix rootMat = getNodeTransform(_ip->GetRootNode(), _ip->GetTime()); rootTransform->setMatrix(rootMat); // Create root stateset for the lights. osg::ref_ptr<osg::StateSet> rootStateSet = new osg::StateSet(); // Turn of lighting if set by the user. if(_options->getTurnOffLighting()) rootStateSet->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF); else rootStateSet->setMode(GL_LIGHTING,osg::StateAttribute::ON); //osg::StateSet* rootStateSet = new osg::StateSet(); rootTransform->setStateSet(rootStateSet.get()); // We will make two progress bars. The first one will show // the exporting of materials, wheras the second one will show // the exporting of nodes. To get the total number of nodes in the // scene graph we will accumulate the total node count while // preprocessing the scenegraph for materials. _nTotalNodeCount = 0; _nCurNode = 0; _nTotalMtlCount = _ip->GetSceneMtls()->Count(); _nCurMtl = 0; // Starting up the material exporting progress bar. _ip->ProgressStart(_T("Exporting materials..."), TRUE, fn, NULL); // Export materials by preprocessing the scenegraph. if(!preProcess(_ip->GetRootNode(), _ip->GetTime())){ // If user cancels we stop progress bar and return. _ip->ProgressEnd(); isExporting = FALSE; return TRUE; } // We're done exporting materials. Finish the progress bar. _ip->ProgressEnd(); // Starting up the node exporting progress bar. _ip->ProgressStart(_T("Exporting scene..."), TRUE, fn, NULL); // Get number of children for the root node in the interface. int numChildren = _ip->GetRootNode()->NumberOfChildren(); // Call our node enumerator. // The nodeEnum function will recurse into itself and // export each object found in the scene. for (int idx=0; idx<numChildren; idx++) { if (_ip->GetCancel() || !nodeEnum(rootTransform.get(), _ip->GetRootNode()->GetChildNode(idx), rootTransform.get())){ // If user cancels we stop progress bar and return _ip->ProgressEnd(); isExporting = FALSE; return TRUE; } } // Finish exporting progress bar _ip->ProgressEnd(); // If optimize scene graph unsigned int optimizeMask = 0; if(_options->getTriStripGeometry()) optimizeMask |= osgUtil::Optimizer::TRISTRIP_GEOMETRY; if(_options->getMergeGeometry()) optimizeMask |= osgUtil::Optimizer::MERGE_GEOMETRY; if(_options->getFlattenStaticTransform()) optimizeMask |= osgUtil::Optimizer::FLATTEN_STATIC_TRANSFORMS; if(_options->getShareDuplicateStates()) optimizeMask |= osgUtil::Optimizer::SHARE_DUPLICATE_STATE; if(_options->getSpatializeGroups()) optimizeMask |= osgUtil::Optimizer::SPATIALIZE_GROUPS; if(optimizeMask){ _ip->ProgressStart(_T("Optimizing scenegraph..."), FALSE, fn, NULL); _ip->ProgressUpdate(0.5f); osgUtil::Optimizer optimizer; optimizer.optimize(rootTransform.get(), optimizeMask); _ip->ProgressEnd(); } // Save file to disk. if(_options->getSaveFile()){ _ip->ProgressStart(_T("Writing file..."), FALSE, fn, NULL); _ip->ProgressUpdate(0.5f); if(_options->getExportExtension().compare(".osg")==0 || _options->getExportExtension().compare(".OSG")==0 || _options->getExportExtension().compare(".ive")==0 || _options->getExportExtension().compare(".IVE")==0 ){ std::string filename(name); // Exclude image data from ive file if this options has been choosen if(!_options->getIncludeImageDataInIveFile()){ osgDB::ReaderWriter::Options* opt = new osgDB::ReaderWriter::Options("noTexturesInIVEFile"); osgDB::Registry::instance()->setOptions(opt); } #if defined(OPENSCENEGRAPH_MAJOR_VERSION) && OPENSCENEGRAPH_MAJOR_VERSION >= 2 && defined(OPENSCENEGRAPH_MINOR_VERSION) && OPENSCENEGRAPH_MINOR_VERSION >= 4 osgDB::ReaderWriter::WriteResult res = osgDB::Registry::instance()->writeNode(*rootTransform, filename, NULL); #else osgDB::ReaderWriter::WriteResult res = osgDB::Registry::instance()->writeNode(*rootTransform, filename); #endif if(res.error() && _options->getShowErrMsg()){ static TCHAR szBuffer[256]; wsprintf(szBuffer,TEXT("Error writing file %s:\n%s"), TEXT(filename.c_str()),res.message()); MessageBox (GetActiveWindow(), szBuffer, TEXT("Warning"), MB_OK | MB_ICONWARNING) ; } if(!_options->getIncludeImageDataInIveFile()){ // Turn readerwriter options off again. osgDB::ReaderWriter::Options* opt = new osgDB::ReaderWriter::Options(); osgDB::Registry::instance()->setOptions(opt); } } else{ if(_options->getShowErrMsg()){ std::string error("Can not find plugin to save file: "); error.append(name); MessageBox (GetActiveWindow(), error.c_str() , TEXT("Warning"), MB_OK | MB_ICONWARNING) ; } } _ip->ProgressEnd(); } // Show quick preview if(_options->getQuickView()){ float fNear = 1.0f; float fFar = 1000.0f; // Get the active viewport and the win32 window within it. // The position and size will be retreive from this. ViewExp* viewExp = _ip->GetActiveViewport(); float fov = viewExp->GetFOV(); HWND hWnd = viewExp->getGW()->getHWnd(); RECT sRect; BOOL ok = GetWindowRect(hWnd, &sRect); int width = 100; int height = 100; int x =100; int y =100; if(ok){ x = sRect.left; y = sRect.top; width = sRect.right - sRect.left; height = sRect.bottom - sRect.top; } // Create previewer window and set size. Previewer previewer; previewer.setWindowSize(x, y, width, height); // The affine TM transforms from world coords to view coords // so we need the inverse of this matrix Matrix3 aTM, camTM, coordSysTM; Point3 viewDir, viewPos, lookAtPos, upVector; INode* camera; float dist = 100; Point3 upperLeft = viewExp->MapScreenToView(IPoint2(0, 0), fFar); Point3 lowerRight = viewExp->MapScreenToView(IPoint2(width, height), fFar); viewExp->GetAffineTM(aTM); coordSysTM = Inverse(aTM); viewDir = coordSysTM.VectorTransform(Point3(0.0f, 0.0f, -1.0f)); viewPos = coordSysTM.GetRow(3); lookAtPos = viewPos + viewDir; upVector.Set(0.0f, 0.0f, 1.0f); switch(viewExp->GetViewType()){ case VIEW_ISO_USER: case VIEW_PERSP_USER: previewer.setProjectionMatrixAsFrustum(lowerRight.x, upperLeft.x, upperLeft.y, lowerRight.y, fFar, -fFar); break; case VIEW_CAMERA: previewer.setProjectionMatrixAsFrustum(upperLeft.x, lowerRight.x, lowerRight.y, upperLeft.y, fFar, -fFar); camera = viewExp->GetViewCamera(); camTM = camera->GetObjTMBeforeWSM(_ip->GetTime()); viewDir = camTM.VectorTransform(Point3(0.0f, 0.0f, -1.0f)); viewPos = camTM.GetRow(3); lookAtPos = viewPos + viewDir; break; case VIEW_LEFT: case VIEW_RIGHT: case VIEW_TOP: case VIEW_BOTTOM: case VIEW_FRONT: case VIEW_BACK: previewer.setProjectionMatrixAsOrtho(upperLeft.x, lowerRight.x, lowerRight.y, upperLeft.y, -fFar, fFar); //cam->setOrtho(upperLeft.x, lowerRight.x, lowerRight.y, upperLeft.y, -fFar, fFar); // Go far away from the viewing point in the negative viewing direction. viewPos = coordSysTM.PointTransform(Point3(0.0f, 0.0f, fFar)); lookAtPos = viewPos + viewDir; // In top view the up vector on the camera is the positive y-axis. if(viewExp->GetViewType() == VIEW_TOP) upVector.Set(0.0f, 1.0f, 0.0f); // In bottom view the up vector on the camera is the negative y-axis. if(viewExp->GetViewType() == VIEW_BOTTOM) upVector.Set(0.0f, -1.0f, 0.0f); break; } // When we are done with the viewport we should release it. _ip->ReleaseViewport(viewExp); // Set scene data. previewer.setSceneData(rootTransform.get()); // set the view - OpenGL look at previewer.setViewMatrixAsLookAt(osg::Vec3( viewPos.x, viewPos.y, viewPos.z), osg::Vec3(lookAtPos.x, lookAtPos.y, lookAtPos.z), osg::Vec3(upVector.x, upVector.y, upVector.z) ); previewer.run(); isExporting = FALSE; return TRUE; } } isExporting = FALSE; return TRUE; }
bool vtElevLayer::WriteElevationTileset(TilingOptions &opts, BuilderView *pView) { // Avoid trouble with '.' and ',' in Europe ScopedLocale normal_numbers(LC_NUMERIC, "C"); // Check that options are valid CheckCompressionMethod(opts); // grid size int base_tilesize = opts.lod0size; int gridcols, gridrows; m_pGrid->GetDimensions(gridcols, gridrows); DRECT area = m_pGrid->GetEarthExtents(); DPoint2 tile_dim(area.Width()/opts.cols, area.Height()/opts.rows); DPoint2 cell_size = tile_dim / base_tilesize; const vtProjection &proj = m_pGrid->GetProjection(); vtString units = GetLinearUnitName(proj.GetUnits()); units.MakeLower(); int zone = proj.GetUTMZone(); vtString crs; if (proj.IsGeographic()) crs = "LL"; else if (zone != 0) crs = "UTM"; else crs = "Other"; // Try to create directory to hold the tiles vtString dirname = opts.fname; RemoveFileExtensions(dirname); if (!vtCreateDir(dirname)) return false; // We won't know the exact height extents until the tiles have generated, // so gather extents as we produce the tiles and write the INI later. float minheight = 1E9, maxheight = -1E9; ColorMap cmap; vtElevLayer::SetupDefaultColors(cmap); // defaults vtString dirname_image = opts.fname_images; RemoveFileExtensions(dirname_image); if (opts.bCreateDerivedImages) { if (!vtCreateDir(dirname_image)) return false; vtString cmap_fname = opts.draw.m_strColorMapFile; vtString cmap_path = FindFileOnPaths(vtGetDataPath(), "GeoTypical/" + cmap_fname); if (cmap_path == "") DisplayAndLog("Couldn't find color map."); else { if (!cmap.Load(cmap_path)) DisplayAndLog("Couldn't load color map."); } } ImageGLCanvas *pCanvas = NULL; #if USE_OPENGL wxFrame *frame = new wxFrame; if (opts.bCreateDerivedImages && opts.bUseTextureCompression && opts.eCompressionType == TC_OPENGL) { frame->Create(g_bld->m_pParentWindow, -1, _T("Texture Compression OpenGL Context"), wxPoint(100,400), wxSize(280, 300), wxCAPTION | wxCLIP_CHILDREN); pCanvas = new ImageGLCanvas(frame); } #endif // make a note of which lods exist LODMap lod_existence_map(opts.cols, opts.rows); bool bFloat = m_pGrid->IsFloatMode(); bool bJPEG = (opts.bUseTextureCompression && opts.eCompressionType == TC_JPEG); int i, j, lod; int total = opts.rows * opts.cols, done = 0; for (j = 0; j < opts.rows; j++) { for (i = 0; i < opts.cols; i++) { // We might want to skip certain tiles if (opts.iMinRow != -1 && (i < opts.iMinCol || i > opts.iMaxCol || j < opts.iMinRow || j > opts.iMaxRow)) continue; DRECT tile_area; tile_area.left = area.left + tile_dim.x * i; tile_area.right = area.left + tile_dim.x * (i+1); tile_area.bottom = area.bottom + tile_dim.y * j; tile_area.top = area.bottom + tile_dim.y * (j+1); int col = i; int row = opts.rows-1-j; // draw our progress in the main view if (pView) pView->ShowGridMarks(area, opts.cols, opts.rows, col, opts.rows-1-row); // Extract the highest LOD we need vtElevationGrid base_lod(tile_area, IPoint2(base_tilesize+1, base_tilesize+1), bFloat, proj); bool bAllInvalid = true; bool bAllZero = true; int iNumInvalid = 0; DPoint2 p; int x, y; for (y = base_tilesize; y >= 0; y--) { p.y = area.bottom + (j*tile_dim.y) + ((double)y / base_tilesize * tile_dim.y); for (x = 0; x <= base_tilesize; x++) { p.x = area.left + (i*tile_dim.x) + ((double)x / base_tilesize * tile_dim.x); float fvalue = m_pGrid->GetFilteredValue(p); base_lod.SetFValue(x, y, fvalue); if (fvalue == INVALID_ELEVATION) iNumInvalid++; else { bAllInvalid = false; // Gather height extents if (fvalue < minheight) minheight = fvalue; if (fvalue > maxheight) maxheight = fvalue; } if (fvalue != 0) bAllZero = false; } } // Increment whether we omit or not done++; // If there is no real data there, omit this tile if (bAllInvalid) continue; // Omit all-zero tiles (flat sea-level) if desired if (opts.bOmitFlatTiles && bAllZero) continue; // Now we know this tile will be included, so note the LODs present int base_tile_exponent = vt_log2(base_tilesize); lod_existence_map.set(i, j, base_tile_exponent, base_tile_exponent-(opts.numlods-1)); if (iNumInvalid > 0) { UpdateProgressDialog2(done*99/total, 0, _("Filling gaps")); bool bGood; int method = g_Options.GetValueInt(TAG_GAP_FILL_METHOD); if (method == 1) bGood = base_lod.FillGaps(NULL, progress_callback_minor); else if (method == 2) bGood = base_lod.FillGapsSmooth(NULL, progress_callback_minor); else if (method == 3) bGood = (base_lod.FillGapsByRegionGrowing(2, 5, progress_callback_minor) != -1); if (!bGood) return false; opts.iNoDataFilled += iNumInvalid; } // Create a matching derived texture tileset if (opts.bCreateDerivedImages) { // Create a matching derived texture tileset vtDIB dib; base_lod.ComputeHeightExtents(); if (opts.bImageAlpha) { dib.Create(IPoint2(base_tilesize, base_tilesize), 32); base_lod.ColorDibFromElevation(&dib, &cmap, 4000, RGBAi(0,0,0,0)); } else { dib.Create(IPoint2(base_tilesize, base_tilesize), 24); base_lod.ColorDibFromElevation(&dib, &cmap, 4000, RGBi(255,0,0)); } if (opts.draw.m_bShadingQuick) base_lod.ShadeQuick(&dib, SHADING_BIAS, true); else if (opts.draw.m_bShadingDot) { FPoint3 light_dir = LightDirection(opts.draw.m_iCastAngle, opts.draw.m_iCastDirection); // Don't cast shadows for tileset; they won't cast // correctly from one tile to the next. base_lod.ShadeDibFromElevation(&dib, light_dir, 1.0f, opts.draw.m_fAmbient, opts.draw.m_fGamma, true); } for (int k = 0; k < opts.numlods; k++) { vtString fname = MakeFilenameDB(dirname_image, col, row, k); int tilesize = base_tilesize >> k; vtMiniDatabuf output_buf; output_buf.xsize = tilesize; output_buf.ysize = tilesize; output_buf.zsize = 1; output_buf.tsteps = 1; output_buf.SetBounds(proj, tile_area); int depth = dib.GetDepth() / 8; int iUncompressedSize = tilesize * tilesize * depth; uchar *rgb_bytes = (uchar *) malloc(iUncompressedSize); uchar *dst = rgb_bytes; if (opts.bImageAlpha) { RGBAi rgba; for (int ro = 0; ro < base_tilesize; ro += (1<<k)) for (int co = 0; co < base_tilesize; co += (1<<k)) { dib.GetPixel32(co, ro, rgba); *dst++ = rgba.r; *dst++ = rgba.g; *dst++ = rgba.b; *dst++ = rgba.a; } } else { RGBi rgb; for (int ro = 0; ro < base_tilesize; ro += (1<<k)) for (int co = 0; co < base_tilesize; co += (1<<k)) { dib.GetPixel24(co, ro, rgb); *dst++ = rgb.r; *dst++ = rgb.g; *dst++ = rgb.b; } } // Write and optionally compress the image WriteMiniImage(fname, opts, rgb_bytes, output_buf, iUncompressedSize, pCanvas); // Free the uncompressed image free(rgb_bytes); } } for (lod = 0; lod < opts.numlods; lod++) { int tilesize = base_tilesize >> lod; vtString fname = MakeFilenameDB(dirname, col, row, lod); // make a message for the progress dialog wxString msg; msg.Printf(_("Writing tile '%hs', size %dx%d"), (const char *)fname, tilesize, tilesize); UpdateProgressDialog2(done*99/total, 0, msg); vtMiniDatabuf buf; buf.SetBounds(proj, tile_area); buf.alloc(tilesize+1, tilesize+1, 1, 1, bFloat ? 2 : 1); float *fdata = (float *) buf.data; short *sdata = (short *) buf.data; DPoint2 p; for (int y = base_tilesize; y >= 0; y -= (1<<lod)) { p.y = area.bottom + (j*tile_dim.y) + ((double)y / base_tilesize * tile_dim.y); for (int x = 0; x <= base_tilesize; x += (1<<lod)) { p.x = area.left + (i*tile_dim.x) + ((double)x / base_tilesize * tile_dim.x); if (bFloat) { *fdata = base_lod.GetFilteredValue(p); fdata++; } else { *sdata = (short) base_lod.GetFilteredValue(p); sdata++; } } } if (buf.savedata(fname) == 0) { // what should we do if writing a tile fails? } } } }
//! Tells the shader to apply shade to the given intersection point void MAXShaderOp::PerformOperation( const RISE::RayIntersection& ri, ///< [in] Intersection information const RISE::IRayCaster& caster, ///< [in] The Ray Caster to use for all ray casting needs const RISE::IRayCaster::RAY_STATE& rs, ///< [in] Current ray state RISE::RISEPel& c, ///< [in/out] Resultant color from op const RISE::IORStack* const ior_stack, ///< [in/out] Index of refraction stack const RISE::ScatteredRayContainer* pScat, ///< [in] Scattering information const RISE::RandomNumberGenerator& random ///< [in] Random number generator ) const { HitInfo* hitInfo = dynamic_cast<HitInfo*>( ri.geometric.pCustom ); if( hitInfo ) { // We have to first setup the shade context, then we just route this call to the MAX material // Shade point Face* f = &(hitInfo->instance->mesh->faces[hitInfo->faceNum]); MtlID mid = 0; int nNumSubs = hitInfo->instance->mtl->NumSubMtls(); if (nNumSubs) { // Get sub material ID of the face. mid = f->getMatID(); // the material ID of the face can be larger than the // total number of sub materials (because it is user // configurable). // Here I use a modulus function to bring the number // down to a legal value. mid = mid % nNumSubs; } const Point3 viewDir = VectorTransform(renderer->view.affineTM, RISE2MAXVector(ri.geometric.ray.dir)); const Point3 viewCam = renderer->view.affineTM * RISE2MAXPoint(ri.geometric.ray.origin); // Shade the face that was closest to the camera sc.SetViewDir( viewDir ); sc.bc->SetViewDir( viewDir ); sc.SetScreenPos(IPoint2(ri.geometric.rast.x, ri.geometric.rast.y)); sc.SetCamPos( viewCam ); sc.bc->SetCamPos( viewCam ); sc.bc->SetScreenPos(ri.geometric.rast.x, ri.geometric.rast.y, rparams->devWidth, rparams->devHeight); sc.SetInstance(hitInfo->instance); sc.SetMtlNum(mid); sc.SetFaceNum(hitInfo->faceNum); sc.SetHitPos(renderer->view.affineTM * RISE2MAXPoint(ri.geometric.ptIntersection)); sc.SetBary(hitInfo->baryCoord); sc.CalcNormals(); sc.pRayCaster = &caster; sc.affineTM = renderer->view.affineTM; sc.worldPtIntersection = RISE2MAXPoint(ri.geometric.ptIntersection); // Go off and do the actual shading. hitInfo->instance->mtl->Shade(sc); Color result = sc.out.c; // Handle transparency if( sc.out.t.r > 0 || sc.out.t.g > 0 || sc.out.t.b > 0 ) { // There is transparency, shoot a continuing ray RISE::Ray ray = ri.geometric.ray; ray.Advance( ri.geometric.range+2e-8 ); RISE::RISEPel cthis; if( caster.CastRay( ri.geometric.rast, ray, cthis, rs, 0, ri.pRadianceMap, ior_stack ) ) { // Blend result.r = static_cast<float>(cthis[0]*sc.out.t.r + result.r); result.g = static_cast<float>(cthis[1]*sc.out.t.g + result.g); result.b = static_cast<float>(cthis[2]*sc.out.t.b + result.b); } } c = RISE::RISEPel( result.r, result.g, result.b ); sc.pRayCaster = 0; } }
void FloatLimitControlDlg::Invalidate() { mValid = FALSE; Rect rect(IPoint2(0, 0), IPoint2(10, 10)); InvalidateRect(mHWnd, &rect, FALSE); }
// Screen coordinate beeing rendered IPoint2 SContext::ScreenCoord(void) { return IPoint2(0,0); }