#include
<MRenderShadowData.h>
List of all
members.
Detailed Description
Access Rendering Shadow Map Data.
The shadow map can be changed by instanciating a MRenderCallback and overriding
shadowCastCallback(). When this is invoked, a MRenderShadowData is passed
as an argument; the depthMaps and midDistMaps members can then be
changed by this API. Methods and data are provided to assist in
transforming back and forth from world space to z buffer space.
Paint Effects and Fur are two examples which use this mechanism to
change the shadow map.
To prevent self shadowing, Maya uses a mid distance map to
resolve the ambiguity. Details of this technique can be obtained
from Graphics Gems III, "The Shadow Depth Map Revisited".
Member Enumeration Documentation
Light Types.
- Enumerator:
-
kInvalid |
|
kPoint |
|
kDirectional |
|
kSpot |
|
Constructor & Destructor Documentation
MRenderShadowData::MRenderShadowData |
( |
|
) |
|
Member Function Documentation
Converts world space point to shadow map. Shadow depth is stored
in inPoint.z
- Parameters:
-
[in] |
inPoint |
The original point in world space |
[out] |
outPoint |
The converted point in shadow map |
Converts shadow map point to world space. Shadow depth is stored
in inPoint.z.
- Parameters:
-
[in] |
inPoint |
The original point in shadow map |
[out] |
outPoint |
The converted point in world space |