#pragma once //- // =========================================================================== // Copyright 2018 Autodesk, Inc. All rights reserved. // // Use of this software is subject to the terms of the Autodesk license // agreement provided at the time of installation or download, or which // otherwise accompanies this software in either electronic or hard copy form. // =========================================================================== //+ // // CLASS: MRenderCallback // // **************************************************************************** #include #include OPENMAYA_MAJOR_NAMESPACE_OPEN //! \ingroup OpenMayaRender //! \brief Rendering Callbacks /*! This class is used to register callbacks to gain access to Maya's rendering information during software rendering. You can modify Maya's shadow maps, RGB pixmap, and depth map to composite your own rendering effects into Maya's rendering. To register callbacks, inherit from this class and override renderCallback(), shadowCastCallback(), or postProcessCallback(). Any number of these methods can be overridden by the callback. Then register the callbacks by calling the addCallback() method. Each of the callback method gets passed a MRenderData which contains the information. MRenderData also provides utility methods for converting between world space and screen space. In the case of shadowCastCallback, MRenderShadowData is provided and it also has utility methods for converting between world space and shadow map space. If there are callbacks registered, prior to shadow maps being written out, shadowCastCallback() will be invoked with light information and a pointer to the shadow map passed in. Then immediately after software rendering completes, renderCallback() will be invoked with the rendering's dimension info and image passed in. Lastly, during post-processing, postProcessCallback() will be invoked with the rendering's dimension and pointers to the rgb pixmap and depthmap passed in. If multiple callbacks need to be registered, the order of invocation can be set by adding each callback with a priority number, 0 being the highest priority. */ class OPENMAYARENDER_EXPORT MRenderCallback { public: MRenderCallback(); virtual ~MRenderCallback(); // Methods to override, return true on success virtual bool shadowCastCallback(const MRenderShadowData& data); virtual bool renderCallback(const MRenderData& data); virtual bool postProcessCallback(const MRenderData& data); static void addCallback(MRenderCallback*, int priority = 0); static void removeCallback(MRenderCallback*); static MCallbackId addRenderTileCallback( MMessage::MRenderTileFunction func, MStatus* ReturnStatus ); static const char* className(); private: const void* internalData; }; OPENMAYA_NAMESPACE_CLOSE