/*==LICENSE==*

CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011  Cyan Worlds, Inc.

This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program.  If not, see <http://www.gnu.org/licenses/>.

Additional permissions under GNU GPL version 3 section 7

If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.

You can contact Cyan Worlds, Inc. by email legal@cyan.com
 or by snail mail at:
      Cyan Worlds, Inc.
      14617 N Newport Hwy
      Mead, WA   99021

*==LICENSE==*/
#ifndef __SHADERS_H
#define __SHADERS_H

class Shader;

//===========================================================================
// Interface tools...
//===========================================================================

struct SIllumParams {
    unsigned long flags;
    float sh_str, ph_exp, shine, softThresh;
    Color amb, diff, spec;
    Point3 N, V;
    Color diffIllum, specIllum;
};

const int SHADER_PHONG  = 0;
const int SHADER_METAL  = 1;
const int SHADER_BLINN  = 2;
const int SHADER_PLASMA = 3;

// Return shader of given type, using indices above...
Shader *GetShader(int s);

extern AColor black;

//===========================================================================
// Abstract shader...
//===========================================================================

class Shader {
public:
    virtual void Illum(ShadeContext &sc, SIllumParams &ip)=0;
    virtual void AffectReflMap(ShadeContext &sc, SIllumParams &ip, Color &rcol)=0;
    virtual void SetShininess(float shininess, float shineStr)=0;
    virtual float EvalHilite(float x)=0;
};

//===========================================================================
// Phong shader... 
//===========================================================================

class PhongShader : public Shader {
    float fs;
    float shin_str;
public:
    void Illum(ShadeContext &sc, SIllumParams &ip);
    void AffectReflMap(ShadeContext &sc, SIllumParams &ip, Color &rcol) { rcol *= ip.spec; };
    void SetShininess(float shininess, float shineStr) {
        fs = (float)pow(2.0,shininess*10.0);
        shin_str = shineStr;
    }
    float EvalHilite(float x) {
        return shin_str*(float)pow((double)cos(x*PI),(double)fs);  
    }
};

//===========================================================================
// Blinn shader... 
//===========================================================================

class BlinnShader : public Shader {
    float fs;
    float shin_str;
public:
    void Illum(ShadeContext &sc, SIllumParams &ip);
    void AffectReflMap(ShadeContext &sc, SIllumParams &ip, Color &rcol) { rcol *= ip.spec; };
    void SetShininess(float shininess, float shineStr) {
        fs = (float)pow(2.0,shininess*10.0);
        shin_str = shineStr;
    }
    float EvalHilite(float x) {
        return shin_str*(float)pow((double)cos(x*PI),(double)fs); 
    }
};

//===========================================================================
// Metal shader... 
//===========================================================================

class MetalShader : public Shader {
    float fm2inv, fshin_str;
public:
    void Illum(ShadeContext &sc, SIllumParams &ip);
    void AffectReflMap(ShadeContext &sc, SIllumParams &ip, Color &rcol) { rcol *= ip.diff; };
    void SetShininess(float shininess, float shineStr);
    float EvalHilite(float x);
};

//===========================================================================
// hsMax layer shader... 
//===========================================================================

class hsMaxShader : public Shader {
    float fs;
    float shin_str;
public:
    void Illum(ShadeContext &sc, SIllumParams &ip);
    void AffectReflMap(ShadeContext &sc, SIllumParams &ip, Color &rcol) { rcol *= ip.spec; };
    void SetShininess(float shininess, float shineStr) {
        fs = (float)pow(2.0,shininess*10.0);
        shin_str = shineStr;
    }
    float EvalHilite(float x) {
        return shin_str*(float)pow((double)cos(x*PI),(double)fs);  
    }
};





#endif

