You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
157 lines
5.2 KiB
157 lines
5.2 KiB
4 years ago
|
/*==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
|
||
|
|