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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "HeadSpin.h"
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#include "max.h"
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//#include "mtlhdr.h"
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#include "Shaders.h"
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//===========================================================================
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// Useful variables...
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//===========================================================================
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static PhongShader phongShader;
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static BlinnShader blinnShader;
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static MetalShader metalShader;
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static hsMaxShader plasmaShader;
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static Shader *shaders[3] = {
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&phongShader,
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&metalShader,
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&blinnShader,
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};
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AColor black(0.0f,0.0f,0.0f,0.0f);
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//===========================================================================
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// Useful functions...
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//===========================================================================
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Shader *GetShader(int s) { return shaders[s]; };
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#if 1
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// Quadratic
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static inline float Soften(float r) {
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return r*(2.0f-r);
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}
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#else
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// Cubic
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static inline float Soften(float r) {
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return r*r*(3.0f-2.0f*r);
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}
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#endif
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float CompK(float f0) {
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return float(2.0*sqrt(f0)/sqrt(1.0-f0));
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}
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float fres_metal(float c, float k) {
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float b,rpl, rpp,c2;
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b = k*k + 1.0f;
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c2 = c*c;
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rpl = (b*c2-2*c+1)/(b*c2+2*c+1);
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rpp = (b-2*c+c2)/(b+2*c+c2);
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return (.5f*(rpl+rpp));
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}
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//===========================================================================
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// Phong shader... don't know if this is ever going to be used
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//===========================================================================
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void PhongShader::Illum(ShadeContext &sc, SIllumParams &ip) {
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LightDesc *l;
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Color lightCol;
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BOOL is_shiny;
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Point3 R;
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if (is_shiny=(ip.sh_str>0.0f))
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R = sc.ReflectVector();
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for (int i=0; i<sc.nLights; i++) {
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l = sc.Light(i);
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register float NL, diffCoef;
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Point3 L;
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if (l->Illuminate(sc,ip.N,lightCol,L,NL,diffCoef)) {
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// diffuse
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if (NL<=0.0f)
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continue;
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if (l->affectDiffuse)
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ip.diffIllum += diffCoef*lightCol;
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if (is_shiny&&l->affectSpecular) {
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// specular (Phong)
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float c = DotProd(L,R);
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if (c>0.0f) {
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if (ip.softThresh!=0.0&&diffCoef<ip.softThresh) {
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float r = diffCoef/ip.softThresh;
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c *= Soften(r);
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}
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c = (float)pow((double)c, (double)ip.ph_exp); // could use table lookup for speed
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ip.specIllum += c*ip.sh_str*lightCol;
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}
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}
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}
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}
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ip.specIllum *= ip.spec;
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}
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//===========================================================================
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// hsMax shader... write this?
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//===========================================================================
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void hsMaxShader::Illum(ShadeContext &sc, SIllumParams &ip) {
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LightDesc *l;
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Color lightCol;
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BOOL is_shiny;
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Point3 R;
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if (is_shiny=(ip.sh_str>0.0f))
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R = sc.ReflectVector();
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for (int i=0; i<sc.nLights; i++) {
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l = sc.Light(i);
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register float NL, diffCoef;
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Point3 L;
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if (l->Illuminate(sc,ip.N,lightCol,L,NL,diffCoef)) {
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// diffuse
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if (NL<=0.0f)
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continue;
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if (l->affectDiffuse)
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ip.diffIllum += diffCoef*lightCol;
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if (is_shiny&&l->affectSpecular) {
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// specular
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float c = DotProd(L,R);
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if (c>0.0f) {
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c = (float)pow((double)c, (double)ip.ph_exp); // could use table lookup for speed
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ip.specIllum += c*ip.sh_str*lightCol;
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}
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}
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}
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}
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ip.specIllum *= ip.spec;
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}
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//===========================================================================
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// Blinn shader... don't know if this is ever going to be used
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//===========================================================================
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void BlinnShader::Illum(ShadeContext &sc, SIllumParams &ip) {
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LightDesc *l;
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Color lightCol;
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// Blinn style phong
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BOOL is_shiny=(ip.sh_str>0.0f)?1:0;
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double ph_exp = double(ip.ph_exp)*4.0; // This is to make the hilite compatible with normal phong
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for (int i=0; i<sc.nLights; i++) {
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l = sc.Light(i);
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register float NL, diffCoef;
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Point3 L;
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if (l->Illuminate(sc,ip.N,lightCol,L,NL,diffCoef)) {
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// diffuse
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if (NL<=0.0f)
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continue;
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if (l->affectDiffuse)
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ip.diffIllum += diffCoef*lightCol;
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// specular (Phong)
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if (is_shiny&&l->affectSpecular) {
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Point3 H = FNormalize(L-ip.V);
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float c = DotProd(ip.N,H);
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if (c>0.0f) {
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if (ip.softThresh!=0.0&&diffCoef<ip.softThresh) {
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c *= Soften(diffCoef/ip.softThresh);
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}
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c = (float)pow((double)c, ph_exp); // could use table lookup for speed
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ip.specIllum += c*ip.sh_str*lightCol;
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}
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}
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}
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}
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ip.specIllum *= ip.spec;
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}
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//===========================================================================
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// Metal shader... don't know if this is ever going to be used
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//===========================================================================
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void MetalShader::Illum(ShadeContext &sc, SIllumParams &ip) {
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LightDesc *l;
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Color lightCol;
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BOOL gotKav = FALSE;
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float kav, fav0, m2inv,NV;
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//IPoint2 sp = sc.ScreenCoord();
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BOOL is_shiny;
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if (ip.sh_str>0.0f) {
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NV = -DotProd(ip.N,ip.V); // N dot V: view vector is TOWARDS us.
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is_shiny = 1;
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float r = 1.0f-ip.shine;
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if (r==0.0f) r = .00001f;
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m2inv = 1.0f/(r*r);
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}
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else
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is_shiny = 0;
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for (int i=0; i<sc.nLights; i++) {
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l = sc.Light(i);
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register float NL, diffCoef;
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Point3 L;
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if (!l->Illuminate(sc,ip.N,lightCol,L,NL,diffCoef))
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continue;
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// diffuse
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if (NL>0.0f&&l->affectDiffuse) // TBD is the NL test necessary?
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ip.diffIllum += diffCoef*lightCol;
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if (is_shiny&&l->affectSpecular) { // SPECULAR
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Color fcol;
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float LH,NH,VH;
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float sec2; // Was double?? TBD
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Point3 H;
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if (NV<0.0f) continue;
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H = FNormalize(L-ip.V);
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LH = DotProd(L,H); // cos(phi)
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NH = DotProd(ip.N,H); // cos(alpha)
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if (NH==0.0f) continue;
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VH = -DotProd(ip.V,H);
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// compute geometrical attenuation factor
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float G = (NV<NL)? (2.0f*NV*NH/VH): (2.0f*NL*NH/VH);
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if (G>0.0f) {
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// Compute (approximate) indices of refraction
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// this can be factored out for non-texture-mapped mtls
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if (!gotKav) {
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fav0 = Intens(ip.diff);
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if (fav0>=1.0f) fav0 = .9999f;
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kav = CompK(fav0);
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gotKav = TRUE;
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}
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float fav = fres_metal(LH,kav);
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float t = (fav-fav0)/(1.0f-fav0);
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fcol = (1.0f-t)*ip.diff + Color(t,t,t);
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// Beckman distribution (from Cook-Torrance paper)
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sec2 = 1.0f/(NH*NH); // 1/sqr(cos)
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float D = (.5f/PI)*sec2*sec2*m2inv*(float)exp((1.0f-sec2)*m2inv);
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if (G>1.0f) G = 1.0f;
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float Rs = ip.sh_str*D*G/(NV+.05f);
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ip.specIllum += fcol*Rs*lightCol;
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}
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}
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}
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ip.diffIllum *= 1.0f - ip.sh_str;
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}
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void MetalShader::SetShininess(float shininess, float shineStr) {
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float r = 1.0f-shininess;
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if (r==0.0f) r = .00001f;
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fm2inv = 1.0f/(r*r);
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fshin_str = shineStr;
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}
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float MetalShader::EvalHilite(float x) {
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float c = (float)cos(x*PI);
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float sec2 = 1.0f/(c*c); /* 1/sqr(cos) */
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return fshin_str*(.5f/PI)*sec2*sec2*fm2inv*(float)exp((1.0f-sec2)*fm2inv);
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}
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