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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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#ifndef __SHADERS_H
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#define __SHADERS_H
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class AColor;
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class Color;
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class Point3;
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class ShadeContext;
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class Shader;
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//===========================================================================
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// Interface tools...
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//===========================================================================
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struct SIllumParams {
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unsigned long flags;
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float sh_str, ph_exp, shine, softThresh;
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Color amb, diff, spec;
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Point3 N, V;
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Color diffIllum, specIllum;
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};
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const int SHADER_PHONG = 0;
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const int SHADER_METAL = 1;
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const int SHADER_BLINN = 2;
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const int SHADER_PLASMA = 3;
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// Return shader of given type, using indices above...
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Shader *GetShader(int s);
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extern AColor black;
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//===========================================================================
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// Abstract shader...
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//===========================================================================
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class Shader {
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public:
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virtual void Illum(ShadeContext &sc, SIllumParams &ip)=0;
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virtual void AffectReflMap(ShadeContext &sc, SIllumParams &ip, Color &rcol)=0;
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virtual void SetShininess(float shininess, float shineStr)=0;
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virtual float EvalHilite(float x)=0;
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};
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//===========================================================================
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// Phong shader...
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//===========================================================================
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class PhongShader : public Shader {
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float fs;
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float shin_str;
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public:
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void Illum(ShadeContext &sc, SIllumParams &ip);
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void AffectReflMap(ShadeContext &sc, SIllumParams &ip, Color &rcol) { rcol *= ip.spec; };
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void SetShininess(float shininess, float shineStr) {
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fs = (float)pow(2.0,shininess*10.0);
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shin_str = shineStr;
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}
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float EvalHilite(float x) {
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return shin_str*(float)pow((double)cos(x*M_PI),(double)fs);
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}
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};
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//===========================================================================
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// Blinn shader...
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//===========================================================================
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class BlinnShader : public Shader {
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float fs;
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float shin_str;
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public:
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void Illum(ShadeContext &sc, SIllumParams &ip);
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void AffectReflMap(ShadeContext &sc, SIllumParams &ip, Color &rcol) { rcol *= ip.spec; };
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void SetShininess(float shininess, float shineStr) {
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fs = (float)pow(2.0,shininess*10.0);
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shin_str = shineStr;
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}
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float EvalHilite(float x) {
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return shin_str*(float)pow((double)cos(x*M_PI),(double)fs);
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}
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};
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//===========================================================================
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// Metal shader...
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//===========================================================================
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class MetalShader : public Shader {
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float fm2inv, fshin_str;
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public:
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void Illum(ShadeContext &sc, SIllumParams &ip);
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void AffectReflMap(ShadeContext &sc, SIllumParams &ip, Color &rcol) { rcol *= ip.diff; };
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void SetShininess(float shininess, float shineStr);
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float EvalHilite(float x);
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};
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//===========================================================================
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// hsMax layer shader...
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//===========================================================================
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class hsMaxShader : public Shader {
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float fs;
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float shin_str;
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public:
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void Illum(ShadeContext &sc, SIllumParams &ip);
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void AffectReflMap(ShadeContext &sc, SIllumParams &ip, Color &rcol) { rcol *= ip.spec; };
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void SetShininess(float shininess, float shineStr) {
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fs = (float)pow(2.0,shininess*10.0);
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shin_str = shineStr;
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}
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float EvalHilite(float x) {
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return shin_str*(float)pow((double)cos(x*M_PI),(double)fs);
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}
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};
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#endif
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