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Initial Commit of CyanWorlds.com Engine Open Source Client/Plugin
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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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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 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*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*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*PI),(double)fs);
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}
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};
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#endif
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