/*==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 . 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 plMaxLightContext_inc #define plMaxLightContext_inc #include "hsGeometry3.h" class plMaxLightContext : public ShadeContext { protected: TimeValue fCurrentTime; Box3 fBounds; Point3 fPos; Point3 fNorm; Point3 fPertNorm; public: plMaxLightContext(const Box3& b, TimeValue t=0) { fBounds = b; fCurrentTime = t; doMaps = true; filterMaps = true; backFace = false; xshadeID = 0; mtlNum = 0; } void SetPoint(const Point3& p, const Point3& n) { fPos = p; fNorm = fPertNorm = n; } // Must be world space coming in. void SetPoint(const hsPoint3& p, const hsVector3& n) { fPos = Point3(p.fX,p.fY,p.fZ); fNorm = fPertNorm = Point3(n.fX,n.fY,n.fZ); } // Must be world space coming in. virtual BOOL InMtlEditor() { return false; } // is this rendering the mtl editor sample sphere? virtual LightDesc* Light(int n) { return nil; } // get the nth light. virtual TimeValue CurTime() { return fCurrentTime; } // current time value virtual int FaceNumber() { return 0; } virtual Point3 Normal() { return fPertNorm; } // interpolated surface normal, in cameara coords: affected by SetNormal() virtual void SetNormal(Point3 p) { fPertNorm = p; } // used for perturbing normal virtual Point3 OrigNormal() { return fNorm; } // original surface normal: not affected by SetNormal(); virtual Point3 GNormal() { return fNorm; } // geometric (face) normal virtual Point3 V() { return Point3(0.f,1.f,0.f); } // Unit view vector: from camera towards P virtual void SetView(Point3 p) { } // Set the view vector virtual Point3 ReflectVector() { return V(); } // reflection vector virtual Point3 RefractVector(float ior) { return V(); } // refraction vector virtual Point3 CamPos() { return Point3(0,0,0); } // camera position virtual Point3 P() { return fPos; } // point to be shaded; virtual Point3 DP() { return Point3(0,0,0); } // deriv of P, relative to pixel, for AA virtual Point3 PObj() { return P(); } // point in obj coords virtual Point3 DPObj() { return DP(); } // deriv of PObj, rel to pixel, for AA virtual Box3 ObjectBox() { return fBounds; } // Object extents box in obj coords virtual Point3 PObjRelBox(); // Point rel to obj box [-1 .. +1 ] virtual Point3 DPObjRelBox() { return Point3(0,0,0); } // deriv of Point rel to obj box [-1 .. +1 ] virtual void ScreenUV(Point2& uv, Point2 &duv) {uv.Set(0,0); duv.Set(0,0); } // screen relative uv (from lower left) virtual IPoint2 ScreenCoord() { return IPoint2(0,0); } // integer screen coordinate (from upper left) virtual Point3 UVW(int channel=0) { return Point3(0,0,0); } // return UVW coords for point virtual Point3 DUVW(int channel=0) { return Point3(0,0,0); } // return UVW derivs for point virtual void DPdUVW(Point3 dP[3],int channel=0) { dP[0] = dP[1] = dP[2] = Point3(0,0,0); } // Bump vectors for UVW (camera space) virtual void GetBGColor(Color &bgcol, Color& transp, BOOL fogBG=TRUE) { bgcol.Black(); transp.Black(); } // returns Background color, bg transparency virtual Point3 PointTo(const Point3& p, RefFrame ito) { return p; } virtual Point3 PointFrom(const Point3& p, RefFrame ifrom) { return p; } virtual Point3 VectorTo(const Point3& p, RefFrame ito) { return p; } virtual Point3 VectorFrom(const Point3& p, RefFrame ifrom) { return p; } }; inline Point3 plMaxLightContext::PObjRelBox(void) { Point3 q; Point3 p = PObj(); Box3 b = ObjectBox(); q.x = 2.0f*(p.x-b.pmin.x)/(b.pmax.x-b.pmin.x) - 1.0f; q.y = 2.0f*(p.y-b.pmin.y)/(b.pmax.y-b.pmin.y) - 1.0f; q.z = 2.0f*(p.z-b.pmin.z)/(b.pmax.z-b.pmin.z) - 1.0f; return q; } class plMaxRendContext : public RendContext { public: Matrix3 WorldToCam() const { return Matrix3(1); } Color GlobalLightLevel() const { return Color(1.f, 1.f, 1.f); } int Progress(int done, int total) { return 1; } }; #endif // plMaxLightContext_inc