/*==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 . 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==*/ #include "hsTypes.h" #include "max.h" //#include "mtlhdr.h" #include "Shaders.h" //=========================================================================== // Useful variables... //=========================================================================== static PhongShader phongShader; static BlinnShader blinnShader; static MetalShader metalShader; static hsMaxShader plasmaShader; static Shader *shaders[3] = { &phongShader, &metalShader, &blinnShader, }; AColor black(0.0f,0.0f,0.0f,0.0f); //=========================================================================== // Useful functions... //=========================================================================== Shader *GetShader(int s) { return shaders[s]; }; #if 1 // Quadratic static inline float Soften(float r) { return r*(2.0f-r); } #else // Cubic static inline float Soften(float r) { return r*r*(3.0f-2.0f*r); } #endif float CompK(float f0) { return float(2.0*sqrt(f0)/sqrt(1.0-f0)); } float fres_metal(float c, float k) { float b,rpl, rpp,c2; b = k*k + 1.0f; c2 = c*c; rpl = (b*c2-2*c+1)/(b*c2+2*c+1); rpp = (b-2*c+c2)/(b+2*c+c2); return (.5f*(rpl+rpp)); } //=========================================================================== // Phong shader... don't know if this is ever going to be used //=========================================================================== void PhongShader::Illum(ShadeContext &sc, SIllumParams &ip) { LightDesc *l; Color lightCol; BOOL is_shiny; Point3 R; if (is_shiny=(ip.sh_str>0.0f)) R = sc.ReflectVector(); for (int i=0; iIlluminate(sc,ip.N,lightCol,L,NL,diffCoef)) { // diffuse if (NL<=0.0f) continue; if (l->affectDiffuse) ip.diffIllum += diffCoef*lightCol; if (is_shiny&&l->affectSpecular) { // specular (Phong) float c = DotProd(L,R); if (c>0.0f) { if (ip.softThresh!=0.0&&diffCoef0.0f)) R = sc.ReflectVector(); for (int i=0; iIlluminate(sc,ip.N,lightCol,L,NL,diffCoef)) { // diffuse if (NL<=0.0f) continue; if (l->affectDiffuse) ip.diffIllum += diffCoef*lightCol; if (is_shiny&&l->affectSpecular) { // specular float c = DotProd(L,R); if (c>0.0f) { c = (float)pow((double)c, (double)ip.ph_exp); // could use table lookup for speed ip.specIllum += c*ip.sh_str*lightCol; } } } } ip.specIllum *= ip.spec; } //=========================================================================== // Blinn shader... don't know if this is ever going to be used //=========================================================================== void BlinnShader::Illum(ShadeContext &sc, SIllumParams &ip) { LightDesc *l; Color lightCol; // Blinn style phong BOOL is_shiny=(ip.sh_str>0.0f)?1:0; double ph_exp = double(ip.ph_exp)*4.0; // This is to make the hilite compatible with normal phong for (int i=0; iIlluminate(sc,ip.N,lightCol,L,NL,diffCoef)) { // diffuse if (NL<=0.0f) continue; if (l->affectDiffuse) ip.diffIllum += diffCoef*lightCol; // specular (Phong) if (is_shiny&&l->affectSpecular) { Point3 H = FNormalize(L-ip.V); float c = DotProd(ip.N,H); if (c>0.0f) { if (ip.softThresh!=0.0&&diffCoef0.0f) { NV = -DotProd(ip.N,ip.V); // N dot V: view vector is TOWARDS us. is_shiny = 1; float r = 1.0f-ip.shine; if (r==0.0f) r = .00001f; m2inv = 1.0f/(r*r); } else is_shiny = 0; for (int i=0; iIlluminate(sc,ip.N,lightCol,L,NL,diffCoef)) continue; // diffuse if (NL>0.0f&&l->affectDiffuse) // TBD is the NL test necessary? ip.diffIllum += diffCoef*lightCol; if (is_shiny&&l->affectSpecular) { // SPECULAR Color fcol; float LH,NH,VH; float sec2; // Was double?? TBD Point3 H; if (NV<0.0f) continue; H = FNormalize(L-ip.V); LH = DotProd(L,H); // cos(phi) NH = DotProd(ip.N,H); // cos(alpha) if (NH==0.0f) continue; VH = -DotProd(ip.V,H); // compute geometrical attenuation factor float G = (NV0.0f) { // Compute (approximate) indices of refraction // this can be factored out for non-texture-mapped mtls if (!gotKav) { fav0 = Intens(ip.diff); if (fav0>=1.0f) fav0 = .9999f; kav = CompK(fav0); gotKav = TRUE; } float fav = fres_metal(LH,kav); float t = (fav-fav0)/(1.0f-fav0); fcol = (1.0f-t)*ip.diff + Color(t,t,t); // Beckman distribution (from Cook-Torrance paper) sec2 = 1.0f/(NH*NH); // 1/sqr(cos) float D = (.5f/PI)*sec2*sec2*m2inv*(float)exp((1.0f-sec2)*m2inv); if (G>1.0f) G = 1.0f; float Rs = ip.sh_str*D*G/(NV+.05f); ip.specIllum += fcol*Rs*lightCol; } } } ip.diffIllum *= 1.0f - ip.sh_str; } void MetalShader::SetShininess(float shininess, float shineStr) { float r = 1.0f-shininess; if (r==0.0f) r = .00001f; fm2inv = 1.0f/(r*r); fshin_str = shineStr; } float MetalShader::EvalHilite(float x) { float c = (float)cos(x*PI); float sec2 = 1.0f/(c*c); /* 1/sqr(cos) */ return fshin_str*(.5f/PI)*sec2*sec2*fm2inv*(float)exp((1.0f-sec2)*fm2inv); }