You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
140 lines
5.5 KiB
140 lines
5.5 KiB
/*==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 <http://www.gnu.org/licenses/>. |
|
|
|
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==*/ |
|
|
|
#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
|
|
|