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140 lines
4.5 KiB
140 lines
4.5 KiB
/*==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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