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140 lines
5.9 KiB
140 lines
5.9 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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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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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 plMaxLightContext_inc |
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#define plMaxLightContext_inc |
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#include "hsGeometry3.h" |
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class plMaxLightContext : public ShadeContext |
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{ |
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protected: |
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TimeValue fCurrentTime; |
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Box3 fBounds; |
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Point3 fPos; |
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Point3 fNorm; |
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Point3 fPertNorm; |
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public: |
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plMaxLightContext(const Box3& b, TimeValue t=0) |
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{ |
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fBounds = b; |
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fCurrentTime = t; |
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doMaps = true; |
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filterMaps = true; |
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backFace = false; |
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xshadeID = 0; |
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mtlNum = 0; |
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} |
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void SetPoint(const Point3& p, const Point3& n) { fPos = p; fNorm = fPertNorm = n; } // Must be world space coming in. |
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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. |
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virtual BOOL InMtlEditor() { return false; } // is this rendering the mtl editor sample sphere? |
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virtual LightDesc* Light(int n) { return nil; } // get the nth light. |
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virtual TimeValue CurTime() { return fCurrentTime; } // current time value |
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virtual int FaceNumber() { return 0; } |
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virtual Point3 Normal() { return fPertNorm; } // interpolated surface normal, in cameara coords: affected by SetNormal() |
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virtual void SetNormal(Point3 p) { fPertNorm = p; } // used for perturbing normal |
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virtual Point3 OrigNormal() { return fNorm; } // original surface normal: not affected by SetNormal(); |
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virtual Point3 GNormal() { return fNorm; } // geometric (face) normal |
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virtual Point3 V() { return Point3(0.f,1.f,0.f); } // Unit view vector: from camera towards P |
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virtual void SetView(Point3 p) { } // Set the view vector |
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virtual Point3 ReflectVector() { return V(); } // reflection vector |
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virtual Point3 RefractVector(float ior) { return V(); } // refraction vector |
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virtual Point3 CamPos() { return Point3(0,0,0); } // camera position |
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virtual Point3 P() { return fPos; } // point to be shaded; |
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virtual Point3 DP() { return Point3(0,0,0); } // deriv of P, relative to pixel, for AA |
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virtual Point3 PObj() { return P(); } // point in obj coords |
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virtual Point3 DPObj() { return DP(); } // deriv of PObj, rel to pixel, for AA |
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virtual Box3 ObjectBox() { return fBounds; } // Object extents box in obj coords |
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virtual Point3 PObjRelBox(); // Point rel to obj box [-1 .. +1 ] |
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virtual Point3 DPObjRelBox() { return Point3(0,0,0); } // deriv of Point rel to obj box [-1 .. +1 ] |
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virtual void ScreenUV(Point2& uv, Point2 &duv) {uv.Set(0,0); duv.Set(0,0); } // screen relative uv (from lower left) |
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virtual IPoint2 ScreenCoord() { return IPoint2(0,0); } // integer screen coordinate (from upper left) |
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virtual Point3 UVW(int channel=0) { return Point3(0,0,0); } // return UVW coords for point |
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virtual Point3 DUVW(int channel=0) { return Point3(0,0,0); } // return UVW derivs for point |
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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) |
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virtual void GetBGColor(Color &bgcol, Color& transp, BOOL fogBG=TRUE) { bgcol.Black(); transp.Black(); } // returns Background color, bg transparency |
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virtual Point3 PointTo(const Point3& p, RefFrame ito) { return p; } |
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virtual Point3 PointFrom(const Point3& p, RefFrame ifrom) { return p; } |
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virtual Point3 VectorTo(const Point3& p, RefFrame ito) { return p; } |
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virtual Point3 VectorFrom(const Point3& p, RefFrame ifrom) { return p; } |
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}; |
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inline Point3 plMaxLightContext::PObjRelBox(void) |
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{ |
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Point3 q; |
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Point3 p = PObj(); |
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Box3 b = ObjectBox(); |
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q.x = 2.0f*(p.x-b.pmin.x)/(b.pmax.x-b.pmin.x) - 1.0f; |
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q.y = 2.0f*(p.y-b.pmin.y)/(b.pmax.y-b.pmin.y) - 1.0f; |
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q.z = 2.0f*(p.z-b.pmin.z)/(b.pmax.z-b.pmin.z) - 1.0f; |
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return q; |
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} |
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class plMaxRendContext : public RendContext |
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{ |
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public: |
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Matrix3 WorldToCam() const { return Matrix3(1); } |
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Color GlobalLightLevel() const { return Color(1.f, 1.f, 1.f); } |
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int Progress(int done, int total) { |
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return 1; |
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} |
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}; |
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#endif // plMaxLightContext_inc
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