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301 lines
9.7 KiB
301 lines
9.7 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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#include "HeadSpin.h" |
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#include "max.h" |
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//#include "mtlhdr.h" |
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#include "Shaders.h" |
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//=========================================================================== |
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// Useful variables... |
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//=========================================================================== |
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static PhongShader phongShader; |
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static BlinnShader blinnShader; |
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static MetalShader metalShader; |
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static hsMaxShader plasmaShader; |
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static Shader *shaders[3] = { |
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&phongShader, |
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&metalShader, |
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&blinnShader, |
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}; |
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AColor black(0.0f,0.0f,0.0f,0.0f); |
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//=========================================================================== |
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// Useful functions... |
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//=========================================================================== |
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Shader *GetShader(int s) { return shaders[s]; }; |
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#if 1 |
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// Quadratic |
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static inline float Soften(float r) { |
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return r*(2.0f-r); |
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} |
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#else |
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// Cubic |
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static inline float Soften(float r) { |
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return r*r*(3.0f-2.0f*r); |
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} |
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#endif |
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float CompK(float f0) { |
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return float(2.0*sqrt(f0)/sqrt(1.0-f0)); |
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} |
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float fres_metal(float c, float k) { |
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float b,rpl, rpp,c2; |
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b = k*k + 1.0f; |
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c2 = c*c; |
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rpl = (b*c2-2*c+1)/(b*c2+2*c+1); |
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rpp = (b-2*c+c2)/(b+2*c+c2); |
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return (.5f*(rpl+rpp)); |
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} |
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//=========================================================================== |
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// Phong shader... don't know if this is ever going to be used |
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//=========================================================================== |
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void PhongShader::Illum(ShadeContext &sc, SIllumParams &ip) { |
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LightDesc *l; |
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Color lightCol; |
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BOOL is_shiny; |
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Point3 R; |
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if (is_shiny=(ip.sh_str>0.0f)) |
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R = sc.ReflectVector(); |
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for (int i=0; i<sc.nLights; i++) { |
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l = sc.Light(i); |
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register float NL, diffCoef; |
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Point3 L; |
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if (l->Illuminate(sc,ip.N,lightCol,L,NL,diffCoef)) { |
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// diffuse |
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if (NL<=0.0f) |
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continue; |
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if (l->affectDiffuse) |
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ip.diffIllum += diffCoef*lightCol; |
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if (is_shiny&&l->affectSpecular) { |
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// specular (Phong) |
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float c = DotProd(L,R); |
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if (c>0.0f) { |
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if (ip.softThresh!=0.0&&diffCoef<ip.softThresh) { |
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float r = diffCoef/ip.softThresh; |
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c *= Soften(r); |
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} |
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c = (float)pow((double)c, (double)ip.ph_exp); // could use table lookup for speed |
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ip.specIllum += c*ip.sh_str*lightCol; |
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} |
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} |
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} |
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} |
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ip.specIllum *= ip.spec; |
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} |
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//=========================================================================== |
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// hsMax shader... write this? |
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//=========================================================================== |
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void hsMaxShader::Illum(ShadeContext &sc, SIllumParams &ip) { |
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LightDesc *l; |
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Color lightCol; |
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BOOL is_shiny; |
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Point3 R; |
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if (is_shiny=(ip.sh_str>0.0f)) |
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R = sc.ReflectVector(); |
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for (int i=0; i<sc.nLights; i++) { |
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l = sc.Light(i); |
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register float NL, diffCoef; |
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Point3 L; |
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if (l->Illuminate(sc,ip.N,lightCol,L,NL,diffCoef)) { |
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// diffuse |
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if (NL<=0.0f) |
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continue; |
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if (l->affectDiffuse) |
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ip.diffIllum += diffCoef*lightCol; |
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if (is_shiny&&l->affectSpecular) { |
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// specular |
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float c = DotProd(L,R); |
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if (c>0.0f) { |
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c = (float)pow((double)c, (double)ip.ph_exp); // could use table lookup for speed |
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ip.specIllum += c*ip.sh_str*lightCol; |
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} |
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} |
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} |
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} |
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ip.specIllum *= ip.spec; |
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} |
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//=========================================================================== |
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// Blinn shader... don't know if this is ever going to be used |
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//=========================================================================== |
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void BlinnShader::Illum(ShadeContext &sc, SIllumParams &ip) { |
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LightDesc *l; |
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Color lightCol; |
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// Blinn style phong |
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BOOL is_shiny=(ip.sh_str>0.0f)?1:0; |
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double ph_exp = double(ip.ph_exp)*4.0; // This is to make the hilite compatible with normal phong |
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for (int i=0; i<sc.nLights; i++) { |
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l = sc.Light(i); |
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register float NL, diffCoef; |
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Point3 L; |
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if (l->Illuminate(sc,ip.N,lightCol,L,NL,diffCoef)) { |
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// diffuse |
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if (NL<=0.0f) |
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continue; |
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if (l->affectDiffuse) |
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ip.diffIllum += diffCoef*lightCol; |
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// specular (Phong) |
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if (is_shiny&&l->affectSpecular) { |
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Point3 H = FNormalize(L-ip.V); |
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float c = DotProd(ip.N,H); |
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if (c>0.0f) { |
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if (ip.softThresh!=0.0&&diffCoef<ip.softThresh) { |
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c *= Soften(diffCoef/ip.softThresh); |
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} |
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c = (float)pow((double)c, ph_exp); // could use table lookup for speed |
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ip.specIllum += c*ip.sh_str*lightCol; |
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} |
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} |
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} |
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} |
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ip.specIllum *= ip.spec; |
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} |
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//=========================================================================== |
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// Metal shader... don't know if this is ever going to be used |
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//=========================================================================== |
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void MetalShader::Illum(ShadeContext &sc, SIllumParams &ip) { |
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LightDesc *l; |
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Color lightCol; |
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BOOL gotKav = FALSE; |
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float kav, fav0, m2inv,NV; |
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//IPoint2 sp = sc.ScreenCoord(); |
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BOOL is_shiny; |
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if (ip.sh_str>0.0f) { |
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NV = -DotProd(ip.N,ip.V); // N dot V: view vector is TOWARDS us. |
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is_shiny = 1; |
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float r = 1.0f-ip.shine; |
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if (r==0.0f) r = .00001f; |
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m2inv = 1.0f/(r*r); |
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} |
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else |
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is_shiny = 0; |
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for (int i=0; i<sc.nLights; i++) { |
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l = sc.Light(i); |
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register float NL, diffCoef; |
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Point3 L; |
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if (!l->Illuminate(sc,ip.N,lightCol,L,NL,diffCoef)) |
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continue; |
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// diffuse |
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if (NL>0.0f&&l->affectDiffuse) // TBD is the NL test necessary? |
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ip.diffIllum += diffCoef*lightCol; |
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if (is_shiny&&l->affectSpecular) { // SPECULAR |
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Color fcol; |
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float LH,NH,VH; |
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float sec2; // Was double?? TBD |
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Point3 H; |
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if (NV<0.0f) continue; |
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H = FNormalize(L-ip.V); |
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LH = DotProd(L,H); // cos(phi) |
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NH = DotProd(ip.N,H); // cos(alpha) |
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if (NH==0.0f) continue; |
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VH = -DotProd(ip.V,H); |
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// compute geometrical attenuation factor |
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float G = (NV<NL)? (2.0f*NV*NH/VH): (2.0f*NL*NH/VH); |
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if (G>0.0f) { |
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// Compute (approximate) indices of refraction |
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// this can be factored out for non-texture-mapped mtls |
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if (!gotKav) { |
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fav0 = Intens(ip.diff); |
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if (fav0>=1.0f) fav0 = .9999f; |
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kav = CompK(fav0); |
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gotKav = TRUE; |
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} |
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float fav = fres_metal(LH,kav); |
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float t = (fav-fav0)/(1.0f-fav0); |
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fcol = (1.0f-t)*ip.diff + Color(t,t,t); |
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// Beckman distribution (from Cook-Torrance paper) |
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sec2 = 1.0f/(NH*NH); // 1/sqr(cos) |
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float D = (.5f/PI)*sec2*sec2*m2inv*(float)exp((1.0f-sec2)*m2inv); |
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if (G>1.0f) G = 1.0f; |
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float Rs = ip.sh_str*D*G/(NV+.05f); |
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ip.specIllum += fcol*Rs*lightCol; |
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} |
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} |
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} |
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ip.diffIllum *= 1.0f - ip.sh_str; |
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} |
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void MetalShader::SetShininess(float shininess, float shineStr) { |
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float r = 1.0f-shininess; |
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if (r==0.0f) r = .00001f; |
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fm2inv = 1.0f/(r*r); |
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fshin_str = shineStr; |
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} |
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float MetalShader::EvalHilite(float x) { |
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float c = (float)cos(x*PI); |
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float sec2 = 1.0f/(c*c); /* 1/sqr(cos) */ |
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return fshin_str*(.5f/PI)*sec2*sec2*fm2inv*(float)exp((1.0f-sec2)*fm2inv); |
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} |
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