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.
156 lines
5.3 KiB
156 lines
5.3 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 __SHADERS_H |
|
#define __SHADERS_H |
|
|
|
class Shader; |
|
|
|
//=========================================================================== |
|
// Interface tools... |
|
//=========================================================================== |
|
|
|
struct SIllumParams { |
|
unsigned long flags; |
|
float sh_str, ph_exp, shine, softThresh; |
|
Color amb, diff, spec; |
|
Point3 N, V; |
|
Color diffIllum, specIllum; |
|
}; |
|
|
|
const int SHADER_PHONG = 0; |
|
const int SHADER_METAL = 1; |
|
const int SHADER_BLINN = 2; |
|
const int SHADER_PLASMA = 3; |
|
|
|
// Return shader of given type, using indices above... |
|
Shader *GetShader(int s); |
|
|
|
extern AColor black; |
|
|
|
//=========================================================================== |
|
// Abstract shader... |
|
//=========================================================================== |
|
|
|
class Shader { |
|
public: |
|
virtual void Illum(ShadeContext &sc, SIllumParams &ip)=0; |
|
virtual void AffectReflMap(ShadeContext &sc, SIllumParams &ip, Color &rcol)=0; |
|
virtual void SetShininess(float shininess, float shineStr)=0; |
|
virtual float EvalHilite(float x)=0; |
|
}; |
|
|
|
//=========================================================================== |
|
// Phong shader... |
|
//=========================================================================== |
|
|
|
class PhongShader : public Shader { |
|
float fs; |
|
float shin_str; |
|
public: |
|
void Illum(ShadeContext &sc, SIllumParams &ip); |
|
void AffectReflMap(ShadeContext &sc, SIllumParams &ip, Color &rcol) { rcol *= ip.spec; }; |
|
void SetShininess(float shininess, float shineStr) { |
|
fs = (float)pow(2.0,shininess*10.0); |
|
shin_str = shineStr; |
|
} |
|
float EvalHilite(float x) { |
|
return shin_str*(float)pow((double)cos(x*PI),(double)fs); |
|
} |
|
}; |
|
|
|
//=========================================================================== |
|
// Blinn shader... |
|
//=========================================================================== |
|
|
|
class BlinnShader : public Shader { |
|
float fs; |
|
float shin_str; |
|
public: |
|
void Illum(ShadeContext &sc, SIllumParams &ip); |
|
void AffectReflMap(ShadeContext &sc, SIllumParams &ip, Color &rcol) { rcol *= ip.spec; }; |
|
void SetShininess(float shininess, float shineStr) { |
|
fs = (float)pow(2.0,shininess*10.0); |
|
shin_str = shineStr; |
|
} |
|
float EvalHilite(float x) { |
|
return shin_str*(float)pow((double)cos(x*PI),(double)fs); |
|
} |
|
}; |
|
|
|
//=========================================================================== |
|
// Metal shader... |
|
//=========================================================================== |
|
|
|
class MetalShader : public Shader { |
|
float fm2inv, fshin_str; |
|
public: |
|
void Illum(ShadeContext &sc, SIllumParams &ip); |
|
void AffectReflMap(ShadeContext &sc, SIllumParams &ip, Color &rcol) { rcol *= ip.diff; }; |
|
void SetShininess(float shininess, float shineStr); |
|
float EvalHilite(float x); |
|
}; |
|
|
|
//=========================================================================== |
|
// hsMax layer shader... |
|
//=========================================================================== |
|
|
|
class hsMaxShader : public Shader { |
|
float fs; |
|
float shin_str; |
|
public: |
|
void Illum(ShadeContext &sc, SIllumParams &ip); |
|
void AffectReflMap(ShadeContext &sc, SIllumParams &ip, Color &rcol) { rcol *= ip.spec; }; |
|
void SetShininess(float shininess, float shineStr) { |
|
fs = (float)pow(2.0,shininess*10.0); |
|
shin_str = shineStr; |
|
} |
|
float EvalHilite(float x) { |
|
return shin_str*(float)pow((double)cos(x*PI),(double)fs); |
|
} |
|
}; |
|
|
|
|
|
|
|
|
|
|
|
#endif |
|
|
|
|