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/*==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/>.
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