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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 plMaxLightContext_inc
#define plMaxLightContext_inc
#include "hsGeometry3.h"
class plMaxLightContext : public ShadeContext
{
protected:
TimeValue fCurrentTime;
Box3 fBounds;
Point3 fPos;
Point3 fNorm;
Point3 fPertNorm;
public:
plMaxLightContext(const Box3& b, TimeValue t=0)
{
fBounds = b;
fCurrentTime = t;
doMaps = true;
filterMaps = true;
backFace = false;
xshadeID = 0;
mtlNum = 0;
}
void SetPoint(const Point3& p, const Point3& n) { fPos = p; fNorm = fPertNorm = n; } // Must be world space coming in.
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.
virtual BOOL InMtlEditor() { return false; } // is this rendering the mtl editor sample sphere?
virtual LightDesc* Light(int n) { return nil; } // get the nth light.
virtual TimeValue CurTime() { return fCurrentTime; } // current time value
virtual int FaceNumber() { return 0; }
virtual Point3 Normal() { return fPertNorm; } // interpolated surface normal, in cameara coords: affected by SetNormal()
virtual void SetNormal(Point3 p) { fPertNorm = p; } // used for perturbing normal
virtual Point3 OrigNormal() { return fNorm; } // original surface normal: not affected by SetNormal();
virtual Point3 GNormal() { return fNorm; } // geometric (face) normal
virtual Point3 V() { return Point3(0.f,1.f,0.f); } // Unit view vector: from camera towards P
virtual void SetView(Point3 p) { } // Set the view vector
virtual Point3 ReflectVector() { return V(); } // reflection vector
virtual Point3 RefractVector(float ior) { return V(); } // refraction vector
virtual Point3 CamPos() { return Point3(0,0,0); } // camera position
virtual Point3 P() { return fPos; } // point to be shaded;
virtual Point3 DP() { return Point3(0,0,0); } // deriv of P, relative to pixel, for AA
virtual Point3 PObj() { return P(); } // point in obj coords
virtual Point3 DPObj() { return DP(); } // deriv of PObj, rel to pixel, for AA
virtual Box3 ObjectBox() { return fBounds; } // Object extents box in obj coords
virtual Point3 PObjRelBox(); // Point rel to obj box [-1 .. +1 ]
virtual Point3 DPObjRelBox() { return Point3(0,0,0); } // deriv of Point rel to obj box [-1 .. +1 ]
virtual void ScreenUV(Point2& uv, Point2 &duv) {uv.Set(0,0); duv.Set(0,0); } // screen relative uv (from lower left)
virtual IPoint2 ScreenCoord() { return IPoint2(0,0); } // integer screen coordinate (from upper left)
virtual Point3 UVW(int channel=0) { return Point3(0,0,0); } // return UVW coords for point
virtual Point3 DUVW(int channel=0) { return Point3(0,0,0); } // return UVW derivs for point
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)
virtual void GetBGColor(Color &bgcol, Color& transp, BOOL fogBG=TRUE) { bgcol.Black(); transp.Black(); } // returns Background color, bg transparency
virtual Point3 PointTo(const Point3& p, RefFrame ito) { return p; }
virtual Point3 PointFrom(const Point3& p, RefFrame ifrom) { return p; }
virtual Point3 VectorTo(const Point3& p, RefFrame ito) { return p; }
virtual Point3 VectorFrom(const Point3& p, RefFrame ifrom) { return p; }
};
inline Point3 plMaxLightContext::PObjRelBox(void)
{
Point3 q;
Point3 p = PObj();
Box3 b = ObjectBox();
q.x = 2.0f*(p.x-b.pmin.x)/(b.pmax.x-b.pmin.x) - 1.0f;
q.y = 2.0f*(p.y-b.pmin.y)/(b.pmax.y-b.pmin.y) - 1.0f;
q.z = 2.0f*(p.z-b.pmin.z)/(b.pmax.z-b.pmin.z) - 1.0f;
return q;
}
class plMaxRendContext : public RendContext
{
public:
Matrix3 WorldToCam() const { return Matrix3(1); }
Color GlobalLightLevel() const { return Color(1.f, 1.f, 1.f); }
int Progress(int done, int total) {
return 1;
}
};
#endif // plMaxLightContext_inc