kicad/3d-viewer/3d_rendering/3d_render_raytracing/cmaterial.h

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/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright (C) 1992-2015 KiCad Developers, see AUTHORS.txt for contributors.
*
* 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 2
* 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, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
/**
* @file cmaterial.h
* @brief
*/
#ifndef _CMATERIAL_H_
#define _CMATERIAL_H_
#include "ray.h"
#include "hitinfo.h"
///
class GLM_ALIGN(CLASS_ALIGNMENT) CMATERIAL
{
public:
CMATERIAL();
CMATERIAL( const SFVEC3F &aAmbient, const SFVEC3F &aEmissive, const SFVEC3F &aSpecular, float aShinness, float aTransparency );
const SFVEC3F &GetAmbientColor() const { return m_ambientColor; }
const SFVEC3F &GetEmissiveColor() const { return m_emissiveColor; }
const SFVEC3F &GetSpecularColor() const { return m_specularColor; }
float GetShinness() const { return m_shinness; }
float GetTransparency() const { return m_transparency; }
void SetCastShadows( bool aCastShadows ) { m_cast_shadows = aCastShadows; }
bool GetCastShadows() const { return m_cast_shadows; }
virtual SFVEC3F Shade( const RAY &aRay, const HITINFO &aHitInfo, float NdotL, const SFVEC3F &aDiffuseObjColor, const SFVEC3F &aDirToLight, const SFVEC3F &aLightColor, bool aIsInShadow ) const = 0;
/*
virtual SFVEC3F GetReflect(Vec3f point){ return reflectiveColor;}
virtual Vec3f GetTrans(Vec3f point){ return transparentColor;}
virtual float getIndexOfRefrac(Vec3f point){ return indexOfRefraction;}
virtual bool isReflect(Vec3f point){return ((reflectiveColor.x()>0)||(reflectiveColor.y()>0)||(reflectiveColor.z()>0));}
virtual bool isTransparent(Vec3f point){return ((transparentColor.x()>0)||(transparentColor.y()>0)||(transparentColor.z()>0));}
*/
protected:
SFVEC3F m_ambientColor;
// NOTE: we will not use diffuse color material here,
// because it will be stored in object, since there are objects (i.e: triangles)
// that can have per vertex color
SFVEC3F m_emissiveColor;
SFVEC3F m_specularColor;
float m_shinness;
float m_transparency; ///< 1.0 is completely transparent, 0.0 completely opaque
bool m_cast_shadows; ///< true if this object will block the light
};
/// https://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model
class GLM_ALIGN(CLASS_ALIGNMENT) CBLINN_PHONG_MATERIAL : public CMATERIAL
{
public:
CBLINN_PHONG_MATERIAL() : CMATERIAL() {}
CBLINN_PHONG_MATERIAL( const SFVEC3F &aAmbient,
const SFVEC3F &aEmissive,
const SFVEC3F &aSpecular,
float aShinness,
float aTransparency ) :
CMATERIAL( aAmbient, aEmissive, aSpecular, aShinness, aTransparency ) {}
SFVEC3F Shade( const RAY &aRay, const HITINFO &aHitInfo, float NdotL, const SFVEC3F &aDiffuseObjColor, const SFVEC3F &aDirToLight, const SFVEC3F &aLightColor, bool aIsInShadow ) const;
};
#endif // _CMATERIAL_H_