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

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/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright (C) 1992-2016 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.cpp
* @brief
*/
#include "cmaterial.h"
#include <wx/debug.h>
CMATERIAL::CMATERIAL()
{
m_ambientColor = SFVEC3F( 0.2f, 0.2f, 0.2f );
m_emissiveColor = SFVEC3F( 0.0f, 0.0f, 0.0f );
m_specularColor = SFVEC3F( 1.0f, 1.0f, 1.0f );
m_shinness = 50.2f;
m_transparency = 0.0f; // completely opaque
m_cast_shadows = true;
m_reflection = 0.0f;
}
CMATERIAL::CMATERIAL( const SFVEC3F &aAmbient,
const SFVEC3F &aEmissive,
const SFVEC3F &aSpecular,
float aShinness,
float aTransparency,
float aReflection )
{
wxASSERT( aReflection >= 0.0f );
wxASSERT( aReflection <= 1.0f );
wxASSERT( aTransparency >= 0.0f );
wxASSERT( aTransparency <= 1.0f );
wxASSERT( aShinness >= 0.0f );
wxASSERT( aShinness <= 180.0f );
m_ambientColor = aAmbient;
m_emissiveColor = aEmissive;
m_specularColor = aSpecular;
m_shinness = aShinness;
m_transparency = aTransparency;
m_reflection = aReflection;
m_cast_shadows = true;
}
// This may be a good value if based on nr of lights
// that contribute to the illumination of that point
#define AMBIENT_FACTOR (1.0f/6.0f)
#define SPECULAR_FACTOR 1.000f
// https://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model
SFVEC3F CBLINN_PHONG_MATERIAL::Shade( const RAY &aRay,
const HITINFO &aHitInfo,
float NdotL,
const SFVEC3F &aDiffuseObjColor,
const SFVEC3F &aDirToLight,
const SFVEC3F &aLightColor,
float aShadowAttenuationFactor ) const
{
wxASSERT( NdotL >= FLT_EPSILON );
//const float ambientFactor = AMBIENT_FACTOR;
// This is a hack to get some kind of fake ambient illumination
// There is no logic behind this, just pure artistic experimentation
const float ambientFactor = glm::max( ( (1.0f - NdotL) /** (1.0f - NdotL)*/ ) *
( AMBIENT_FACTOR + AMBIENT_FACTOR ),
AMBIENT_FACTOR );
if( aShadowAttenuationFactor > FLT_EPSILON )
{
// Calculate the diffuse light factoring in light color,
// power and the attenuation
const SFVEC3F diffuse = NdotL * aLightColor;
// Calculate the half vector between the light vector and the view vector.
const SFVEC3F H = glm::normalize( aDirToLight - aRay.m_Dir );
//Intensity of the specular light
const float NdotH = glm::dot( H, aHitInfo.m_HitNormal );
const float intensitySpecular = glm::pow( glm::max( NdotH, 0.0f ),
m_shinness );
return m_ambientColor * ambientFactor +
aShadowAttenuationFactor * ( diffuse * aDiffuseObjColor +
SPECULAR_FACTOR *
aLightColor *
intensitySpecular *
m_specularColor );
}
return m_ambientColor * ambientFactor;
}