2015-12-08 07:31:57 +00:00
|
|
|
/*
|
|
|
|
* This program source code file is part of KiCad, a free EDA CAD application.
|
|
|
|
*
|
2016-07-19 17:35:25 +00:00
|
|
|
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
|
|
|
|
* Copyright (C) 1992-2016 KiCad Developers, see AUTHORS.txt for contributors.
|
2015-12-08 07:31:57 +00:00
|
|
|
*
|
|
|
|
* 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"
|
2016-10-02 08:11:00 +00:00
|
|
|
#include "PerlinNoise.h"
|
2015-12-08 07:31:57 +00:00
|
|
|
|
2016-09-30 23:59:51 +00:00
|
|
|
/// A base class that can be used to derive a procedural generator implementation
|
|
|
|
class CPROCEDURALGENERATOR
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
CPROCEDURALGENERATOR();
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @brief Generate - Generates a 3D vector based on the ray and
|
|
|
|
* hit information depending on the implementation
|
|
|
|
* @param aRay: the camera ray that hits the object
|
|
|
|
* @param aHitInfo: the hit information
|
|
|
|
* @return the result of the procedural
|
|
|
|
*/
|
|
|
|
virtual SFVEC3F Generate( const RAY &aRay,
|
|
|
|
const HITINFO &aHitInfo ) const = 0;
|
|
|
|
|
|
|
|
protected:
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// Procedural generation of the board normals
|
|
|
|
class CBOARDNORMAL : public CPROCEDURALGENERATOR
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
CBOARDNORMAL() : CPROCEDURALGENERATOR() { m_scale = 1.0f; }
|
|
|
|
CBOARDNORMAL( float aScale );
|
|
|
|
|
|
|
|
// Imported from CPROCEDURALGENERATOR
|
|
|
|
SFVEC3F Generate( const RAY &aRay,
|
|
|
|
const HITINFO &aHitInfo ) const override;
|
|
|
|
private:
|
|
|
|
float m_scale;
|
|
|
|
};
|
|
|
|
|
|
|
|
// Procedural generation of the copper normals
|
|
|
|
class CCOPPERNORMAL : public CPROCEDURALGENERATOR
|
|
|
|
{
|
|
|
|
public:
|
2016-10-02 08:11:00 +00:00
|
|
|
CCOPPERNORMAL() : CPROCEDURALGENERATOR()
|
|
|
|
{
|
|
|
|
m_board_normal_generator = NULL;
|
|
|
|
m_scale = 1.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
CCOPPERNORMAL( float aScale, const CPROCEDURALGENERATOR *aBoardNormalGenerator );
|
2016-09-30 23:59:51 +00:00
|
|
|
|
|
|
|
// Imported from CPROCEDURALGENERATOR
|
|
|
|
SFVEC3F Generate( const RAY &aRay,
|
|
|
|
const HITINFO &aHitInfo ) const override;
|
|
|
|
private:
|
2016-10-02 08:11:00 +00:00
|
|
|
const CPROCEDURALGENERATOR *m_board_normal_generator;
|
|
|
|
PerlinNoise m_copper_perlin;
|
|
|
|
float m_scale;
|
2016-09-30 23:59:51 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
// Procedural generation of the solder mask
|
|
|
|
class CSOLDERMASKNORMAL : public CPROCEDURALGENERATOR
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
CSOLDERMASKNORMAL() : CPROCEDURALGENERATOR() { m_copper_normal_generator = NULL; }
|
2016-10-02 08:11:00 +00:00
|
|
|
CSOLDERMASKNORMAL( const CPROCEDURALGENERATOR *aCopperNormalGenerator );
|
2016-09-30 23:59:51 +00:00
|
|
|
|
|
|
|
// Imported from CPROCEDURALGENERATOR
|
|
|
|
SFVEC3F Generate( const RAY &aRay,
|
|
|
|
const HITINFO &aHitInfo ) const override;
|
|
|
|
private:
|
2016-10-02 08:11:00 +00:00
|
|
|
const CPROCEDURALGENERATOR *m_copper_normal_generator;
|
2016-09-30 23:59:51 +00:00
|
|
|
};
|
2016-07-19 17:35:25 +00:00
|
|
|
|
2016-10-02 08:11:00 +00:00
|
|
|
|
|
|
|
// Procedural generation of the plastic normals
|
|
|
|
class CPLASTICNORMAL : public CPROCEDURALGENERATOR
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
CPLASTICNORMAL() : CPROCEDURALGENERATOR()
|
|
|
|
{
|
|
|
|
m_scale = 1.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
CPLASTICNORMAL( float aScale );
|
|
|
|
|
|
|
|
// Imported from CPROCEDURALGENERATOR
|
|
|
|
SFVEC3F Generate( const RAY &aRay,
|
|
|
|
const HITINFO &aHitInfo ) const override;
|
|
|
|
private:
|
|
|
|
PerlinNoise m_perlin;
|
|
|
|
float m_scale;
|
|
|
|
};
|
|
|
|
|
|
|
|
|
2016-10-02 12:16:40 +00:00
|
|
|
// Procedural generation of the shiny plastic normals
|
2016-10-02 08:11:00 +00:00
|
|
|
class CPLASTICSHINENORMAL : public CPROCEDURALGENERATOR
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
CPLASTICSHINENORMAL() : CPROCEDURALGENERATOR()
|
|
|
|
{
|
|
|
|
m_scale = 1.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
CPLASTICSHINENORMAL( float aScale );
|
|
|
|
|
|
|
|
// Imported from CPROCEDURALGENERATOR
|
|
|
|
SFVEC3F Generate( const RAY &aRay,
|
|
|
|
const HITINFO &aHitInfo ) const override;
|
|
|
|
private:
|
|
|
|
PerlinNoise m_perlin;
|
|
|
|
float m_scale;
|
|
|
|
};
|
|
|
|
|
2016-10-02 12:16:40 +00:00
|
|
|
// Procedural generation of the shiny brushed metal
|
|
|
|
class CMETALBRUSHEDNORMAL : public CPROCEDURALGENERATOR
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
CMETALBRUSHEDNORMAL() : CPROCEDURALGENERATOR()
|
|
|
|
{
|
|
|
|
m_scale = 1.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
CMETALBRUSHEDNORMAL( float aScale );
|
|
|
|
|
|
|
|
// Imported from CPROCEDURALGENERATOR
|
|
|
|
SFVEC3F Generate( const RAY &aRay,
|
|
|
|
const HITINFO &aHitInfo ) const override;
|
|
|
|
private:
|
|
|
|
PerlinNoise m_perlin;
|
|
|
|
float m_scale;
|
|
|
|
};
|
2016-10-02 08:11:00 +00:00
|
|
|
|
2016-07-19 17:35:25 +00:00
|
|
|
/// A base material class that can be used to derive a material implementation
|
|
|
|
class CMATERIAL
|
2015-12-08 07:31:57 +00:00
|
|
|
{
|
|
|
|
public:
|
|
|
|
CMATERIAL();
|
2016-07-19 17:35:25 +00:00
|
|
|
CMATERIAL( const SFVEC3F &aAmbient,
|
|
|
|
const SFVEC3F &aEmissive,
|
|
|
|
const SFVEC3F &aSpecular,
|
|
|
|
float aShinness,
|
|
|
|
float aTransparency,
|
|
|
|
float aReflection );
|
|
|
|
|
|
|
|
const SFVEC3F &GetAmbientColor() const { return m_ambientColor; }
|
2015-12-08 07:31:57 +00:00
|
|
|
const SFVEC3F &GetEmissiveColor() const { return m_emissiveColor; }
|
|
|
|
const SFVEC3F &GetSpecularColor() const { return m_specularColor; }
|
|
|
|
|
2016-07-19 17:35:25 +00:00
|
|
|
float GetShinness() const { return m_shinness; }
|
2015-12-08 07:31:57 +00:00
|
|
|
float GetTransparency() const { return m_transparency; }
|
2016-07-19 17:35:25 +00:00
|
|
|
float GetReflection() const { return m_reflection; }
|
2017-01-21 12:30:05 +00:00
|
|
|
float GetAbsorvance() const { return m_absorbance; }
|
2017-01-21 22:17:12 +00:00
|
|
|
unsigned int GetNrRefractionsSamples() const { return m_refraction_nr_samples; }
|
|
|
|
unsigned int GetNrReflectionsSamples() const { return m_reflections_nr_samples; }
|
2017-01-21 12:30:05 +00:00
|
|
|
|
|
|
|
void SetAbsorvance( float aAbsorvanceFactor ) { m_absorbance = aAbsorvanceFactor; }
|
2017-01-21 22:17:12 +00:00
|
|
|
void SetNrRefractionsSamples( unsigned int aNrRefractions ) { m_refraction_nr_samples = aNrRefractions; }
|
|
|
|
void SetNrReflectionsSamples( unsigned int aNrReflections ) { m_reflections_nr_samples = aNrReflections; }
|
2015-12-08 07:31:57 +00:00
|
|
|
|
2016-07-19 17:35:25 +00:00
|
|
|
/**
|
|
|
|
* @brief SetCastShadows - Set if the material can receive shadows
|
|
|
|
* @param aCastShadows - true yes it can, false not it cannot
|
|
|
|
*/
|
|
|
|
void SetCastShadows( bool aCastShadows ) { m_cast_shadows = aCastShadows; }
|
2015-12-08 07:31:57 +00:00
|
|
|
|
2016-07-19 17:35:25 +00:00
|
|
|
bool GetCastShadows() const { return m_cast_shadows; }
|
2015-12-08 07:31:57 +00:00
|
|
|
|
2016-07-19 17:35:25 +00:00
|
|
|
/**
|
|
|
|
* @brief Shade - Shades an intersection point
|
|
|
|
* @param aRay: the camera ray that hits the object
|
|
|
|
* @param aHitInfo: the hit information
|
|
|
|
* @param NdotL: the dot product between Normal and Light
|
|
|
|
* @param aDiffuseObjColor: diffuse object color
|
|
|
|
* @param aDirToLight: a vector of the incident light direction
|
|
|
|
* @param aLightColor: the light color
|
|
|
|
* @param aShadowAttenuationFactor 0.0f total in shadow, 1.0f completely not in shadow
|
|
|
|
* @return the resultant color
|
|
|
|
*/
|
|
|
|
virtual SFVEC3F Shade( const RAY &aRay,
|
|
|
|
const HITINFO &aHitInfo,
|
|
|
|
float NdotL,
|
|
|
|
const SFVEC3F &aDiffuseObjColor,
|
|
|
|
const SFVEC3F &aDirToLight,
|
|
|
|
const SFVEC3F &aLightColor,
|
|
|
|
float aShadowAttenuationFactor ) const = 0;
|
2015-12-08 07:31:57 +00:00
|
|
|
|
2016-09-30 23:59:51 +00:00
|
|
|
void SetNormalPerturbator( const CPROCEDURALGENERATOR *aPerturbator ) { m_normal_perturbator = aPerturbator; }
|
|
|
|
const CPROCEDURALGENERATOR *GetNormalPerturbator() const { return m_normal_perturbator; }
|
|
|
|
|
2016-10-02 08:11:00 +00:00
|
|
|
void PerturbeNormal( SFVEC3F &aNormal, const RAY &aRay, const HITINFO &aHitInfo ) const;
|
|
|
|
|
2015-12-08 07:31:57 +00:00
|
|
|
protected:
|
2015-12-10 00:31:44 +00:00
|
|
|
SFVEC3F m_ambientColor;
|
2016-07-19 17:35:25 +00:00
|
|
|
|
2015-12-08 07:31:57 +00:00
|
|
|
// 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;
|
2017-01-21 22:17:12 +00:00
|
|
|
float m_transparency; ///< 1.0 is completely transparent, 0.0 completely opaque
|
|
|
|
float m_absorbance; ///< absorvance factor for the transparent material
|
|
|
|
float m_reflection; ///< 1.0 completely reflective, 0.0 no reflective
|
|
|
|
bool m_cast_shadows; ///< true if this object will block the light
|
|
|
|
unsigned int m_refraction_nr_samples; ///< nr of rays that will be interpolated for this material if it is a transparent
|
|
|
|
unsigned int m_reflections_nr_samples; ///< nr of rays that will be interpolated for this material if it is reflective
|
2016-09-30 23:59:51 +00:00
|
|
|
|
|
|
|
const CPROCEDURALGENERATOR *m_normal_perturbator;
|
2015-12-08 07:31:57 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
|
2016-07-19 17:35:25 +00:00
|
|
|
/// Blinn Phong based material
|
2015-12-08 07:31:57 +00:00
|
|
|
/// https://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model
|
2016-07-19 17:35:25 +00:00
|
|
|
class CBLINN_PHONG_MATERIAL : public CMATERIAL
|
2015-12-08 07:31:57 +00:00
|
|
|
{
|
|
|
|
public:
|
|
|
|
CBLINN_PHONG_MATERIAL() : CMATERIAL() {}
|
|
|
|
|
|
|
|
CBLINN_PHONG_MATERIAL( const SFVEC3F &aAmbient,
|
|
|
|
const SFVEC3F &aEmissive,
|
|
|
|
const SFVEC3F &aSpecular,
|
|
|
|
float aShinness,
|
2016-07-19 17:35:25 +00:00
|
|
|
float aTransparency,
|
|
|
|
float aReflection ) : CMATERIAL( aAmbient,
|
|
|
|
aEmissive,
|
|
|
|
aSpecular,
|
|
|
|
aShinness,
|
|
|
|
aTransparency,
|
|
|
|
aReflection ) {}
|
|
|
|
|
|
|
|
// Imported from CMATERIAL
|
|
|
|
SFVEC3F Shade( const RAY &aRay,
|
|
|
|
const HITINFO &aHitInfo,
|
|
|
|
float NdotL,
|
|
|
|
const SFVEC3F &aDiffuseObjColor,
|
|
|
|
const SFVEC3F &aDirToLight,
|
|
|
|
const SFVEC3F &aLightColor,
|
2016-09-24 18:53:15 +00:00
|
|
|
float aShadowAttenuationFactor ) const override;
|
2015-12-08 07:31:57 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
#endif // _CMATERIAL_H_
|