3D-Viewer: Raytracing, add silkscreen texture

improves other textures
This commit is contained in:
Mario Luzeiro 2020-11-06 17:36:04 +00:00 committed by Wayne Stambaugh
parent 87da9271a4
commit 5841ea3cd2
4 changed files with 89 additions and 65 deletions

View File

@ -93,11 +93,13 @@ void C3D_RENDER_RAYTRACING::setupMaterials()
m_solder_mask_normal_perturbator = CSOLDERMASKNORMAL( &m_board_normal_perturbator );
m_plastic_normal_perturbator = CPLASTICNORMAL( 0.15f * mmTo3Dunits );
m_plastic_normal_perturbator = CPLASTICNORMAL( 0.05f * mmTo3Dunits );
m_plastic_shine_normal_perturbator = CPLASTICSHINENORMAL( 1.0f * mmTo3Dunits );
m_plastic_shine_normal_perturbator = CPLASTICSHINENORMAL( 0.1f * mmTo3Dunits );
m_brushed_metal_normal_perturbator = CMETALBRUSHEDNORMAL( 1.0f * mmTo3Dunits );
m_brushed_metal_normal_perturbator = CMETALBRUSHEDNORMAL( 0.05f * mmTo3Dunits );
m_silkscreen_normal_perturbator = CSILKSCREENNORMAL( 0.25f * mmTo3Dunits );
}
// http://devernay.free.fr/cours/opengl/materials.html
@ -150,6 +152,9 @@ void C3D_RENDER_RAYTRACING::setupMaterials()
0.0f, // transparency
0.0f );
if( m_boardAdapter.GetFlag( FL_RENDER_RAYTRACING_PROCEDURAL_TEXTURES ) )
m_materials.m_SilkS.SetNormalPerturbator( &m_silkscreen_normal_perturbator );
// Assume that SolderMaskTop == SolderMaskBot
const float solderMask_gray =
( m_boardAdapter.m_SolderMaskColorTop.r + m_boardAdapter.m_SolderMaskColorTop.g
@ -1562,11 +1567,7 @@ MODEL_MATERIALS *C3D_RENDER_RAYTRACING::get_3D_model_material( const S3DMODEL *a
( glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) < 0.15f ) ) )
{
// This may be a black plastic..
if( material.m_Shininess < 0.26f )
blinnMaterial.SetNormalPerturbator( &m_plastic_normal_perturbator );
else
blinnMaterial.SetNormalPerturbator( &m_plastic_shine_normal_perturbator );
blinnMaterial.SetNormalPerturbator( &m_plastic_normal_perturbator );
}
else
{

View File

@ -124,6 +124,7 @@ private:
CPLASTICNORMAL m_plastic_normal_perturbator;
CPLASTICSHINENORMAL m_plastic_shine_normal_perturbator;
CMETALBRUSHEDNORMAL m_brushed_metal_normal_perturbator;
CSILKSCREENNORMAL m_silkscreen_normal_perturbator;
bool m_isPreview;

View File

@ -177,7 +177,7 @@ SFVEC3F CBOARDNORMAL::Generate( const RAY &aRay, const HITINFO &aHitInfo ) const
const float noise1 = s_perlinNoise.noise( hitPos.x * 1.0f, hitPos.y * 0.7f ) - 0.5f;
const float noise2 = s_perlinNoise.noise( hitPos.x * 0.7f, hitPos.y * 1.0f ) - 0.5f;
const float noise3 = s_perlinNoise.noise( hitPos.x * 0.3f, hitPos.y * 0.3f ) - 0.5f;
const float noise3 = s_perlinNoise.noise( hitPos.x * 0.3f, hitPos.z * 1.0f ) - 0.5f;
return ( SFVEC3F( noise1, noise2, -( noise3 ) ) * 0.3f + SFVEC3F( x, y, z ) );
}
@ -254,20 +254,20 @@ SFVEC3F CPLASTICNORMAL::Generate( const RAY &aRay, const HITINFO &aHitInfo ) con
const SFVEC3F hitPos = aHitInfo.m_HitPoint * m_scale;
const float noise1 = s_perlinNoise.noise( hitPos.x * 1.0f,
hitPos.y * 1.1f,
hitPos.z * 1.2f ) - 0.5f;
const float noise2 = s_perlinNoise.noise( hitPos.x * 1.3f,
hitPos.y * 1.0f,
hitPos.z * 1.0f ) - 0.5f;
hitPos.z * 1.5f ) - 0.5f;
const float noise2 = s_perlinNoise.noise( hitPos.x * 1.5f,
hitPos.y * 1.5f,
hitPos.z * 2.0f ) - 0.5f;
const float noise3 = s_perlinNoise.noise( hitPos.x * 1.0f,
hitPos.y * 1.0f,
hitPos.z * 1.8f ) - 0.5f;
const float noise3 = s_perlinNoise.noise( hitPos.x * 2.0f,
hitPos.y * 2.0f,
hitPos.z * 2.0f ) - 0.5f;
const float distanceReduction = 1.0f / ( aHitInfo.m_tHit + 0.5f );
return SFVEC3F( noise1 * noise2 * noise3 * 4.00f,
noise1 * expf(noise2) * noise3 * 4.00f,
noise3 * noise3 * 1.00f );
return SFVEC3F( noise1, noise2, noise3 ) * SFVEC3F( distanceReduction );
}
@ -281,19 +281,20 @@ SFVEC3F CPLASTICSHINENORMAL::Generate( const RAY &aRay, const HITINFO &aHitInfo
{
const SFVEC3F hitPos = aHitInfo.m_HitPoint * m_scale;
const float noise1 = s_perlinNoise.noise( hitPos.x * 0.05f,
hitPos.y * 0.05f,
hitPos.z * 0.05f ) - 0.5f;
const float noise1 = s_perlinNoise.noise( hitPos.x * 0.01f,
hitPos.y * 0.01f,
hitPos.z * 0.01f ) - 0.5f;
const float noise2 = s_perlinNoise.noise( hitPos.x * 0.2f,
hitPos.y * 0.2f,
hitPos.z * 0.2f ) - 0.5f;
const float noise2 = s_perlinNoise.noise( hitPos.x * 1.0f,
hitPos.y * 1.0f,
hitPos.z * 1.6f ) - 0.5f;
const float noise3 = s_perlinNoise.noise( hitPos.x * 0.5f,
hitPos.y * 0.5f,
hitPos.z * 0.5f ) - 0.5f;
float noise3 = s_perlinNoise.noise( hitPos.x * 1.5f,
hitPos.y * 1.5f,
hitPos.z * 1.0f ) - 0.5f;
noise3 = noise3 * noise3 * noise3;
return SFVEC3F( noise1 * 0.5f, noise2 * 0.5f, noise3 * 0.5f );
return SFVEC3F( noise1, noise2, noise3 ) * SFVEC3F( 0.1f, 0.2f, 1.0f );
}
@ -307,43 +308,44 @@ SFVEC3F CMETALBRUSHEDNORMAL::Generate( const RAY &aRay, const HITINFO &aHitInfo
{
const SFVEC3F hitPos = aHitInfo.m_HitPoint * m_scale;
const SFVEC3F hitPosRelative = hitPos - glm::floor( hitPos );
const float noise1 = s_perlinNoise.noise( hitPos.x * 1.0f,
hitPos.y * 1.1f,
hitPos.z * 1.2f ) - 0.5f;
const float noiseX = (s_perlinNoise.noise( hitPos.x * (60.0f),
hitPos.y * 1.0f,
hitPos.z * 1.0f ) - 0.5f);
const float noise2 = s_perlinNoise.noise( hitPos.x * 1.3f,
hitPos.y * 1.4f,
hitPos.z * 1.5f ) - 0.5f;
const float noiseY = (s_perlinNoise.noise( hitPos.x * 1.0f,
hitPos.y * (60.0f),
hitPos.z * 1.0f ) - 0.5f);
const float noise3 = s_perlinNoise.noise( hitPos.x * 0.1f,
hitPos.y * 0.1f,
hitPos.z * 1.0f ) - 0.5f;
const float noise2 = (s_perlinNoise.noise( hitPos.x * 1.0f,
hitPos.y * 1.0f,
hitPos.z * 1.0f ) - 0.5f);
const float noise3X = (s_perlinNoise.noise( hitPos.x * (80.0f + noise2 * 0.5f),
hitPos.y * 0.5f,
hitPos.z * 0.5f ) - 0.5f );
const float noise3Y = (s_perlinNoise.noise( hitPos.x * 0.5f,
hitPos.y * (80.0f + noise2 * 0.5f),
hitPos.z * 0.5f ) - 0.5f );
// http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIoKHgtZmxvb3IoeCkpK3Npbih4KSleMyIsImNvbG9yIjoiIzAwMDAwMCJ9LHsidHlwZSI6MTAwMCwid2luZG93IjpbIi02LjcxNDAwMDAxOTAzMDA3NyIsIjcuMjQ0NjQzNjkyOTY5NzM5IiwiLTMuMTU1NTUyNjAxNDUyNTg4IiwiNS40MzQzODE5OTA1NDczMDY1Il0sInNpemUiOls2NDQsMzk0XX1d
// ((x - floor(x))+sin(x))^3
float sawX = (hitPosRelative.x + glm::sin( 10.0f * hitPos.x + 5.0f * noise2 + Fast_RandFloat() ) );
sawX = sawX * sawX * sawX;
float sawY = (hitPosRelative.y + glm::sin( 10.0f * hitPos.y + 5.0f * noise2 + Fast_RandFloat() ) );
sawY = sawY * sawY * sawY;
float xOut = sawX * noise3X * 0.17f + noiseX * 0.25f + noise3X * 0.57f;
float yOut = sawY * noise3Y * 0.17f + noiseY * 0.25f + noise3Y * 0.57f;
const float outLowFreqNoise = noise2 * 0.05f;
return SFVEC3F( xOut + outLowFreqNoise,
yOut + outLowFreqNoise,
0.0f + outLowFreqNoise );
return SFVEC3F( noise1 * 0.15f + noise3 * 0.35f,
noise2 * 0.25f,
noise1 * noise2 * noise3 );
}
CSILKSCREENNORMAL::CSILKSCREENNORMAL( float aScale )
{
m_scale = 1.0f / aScale;
}
SFVEC3F CSILKSCREENNORMAL::Generate( const RAY &aRay, const HITINFO &aHitInfo ) const
{
const SFVEC3F hitPos = aHitInfo.m_HitPoint * m_scale;
const float noise1 = s_perlinNoise.noise( hitPos.x * 2.7f,
hitPos.y * 2.6f,
hitPos.z );
const float noise2 = s_perlinNoise.noise( hitPos.x * 1.1f,
hitPos.y * 1.2f,
hitPos.z );
SFVEC3F t = glm::abs( ( 1.8f / ( SFVEC3F( noise1, noise2, hitPos.z ) + 0.4f ) ) - 1.5f ) - 0.25f;
t = t * t * t * 0.1f;
return t;
}

View File

@ -211,6 +211,26 @@ private:
float m_scale;
};
class CSILKSCREENNORMAL : public CPROCEDURALGENERATOR
{
public:
CSILKSCREENNORMAL() : CPROCEDURALGENERATOR()
{
m_scale = 1.0f;
}
CSILKSCREENNORMAL( float aScale );
virtual ~CSILKSCREENNORMAL()
{
}
// Imported from CPROCEDURALGENERATOR
SFVEC3F Generate( const RAY &aRay,
const HITINFO &aHitInfo ) const override;
private:
float m_scale;
};
/// A base material class that can be used to derive a material implementation
class CMATERIAL