Improve board texture (make it square), add directional light to top/bot.
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f59bde8cc3
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6d27087053
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@ -119,7 +119,7 @@ void C3D_RENDER_RAYTRACING::setupMaterials()
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(SFVEC3F)m_settings.m_SolderMaskColor ),
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SFVEC3F( 0.0f ),
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SFVEC3F( 0.35f ) ), // specular
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0.85f * 128.0f, // shiness
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0.95f * 128.0f, // shiness
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0.12f, // transparency
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0.16f ); // reflection
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@ -260,58 +260,6 @@ void C3D_RENDER_RAYTRACING::reload( REPORTER *aStatusTextReporter )
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SFVEC3F camera_pos = m_settings.GetBoardCenter3DU();
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m_settings.CameraGet().SetBoardLookAtPos( camera_pos );
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// Init initial lights
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m_lights.Clear();
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// This will work as the front camera light.
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const float light_camera_intensity = 0.20;
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const float light_directional_intensity_top = 0.35;
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const float light_directional_intensity = ( 1.0f - ( light_camera_intensity +
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light_directional_intensity_top ) ) / 4.0f;
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m_camera_light = new CDIRECTIONALLIGHT( SFVEC3F( 0.0f, 0.0f, 0.0f ),
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SFVEC3F( light_camera_intensity ) );
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m_camera_light->SetCastShadows( false );
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m_lights.Add( m_camera_light );
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// http://www.flashandmath.com/mathlets/multicalc/coords/shilmay23fin.html
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m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 0.03f,
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glm::pi<float>() * 0.25f ),
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SFVEC3F( light_directional_intensity_top ) ) );
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m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 0.97f,
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glm::pi<float>() * 1.25f ),
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SFVEC3F( light_directional_intensity_top ) ) );
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m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 1.0f / 8.0f,
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glm::pi<float>() * 1 / 4.0f ),
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SFVEC3F( light_directional_intensity ) ) );
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m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 1.0f / 8.0f,
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glm::pi<float>() * 3 / 4.0f ),
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SFVEC3F( light_directional_intensity ) ) );
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m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 1.0f / 8.0f,
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glm::pi<float>() * 5 / 4.0f ),
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SFVEC3F( light_directional_intensity ) ) );
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m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 1.0f / 8.0f,
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glm::pi<float>() * 7 / 4.0f ),
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SFVEC3F( light_directional_intensity ) ) );
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m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 7.0f / 8.0f,
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glm::pi<float>() * 1 / 4.0f ),
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SFVEC3F( light_directional_intensity ) ) );
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m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 7.0f / 8.0f,
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glm::pi<float>() * 3 / 4.0f ),
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SFVEC3F( light_directional_intensity ) ) );
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m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 7.0f / 8.0f,
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glm::pi<float>() * 5 / 4.0f ),
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SFVEC3F( light_directional_intensity ) ) );
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m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 7.0f / 8.0f,
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glm::pi<float>() * 7 / 4.0f ),
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SFVEC3F( light_directional_intensity ) ) );
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m_object_container.Clear();
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m_containerWithObjectsToDelete.Clear();
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@ -879,6 +827,73 @@ void C3D_RENDER_RAYTRACING::reload( REPORTER *aStatusTextReporter )
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}
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// Init initial lights
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// /////////////////////////////////////////////////////////////////////////
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m_lights.Clear();
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// This will work as the front camera light.
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const float light_camera_intensity = 0.15;
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const float light_top_bottom = 0.70;
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const float light_directional_intensity = ( 1.0f - ( light_camera_intensity +
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light_top_bottom * 0.5f ) ) / 4.0f;
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m_camera_light = new CDIRECTIONALLIGHT( SFVEC3F( 0.0f, 0.0f, 0.0f ),
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SFVEC3F( light_camera_intensity ) );
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m_camera_light->SetCastShadows( false );
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m_lights.Add( m_camera_light );
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// Option 1 - using Point Lights
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const SFVEC3F &boarCenter = m_settings.GetBBox3DU().GetCenter();
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m_lights.Add( new CPOINTLIGHT( SFVEC3F( boarCenter.x, boarCenter.y, +RANGE_SCALE_3D * 2.0f ),
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SFVEC3F( light_top_bottom ) ) );
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m_lights.Add( new CPOINTLIGHT( SFVEC3F( boarCenter.x, boarCenter.y, -RANGE_SCALE_3D * 2.0f ),
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SFVEC3F( light_top_bottom ) ) );
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// http://www.flashandmath.com/mathlets/multicalc/coords/shilmay23fin.html
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// Option 2 - Top/Bottom direction lights
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/*
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m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 0.03f,
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glm::pi<float>() * 0.25f ),
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SFVEC3F( light_top_bottom ) ) );
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m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 0.97f,
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glm::pi<float>() * 1.25f ),
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SFVEC3F( light_top_bottom ) ) );
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*/
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m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 1.0f / 8.0f,
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glm::pi<float>() * 1 / 4.0f ),
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SFVEC3F( light_directional_intensity ) ) );
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m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 1.0f / 8.0f,
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glm::pi<float>() * 3 / 4.0f ),
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SFVEC3F( light_directional_intensity ) ) );
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m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 1.0f / 8.0f,
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glm::pi<float>() * 5 / 4.0f ),
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SFVEC3F( light_directional_intensity ) ) );
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m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 1.0f / 8.0f,
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glm::pi<float>() * 7 / 4.0f ),
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SFVEC3F( light_directional_intensity ) ) );
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m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 7.0f / 8.0f,
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glm::pi<float>() * 1 / 4.0f ),
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SFVEC3F( light_directional_intensity ) ) );
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m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 7.0f / 8.0f,
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glm::pi<float>() * 3 / 4.0f ),
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SFVEC3F( light_directional_intensity ) ) );
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m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 7.0f / 8.0f,
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glm::pi<float>() * 5 / 4.0f ),
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SFVEC3F( light_directional_intensity ) ) );
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m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * 7.0f / 8.0f,
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glm::pi<float>() * 7 / 4.0f ),
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SFVEC3F( light_directional_intensity ) ) );
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// Create an accelerator
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// /////////////////////////////////////////////////////////////////////////
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@ -72,9 +72,9 @@ public:
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{
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m_position = aPos;
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m_color = aColor;
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m_att_constant = 1.0f;
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m_att_linear = 0.5f;
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m_att_exp = 0.25f;
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m_att_constant = 0.9f;
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m_att_linear = 0.0005f;
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m_att_exp = 0.001f;
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m_castShadow = true;
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}
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@ -90,8 +90,7 @@ public:
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aOutDistance = glm::length( vectorLight );
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aOutVectorToLight = vectorLight / aOutDistance; // normalize
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float att = 1.0f / ( m_att_constant +
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const float att = 1.0f / ( m_att_constant +
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m_att_linear * aOutDistance +
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m_att_exp * aOutDistance * aOutDistance );
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@ -152,10 +152,13 @@ SFVEC3F CBOARDNORMAL::Generate( const RAY &aRay, const HITINFO &aHitInfo ) const
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// http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiJzaW4oc2luKHNpbih4KSoxLjkpKjEuNSkiLCJjb2xvciI6IiMwMDAwMDAifSx7InR5cGUiOjEwMDAsIndpbmRvdyI6WyItMC45NjIxMDU3MDgwNzg1MjYyIiwiNy45NzE0MjYyNjc2MDE0MyIsIi0yLjUxNzYyMDM1MTQ4MjQ0OSIsIjIuOTc5OTM3Nzg3Mzk3NTMwMyJdLCJzaXplIjpbNjQ2LDM5Nl19XQ--
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const float x = (glm::sin(glm::sin( glm::sin( hitPos.x * m_scale ) * 1.9f ) * 1.5f ) + 0.0f) * 0.10f;
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const float y = (glm::sin(glm::sin( glm::sin( hitPos.y * m_scale ) * 1.9f ) * 1.5f ) + 0.0f) * 0.04f;
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// Implement a texture as the "measling crazing blistering" method of FR4
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return SFVEC3F( x, y, 0.0f );
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const float x = (glm::sin(glm::sin( glm::sin( hitPos.x * m_scale ) * 1.9f ) * 1.5f ) + 0.0f) * 0.10f;
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const float y = (glm::sin(glm::sin( glm::sin( hitPos.y * m_scale ) * 1.9f ) * 1.5f ) + 0.0f) * 0.10f;
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const float z = glm::sin( 2.0f * hitPos.z * m_scale + Fast_RandFloat() * 1.0f ) * 0.2f;
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return SFVEC3F( x, y, z );
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}
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