/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2016 Mario Luzeiro * 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.h * @brief */ #ifndef _CMATERIAL_H_ #define _CMATERIAL_H_ #include "ray.h" #include "hitinfo.h" #include "PerlinNoise.h" /// A base class that can be used to derive a procedural generator implementation class CPROCEDURALGENERATOR { public: CPROCEDURALGENERATOR(); virtual ~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 ); virtual ~CBOARDNORMAL() { } // 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: CCOPPERNORMAL() : CPROCEDURALGENERATOR() { m_board_normal_generator = NULL; m_scale = 1.0f; } CCOPPERNORMAL( float aScale, const CPROCEDURALGENERATOR *aBoardNormalGenerator ); virtual ~CCOPPERNORMAL() { } // Imported from CPROCEDURALGENERATOR SFVEC3F Generate( const RAY &aRay, const HITINFO &aHitInfo ) const override; private: const CPROCEDURALGENERATOR *m_board_normal_generator; PerlinNoise m_copper_perlin; float m_scale; }; // Procedural generation of the solder mask class CSOLDERMASKNORMAL : public CPROCEDURALGENERATOR { public: CSOLDERMASKNORMAL() : CPROCEDURALGENERATOR() { m_copper_normal_generator = NULL; } CSOLDERMASKNORMAL( const CPROCEDURALGENERATOR *aCopperNormalGenerator ); virtual ~CSOLDERMASKNORMAL() { } // Imported from CPROCEDURALGENERATOR SFVEC3F Generate( const RAY &aRay, const HITINFO &aHitInfo ) const override; private: const CPROCEDURALGENERATOR *m_copper_normal_generator; }; // Procedural generation of the plastic normals class CPLASTICNORMAL : public CPROCEDURALGENERATOR { public: CPLASTICNORMAL() : CPROCEDURALGENERATOR() { m_scale = 1.0f; } CPLASTICNORMAL( float aScale ); virtual ~CPLASTICNORMAL() { } // Imported from CPROCEDURALGENERATOR SFVEC3F Generate( const RAY &aRay, const HITINFO &aHitInfo ) const override; private: PerlinNoise m_perlin; float m_scale; }; // Procedural generation of the shiny plastic normals class CPLASTICSHINENORMAL : public CPROCEDURALGENERATOR { public: CPLASTICSHINENORMAL() : CPROCEDURALGENERATOR() { m_scale = 1.0f; } CPLASTICSHINENORMAL( float aScale ); virtual ~CPLASTICSHINENORMAL() { } // Imported from CPROCEDURALGENERATOR SFVEC3F Generate( const RAY &aRay, const HITINFO &aHitInfo ) const override; private: PerlinNoise m_perlin; float m_scale; }; // Procedural generation of the shiny brushed metal class CMETALBRUSHEDNORMAL : public CPROCEDURALGENERATOR { public: CMETALBRUSHEDNORMAL() : CPROCEDURALGENERATOR() { m_scale = 1.0f; } CMETALBRUSHEDNORMAL( float aScale ); virtual ~CMETALBRUSHEDNORMAL() { } // Imported from CPROCEDURALGENERATOR SFVEC3F Generate( const RAY &aRay, const HITINFO &aHitInfo ) const override; private: PerlinNoise m_perlin; float m_scale; }; /// A base material class that can be used to derive a material implementation class CMATERIAL { public: CMATERIAL(); CMATERIAL( const SFVEC3F &aAmbient, const SFVEC3F &aEmissive, const SFVEC3F &aSpecular, float aShinness, float aTransparency, float aReflection ); virtual ~CMATERIAL() {} 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; } float GetReflection() const { return m_reflection; } float GetAbsorvance() const { return m_absorbance; } unsigned int GetNrRefractionsSamples() const { return m_refraction_nr_samples; } unsigned int GetNrReflectionsSamples() const { return m_reflections_nr_samples; } void SetAbsorvance( float aAbsorvanceFactor ) { m_absorbance = aAbsorvanceFactor; } void SetNrRefractionsSamples( unsigned int aNrRefractions ) { m_refraction_nr_samples = aNrRefractions; } void SetNrReflectionsSamples( unsigned int aNrReflections ) { m_reflections_nr_samples = aNrReflections; } /** * @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; } bool GetCastShadows() const { return m_cast_shadows; } /** * @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; void SetNormalPerturbator( const CPROCEDURALGENERATOR *aPerturbator ) { m_normal_perturbator = aPerturbator; } const CPROCEDURALGENERATOR *GetNormalPerturbator() const { return m_normal_perturbator; } void PerturbeNormal( SFVEC3F &aNormal, const RAY &aRay, const HITINFO &aHitInfo ) const; 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 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 const CPROCEDURALGENERATOR *m_normal_perturbator; }; /// Blinn Phong based material /// https://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model class 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, 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, float aShadowAttenuationFactor ) const override; }; #endif // _CMATERIAL_H_