/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015 Mario Luzeiro * Copyright (C) 1992-2015 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" /// class GLM_ALIGN(CLASS_ALIGNMENT) CMATERIAL { public: CMATERIAL(); CMATERIAL( const SFVEC3F &aAmbient, const SFVEC3F &aEmissive, const SFVEC3F &aSpecular, float aShinness, float aTransparency ); 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; } void SetCastShadows( bool aCastShadows ) { m_cast_shadows = aCastShadows; } bool GetCastShadows() const { return m_cast_shadows; } virtual SFVEC3F Shade( const RAY &aRay, const HITINFO &aHitInfo, float NdotL, const SFVEC3F &aDiffuseObjColor, const SFVEC3F &aDirToLight, const SFVEC3F &aLightColor, bool aIsInShadow ) const = 0; /* virtual SFVEC3F GetReflect(Vec3f point){ return reflectiveColor;} virtual Vec3f GetTrans(Vec3f point){ return transparentColor;} virtual float getIndexOfRefrac(Vec3f point){ return indexOfRefraction;} virtual bool isReflect(Vec3f point){return ((reflectiveColor.x()>0)||(reflectiveColor.y()>0)||(reflectiveColor.z()>0));} virtual bool isTransparent(Vec3f point){return ((transparentColor.x()>0)||(transparentColor.y()>0)||(transparentColor.z()>0));} */ 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 bool m_cast_shadows; ///< true if this object will block the light }; /// https://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model class GLM_ALIGN(CLASS_ALIGNMENT) 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 ) : CMATERIAL( aAmbient, aEmissive, aSpecular, aShinness, aTransparency ) {} SFVEC3F Shade( const RAY &aRay, const HITINFO &aHitInfo, float NdotL, const SFVEC3F &aDiffuseObjColor, const SFVEC3F &aDirToLight, const SFVEC3F &aLightColor, bool aIsInShadow ) const; }; #endif // _CMATERIAL_H_