414 lines
12 KiB
C++
414 lines
12 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 2015-2020 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file cmaterial.h
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* @brief
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*/
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#ifndef _CMATERIAL_H_
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#define _CMATERIAL_H_
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#include "ray.h"
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#include "hitinfo.h"
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#include "PerlinNoise.h"
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/// A base class that can be used to derive a procedural generator implementation
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class CPROCEDURALGENERATOR
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{
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public:
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CPROCEDURALGENERATOR();
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virtual ~CPROCEDURALGENERATOR()
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{
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}
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/**
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* Generates a 3D vector based on the ray and* hit information depending on the implementation.
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*
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* @param aRay the camera ray that hits the object
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* @param aHitInfo the hit information
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* @return the result of the procedural
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*/
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virtual SFVEC3F Generate( const RAY &aRay, const HITINFO &aHitInfo ) const = 0;
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};
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class CBOARDNORMAL : public CPROCEDURALGENERATOR
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{
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public:
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CBOARDNORMAL() : CPROCEDURALGENERATOR() { m_scale = 1.0f; }
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CBOARDNORMAL( float aScale );
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virtual ~CBOARDNORMAL()
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{
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}
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SFVEC3F Generate( const RAY &aRay, const HITINFO &aHitInfo ) const override;
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private:
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float m_scale;
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};
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/**
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* Procedural generation of the copper normals.
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*/
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class CCOPPERNORMAL : public CPROCEDURALGENERATOR
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{
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public:
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CCOPPERNORMAL() : CPROCEDURALGENERATOR()
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{
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m_board_normal_generator = NULL;
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m_scale = 1.0f;
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}
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CCOPPERNORMAL( float aScale, const CPROCEDURALGENERATOR *aBoardNormalGenerator );
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virtual ~CCOPPERNORMAL()
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{
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}
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SFVEC3F Generate( const RAY &aRay, const HITINFO &aHitInfo ) const override;
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private:
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const CPROCEDURALGENERATOR *m_board_normal_generator;
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float m_scale;
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};
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class CPLATEDCOPPERNORMAL : public CPROCEDURALGENERATOR
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{
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public:
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CPLATEDCOPPERNORMAL() : CPROCEDURALGENERATOR()
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{
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m_scale = 1.0f;
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}
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CPLATEDCOPPERNORMAL( float aScale )
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{
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m_scale = 1.0f / aScale;
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}
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virtual ~CPLATEDCOPPERNORMAL()
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{
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}
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SFVEC3F Generate( const RAY &aRay, const HITINFO &aHitInfo ) const override;
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private:
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float m_scale;
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};
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/**
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* Procedural generation of the solder mask.
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*/
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class CSOLDERMASKNORMAL : public CPROCEDURALGENERATOR
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{
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public:
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CSOLDERMASKNORMAL() : CPROCEDURALGENERATOR() { m_copper_normal_generator = NULL; }
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CSOLDERMASKNORMAL( const CPROCEDURALGENERATOR *aCopperNormalGenerator );
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virtual ~CSOLDERMASKNORMAL()
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{
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}
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SFVEC3F Generate( const RAY &aRay, const HITINFO &aHitInfo ) const override;
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private:
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const CPROCEDURALGENERATOR *m_copper_normal_generator;
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};
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/**
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* Procedural generation of the plastic normals.
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*/
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class CPLASTICNORMAL : public CPROCEDURALGENERATOR
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{
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public:
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CPLASTICNORMAL() : CPROCEDURALGENERATOR()
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{
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m_scale = 1.0f;
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}
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CPLASTICNORMAL( float aScale );
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virtual ~CPLASTICNORMAL()
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{
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}
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SFVEC3F Generate( const RAY &aRay, const HITINFO &aHitInfo ) const override;
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private:
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float m_scale;
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};
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/**
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* Procedural generation of the shiny plastic normals.
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*/
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class CPLASTICSHINENORMAL : public CPROCEDURALGENERATOR
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{
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public:
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CPLASTICSHINENORMAL() : CPROCEDURALGENERATOR()
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{
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m_scale = 1.0f;
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}
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CPLASTICSHINENORMAL( float aScale );
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virtual ~CPLASTICSHINENORMAL()
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{
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}
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// Imported from CPROCEDURALGENERATOR
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SFVEC3F Generate( const RAY &aRay,
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const HITINFO &aHitInfo ) const override;
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private:
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float m_scale;
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};
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/**
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* Procedural generation of the shiny brushed metal.
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*/
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class CMETALBRUSHEDNORMAL : public CPROCEDURALGENERATOR
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{
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public:
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CMETALBRUSHEDNORMAL() : CPROCEDURALGENERATOR()
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{
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m_scale = 1.0f;
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}
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CMETALBRUSHEDNORMAL( float aScale );
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virtual ~CMETALBRUSHEDNORMAL()
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{
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}
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SFVEC3F Generate( const RAY &aRay, const HITINFO &aHitInfo ) const override;
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private:
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float m_scale;
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};
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class CSILKSCREENNORMAL : public CPROCEDURALGENERATOR
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{
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public:
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CSILKSCREENNORMAL() : CPROCEDURALGENERATOR()
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{
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m_scale = 1.0f;
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}
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CSILKSCREENNORMAL( float aScale );
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virtual ~CSILKSCREENNORMAL()
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{
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}
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SFVEC3F Generate( const RAY &aRay, const HITINFO &aHitInfo ) const override;
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private:
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float m_scale;
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};
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/**
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* Base material class that can be used to derive other material implementations.
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*/
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class CMATERIAL
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{
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public:
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static void SetDefaultNrRefractionsSamples( unsigned int aNrRefractions )
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{
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m_default_nrsamples_refractions = aNrRefractions;
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}
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static void SetDefaultNrReflectionsSamples( unsigned int aNrReflections )
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{
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m_default_nrsamples_reflections = aNrReflections;
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}
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static void SetDefaultRefractionsLevel( unsigned int aRefractionLevel )
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{
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m_default_refractions_recursive_levels = aRefractionLevel;
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}
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static void SetDefaultReflectionsLevel( unsigned int aReflectionLevel )
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{
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m_default_reflections_recursive_levels = aReflectionLevel;
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}
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CMATERIAL();
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CMATERIAL( const SFVEC3F &aAmbient,
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const SFVEC3F &aEmissive,
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const SFVEC3F &aSpecular,
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float aShinness,
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float aTransparency,
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float aReflection );
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virtual ~CMATERIAL() {}
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const SFVEC3F &GetAmbientColor() const { return m_ambientColor; }
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const SFVEC3F &GetEmissiveColor() const { return m_emissiveColor; }
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const SFVEC3F &GetSpecularColor() const { return m_specularColor; }
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float GetShinness() const { return m_shinness; }
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float GetTransparency() const { return m_transparency; }
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float GetReflection() const { return m_reflection; }
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float GetAbsorvance() const { return m_absorbance; }
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unsigned int GetNrRefractionsSamples() const { return m_refraction_nr_samples; }
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unsigned int GetNrReflectionsSamples() const { return m_reflections_nr_samples; }
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unsigned int GetReflectionsRecursiveLevel() const { return m_reflections_recursive_levels; }
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unsigned int GetRefractionsRecursiveLevel() const { return m_refractions_recursive_levels; }
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void SetAbsorvance( float aAbsorvanceFactor ) { m_absorbance = aAbsorvanceFactor; }
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void SetNrRefractionsSamples( unsigned int aNrRefractions )
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{
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m_refraction_nr_samples = aNrRefractions;
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}
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void SetNrReflectionsSamples( unsigned int aNrReflections )
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{
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m_reflections_nr_samples = aNrReflections;
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}
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void SetReflectionsRecursiveLevel( unsigned int aReflectionsLevel )
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{
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m_reflections_recursive_levels = aReflectionsLevel;
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}
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void SetRefractionsRecursiveLevel( unsigned int aRefractionsLevel )
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{
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m_refractions_recursive_levels = aRefractionsLevel;
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}
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/**
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* Set if the material can receive shadows.
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*
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* @param aCastShadows true yes it can, false not it cannot
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*/
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void SetCastShadows( bool aCastShadows ) { m_cast_shadows = aCastShadows; }
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bool GetCastShadows() const { return m_cast_shadows; }
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/**
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* Shade an intersection point.
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*
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* @param aRay the camera ray that hits the object
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* @param aHitInfo the hit information
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* @param NdotL the dot product between Normal and Light
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* @param aDiffuseObjColor diffuse object color
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* @param aDirToLight a vector of the incident light direction
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* @param aLightColor the light color
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* @param aShadowAttenuationFactor 0.0f total in shadow, 1.0f completely not in shadow
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* @return the resultant color
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*/
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virtual SFVEC3F Shade( const RAY &aRay,
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const HITINFO &aHitInfo,
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float NdotL,
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const SFVEC3F &aDiffuseObjColor,
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const SFVEC3F &aDirToLight,
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const SFVEC3F &aLightColor,
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float aShadowAttenuationFactor ) const = 0;
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void SetNormalPerturbator( const CPROCEDURALGENERATOR *aPerturbator )
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{
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m_normal_perturbator = aPerturbator;
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}
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const CPROCEDURALGENERATOR *GetNormalPerturbator() const { return m_normal_perturbator; }
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void PerturbeNormal( SFVEC3F &aNormal, const RAY &aRay, const HITINFO &aHitInfo ) const;
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protected:
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SFVEC3F m_ambientColor;
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// NOTE: we will not use diffuse color material here,
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// because it will be stored in object, since there are objects (i.e: triangles)
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// that can have per vertex color
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SFVEC3F m_emissiveColor;
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SFVEC3F m_specularColor;
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float m_shinness;
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///< 1.0 is completely transparent, 0.0 completely opaque.
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float m_transparency;
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float m_absorbance; ///< absorbance factor for the transparent material.
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float m_reflection; ///< 1.0 completely reflective, 0.0 no reflective.
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bool m_cast_shadows; ///< true if this object will block the light.
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///< Number of rays that will be interpolated for this material if it is a transparent.
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unsigned int m_refraction_nr_samples;
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///< Number of rays that will be interpolated for this material if it is reflective.
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unsigned int m_reflections_nr_samples;
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///< Number of levels it allows for refraction recursiveness.
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unsigned int m_refractions_recursive_levels;
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///< Number of levels it allows for reflection recursiveness.
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unsigned int m_reflections_recursive_levels;
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const CPROCEDURALGENERATOR *m_normal_perturbator;
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private:
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static int m_default_nrsamples_refractions;
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static int m_default_nrsamples_reflections;
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static int m_default_refractions_recursive_levels;
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static int m_default_reflections_recursive_levels;
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};
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/// Blinn Phong based material
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/// https://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model
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class CBLINN_PHONG_MATERIAL : public CMATERIAL
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{
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public:
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CBLINN_PHONG_MATERIAL() : CMATERIAL() {}
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CBLINN_PHONG_MATERIAL( const SFVEC3F &aAmbient,
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const SFVEC3F &aEmissive,
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const SFVEC3F &aSpecular,
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float aShinness,
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float aTransparency,
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float aReflection ) : CMATERIAL( aAmbient,
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aEmissive,
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aSpecular,
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aShinness,
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aTransparency,
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aReflection ) {}
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// Imported from CMATERIAL
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SFVEC3F Shade( const RAY &aRay,
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const HITINFO &aHitInfo,
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float NdotL,
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const SFVEC3F &aDiffuseObjColor,
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const SFVEC3F &aDirToLight,
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const SFVEC3F &aLightColor,
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float aShadowAttenuationFactor ) const override;
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};
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#endif // _CMATERIAL_H_
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