kicad/3d-viewer/3d_rendering/3d_render_raytracing/cmaterial.h

130 lines
4.9 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
* 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"
/// 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 );
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; }
/**
* @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;
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_reflection; ///< 1.0 completely reflective, 0.0 no reflective
bool m_cast_shadows; ///< true if this object will block the light
};
/// 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;
};
#endif // _CMATERIAL_H_