130 lines
4.9 KiB
C++
130 lines
4.9 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) 1992-2016 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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/// A base material class that can be used to derive a material implementation
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class CMATERIAL
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{
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public:
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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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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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/**
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* @brief SetCastShadows - Set if the material can receive shadows
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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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* @brief Shade - Shades an intersection point
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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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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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float m_transparency; ///< 1.0 is completely transparent, 0.0 completely opaque
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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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};
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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;
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};
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#endif // _CMATERIAL_H_
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