120 lines
4.3 KiB
C++
120 lines
4.3 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.cpp
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* @brief
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*/
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#include "cmaterial.h"
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#include <wx/debug.h>
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CMATERIAL::CMATERIAL()
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{
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m_ambientColor = SFVEC3F( 0.2f, 0.2f, 0.2f );
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m_emissiveColor = SFVEC3F( 0.0f, 0.0f, 0.0f );
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m_specularColor = SFVEC3F( 1.0f, 1.0f, 1.0f );
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m_shinness = 50.2f;
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m_transparency = 0.0f; // completely opaque
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m_cast_shadows = true;
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m_reflection = 0.0f;
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}
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CMATERIAL::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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{
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wxASSERT( aReflection >= 0.0f );
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wxASSERT( aReflection <= 1.0f );
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wxASSERT( aTransparency >= 0.0f );
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wxASSERT( aTransparency <= 1.0f );
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wxASSERT( aShinness >= 0.0f );
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wxASSERT( aShinness <= 180.0f );
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m_ambientColor = aAmbient;
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m_emissiveColor = aEmissive;
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m_specularColor = aSpecular;
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m_shinness = aShinness;
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m_transparency = aTransparency;
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m_reflection = aReflection;
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m_cast_shadows = true;
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}
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// This may be a good value if based on nr of lights
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// that contribute to the illumination of that point
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#define AMBIENT_FACTOR 0.160f
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#define SPECULAR_FACTOR 1.000f
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// https://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model
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SFVEC3F CBLINN_PHONG_MATERIAL::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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wxASSERT( NdotL >= FLT_EPSILON );
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//const float ambientFactor = AMBIENT_FACTOR;
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// This is a hack to get some kind of fake ambient illumination
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// There is no logic behind this, just pure artistic experimentation
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const float ambientFactor = glm::max( ( (1.0f - NdotL) /** (1.0f - NdotL)*/ ) *
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( AMBIENT_FACTOR + AMBIENT_FACTOR ),
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AMBIENT_FACTOR );
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if( aShadowAttenuationFactor > FLT_EPSILON )
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{
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// Calculate the diffuse light factoring in light color,
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// power and the attenuation
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const SFVEC3F diffuse = NdotL * aLightColor;
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// Calculate the half vector between the light vector and the view vector.
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const SFVEC3F H = glm::normalize( aDirToLight - aRay.m_Dir );
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//Intensity of the specular light
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const float NdotH = glm::dot( H, aHitInfo.m_HitNormal );
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const float intensitySpecular = glm::pow( glm::max( NdotH, 0.0f ),
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m_shinness );
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return m_ambientColor * ambientFactor +
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aShadowAttenuationFactor * ( diffuse * aDiffuseObjColor +
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SPECULAR_FACTOR *
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aLightColor *
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intensitySpecular *
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m_specularColor );
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}
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return m_ambientColor * ambientFactor;
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}
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