326 lines
12 KiB
C++
326 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) 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 <3d_math.h>
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#include <wx/debug.h>
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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 (1.0f / 6.0f)
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#define SPECULAR_FACTOR 1.0f
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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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m_absorbance = 1.0f;
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m_refraction_nr_samples = 4;
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m_reflections_nr_samples = 3;
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m_normal_perturbator = NULL;
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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 * SFVEC3F(AMBIENT_FACTOR);
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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_absorbance = 1.0f;
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m_reflection = aReflection;
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m_cast_shadows = true;
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m_refraction_nr_samples = 4;
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m_reflections_nr_samples = 3;
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m_normal_perturbator = NULL;
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}
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void CMATERIAL::PerturbeNormal( SFVEC3F &aNormal,
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const RAY &aRay,
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const HITINFO &aHitInfo ) const
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{
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if( m_normal_perturbator )
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{
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aNormal = aNormal + m_normal_perturbator->Generate( aRay, aHitInfo );
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aNormal = glm::normalize( aNormal );
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}
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}
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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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// 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 +
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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;
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}
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CPROCEDURALGENERATOR::CPROCEDURALGENERATOR()
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{
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}
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CBOARDNORMAL::CBOARDNORMAL( float aScale ) : CPROCEDURALGENERATOR()
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{
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m_scale = (2.0f * glm::pi<float>()) / aScale;
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}
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SFVEC3F CBOARDNORMAL::Generate( const RAY &aRay, const HITINFO &aHitInfo ) const
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{
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const SFVEC3F &hitPos = aHitInfo.m_HitPoint;
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// http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiJzaW4oc2luKHNpbih4KSoxLjkpKjEuNSkiLCJjb2xvciI6IiMwMDAwMDAifSx7InR5cGUiOjEwMDAsIndpbmRvdyI6WyItMC45NjIxMDU3MDgwNzg1MjYyIiwiNy45NzE0MjYyNjc2MDE0MyIsIi0yLjUxNzYyMDM1MTQ4MjQ0OSIsIjIuOTc5OTM3Nzg3Mzk3NTMwMyJdLCJzaXplIjpbNjQ2LDM5Nl19XQ--
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// Implement a texture as the "measling crazing blistering" method of FR4
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const float x = (glm::sin(glm::sin( glm::sin( hitPos.x * m_scale ) * 1.9f ) * 1.5f ) + 0.0f) * 0.10f;
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const float y = (glm::sin(glm::sin( glm::sin( hitPos.y * m_scale ) * 1.9f ) * 1.5f ) + 0.0f) * 0.10f;
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const float z = glm::sin( 2.0f * hitPos.z * m_scale + Fast_RandFloat() * 1.0f ) * 0.2f;
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return SFVEC3F( x, y, z );
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}
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CCOPPERNORMAL::CCOPPERNORMAL( float aScale, const CPROCEDURALGENERATOR *aBoardNormalGenerator )
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{
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m_board_normal_generator = aBoardNormalGenerator;
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m_copper_perlin = PerlinNoise( 0 );
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m_scale = 1.0f / aScale;
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}
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SFVEC3F CCOPPERNORMAL::Generate( const RAY &aRay, const HITINFO &aHitInfo ) const
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{
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if( m_board_normal_generator )
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{
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const SFVEC3F boardNormal = m_board_normal_generator->Generate( aRay, aHitInfo );
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SFVEC3F hitPos = aHitInfo.m_HitPoint * m_scale;
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const float noise = (m_copper_perlin.noise( hitPos.x + Fast_RandFloat() * 0.1f,
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hitPos.y ) - 0.5f) * 2.0f;
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float scratchPattern = (m_copper_perlin.noise( hitPos.x / 100.0f, hitPos.y * 20.0f ) - 0.5f);
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scratchPattern = glm::clamp( scratchPattern * 5.0f, -1.0f, 1.0f );
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const float x = glm::clamp( (noise + scratchPattern) * 0.04f, -0.10f, 0.10f );
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const float y = glm::clamp( (noise + (noise * scratchPattern)) * 0.04f, -0.10f, 0.10f );
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return SFVEC3F( x, y, 0.0f ) + boardNormal * 0.85f;
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}
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else
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return SFVEC3F(0.0f);
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}
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CSOLDERMASKNORMAL::CSOLDERMASKNORMAL( const CPROCEDURALGENERATOR *aCopperNormalGenerator )
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{
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m_copper_normal_generator = aCopperNormalGenerator;
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}
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SFVEC3F CSOLDERMASKNORMAL::Generate( const RAY &aRay, const HITINFO &aHitInfo ) const
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{
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if( m_copper_normal_generator )
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{
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const SFVEC3F copperNormal = m_copper_normal_generator->Generate( aRay, aHitInfo );
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return copperNormal * SFVEC3F(0.10f);
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}
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else
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return SFVEC3F(0.0f);
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}
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CPLASTICNORMAL::CPLASTICNORMAL( float aScale )
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{
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m_scale = 1.0f / aScale;
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}
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SFVEC3F CPLASTICNORMAL::Generate( const RAY &aRay, const HITINFO &aHitInfo ) const
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{
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const SFVEC3F hitPos = aHitInfo.m_HitPoint * m_scale;
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const float noise1 = m_perlin.noise( hitPos.x * 1.0f,
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hitPos.y * 1.0f,
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hitPos.z * 1.0f ) - 0.5f;
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const float noise2 = m_perlin.noise( hitPos.x * 1.5f,
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hitPos.y * 1.5f,
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hitPos.z * 2.0f ) - 0.5f;
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const float noise3 = m_perlin.noise( hitPos.x * 2.0f,
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hitPos.y * 2.0f,
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hitPos.z * 2.0f ) - 0.5f;
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return SFVEC3F( noise1 * noise2 * noise3 * 4.00f,
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noise1 * expf(noise2) * noise3 * 4.00f,
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noise3 * noise3 * 1.00f );
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}
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CPLASTICSHINENORMAL::CPLASTICSHINENORMAL( float aScale )
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{
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m_scale = 1.0f / aScale;
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}
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SFVEC3F CPLASTICSHINENORMAL::Generate( const RAY &aRay, const HITINFO &aHitInfo ) const
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{
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const SFVEC3F hitPos = aHitInfo.m_HitPoint * m_scale;
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const float noise1 = m_perlin.noise( hitPos.x * 0.05f,
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hitPos.y * 0.05f,
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hitPos.z * 0.05f ) - 0.5f;
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const float noise2 = m_perlin.noise( hitPos.x * 0.2f,
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hitPos.y * 0.2f,
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hitPos.z * 0.2f ) - 0.5f;
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const float noise3 = m_perlin.noise( hitPos.x * 0.5f,
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hitPos.y * 0.5f,
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hitPos.z * 0.5f ) - 0.5f;
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return SFVEC3F( noise1 * 0.5f, noise2 * 0.5f, noise3 * 0.5f );
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}
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CMETALBRUSHEDNORMAL::CMETALBRUSHEDNORMAL( float aScale )
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{
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m_scale = 1.0f / aScale;
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}
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SFVEC3F CMETALBRUSHEDNORMAL::Generate( const RAY &aRay, const HITINFO &aHitInfo ) const
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{
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const SFVEC3F hitPos = aHitInfo.m_HitPoint * m_scale;
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const SFVEC3F hitPosRelative = hitPos - glm::floor( hitPos );
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const float noiseX = (m_perlin.noise( hitPos.x * (60.0f),
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hitPos.y * 1.0f,
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hitPos.z * 1.0f ) - 0.5f);
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const float noiseY = (m_perlin.noise( hitPos.x * 1.0f,
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hitPos.y * (60.0f),
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hitPos.z * 1.0f ) - 0.5f);
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const float noise2 = (m_perlin.noise( hitPos.x * 1.0f,
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hitPos.y * 1.0f,
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hitPos.z * 1.0f ) - 0.5f);
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const float noise3X = (m_perlin.noise( hitPos.x * (80.0f + noise2 * 0.5f),
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hitPos.y * 0.5f,
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hitPos.z * 0.5f ) - 0.5f );
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const float noise3Y = (m_perlin.noise( hitPos.x * 0.5f,
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hitPos.y * (80.0f + noise2 * 0.5f),
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hitPos.z * 0.5f ) - 0.5f );
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// http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIoKHgtZmxvb3IoeCkpK3Npbih4KSleMyIsImNvbG9yIjoiIzAwMDAwMCJ9LHsidHlwZSI6MTAwMCwid2luZG93IjpbIi02LjcxNDAwMDAxOTAzMDA3NyIsIjcuMjQ0NjQzNjkyOTY5NzM5IiwiLTMuMTU1NTUyNjAxNDUyNTg4IiwiNS40MzQzODE5OTA1NDczMDY1Il0sInNpemUiOls2NDQsMzk0XX1d
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// ((x - floor(x))+sin(x))^3
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float sawX = (hitPosRelative.x + glm::sin( 10.0f * hitPos.x + 5.0f * noise2 + Fast_RandFloat() ) );
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sawX = sawX * sawX * sawX;
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float sawY = (hitPosRelative.y + glm::sin( 10.0f * hitPos.y + 5.0f * noise2 + Fast_RandFloat() ) );
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sawY = sawY * sawY * sawY;
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float xOut = sawX * noise3X * 0.17f + noiseX * 0.25f + noise3X * 0.57f;
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float yOut = sawY * noise3Y * 0.17f + noiseY * 0.25f + noise3Y * 0.57f;
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const float outLowFreqNoise = noise2 * 0.05f;
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return SFVEC3F( xOut + outLowFreqNoise,
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yOut + outLowFreqNoise,
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0.0f + outLowFreqNoise );
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}
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