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6c0110ecd3
There's nothing "legacy" about the OpenGL 3D renderer.
395 lines
11 KiB
C++
395 lines
11 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) 2015-2021 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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#ifndef MATERIAL_H
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#define MATERIAL_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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/**
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* A base class that can be used to derive procedurally generated materials.
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*/
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class MATERIAL_GENERATOR
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{
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public:
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MATERIAL_GENERATOR();
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virtual ~MATERIAL_GENERATOR()
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{
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}
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/**
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* Generate 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 BOARD_NORMAL : public MATERIAL_GENERATOR
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{
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public:
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BOARD_NORMAL() : MATERIAL_GENERATOR() { m_scale = 1.0f; }
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BOARD_NORMAL( float aScale );
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virtual ~BOARD_NORMAL()
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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 COPPER_NORMAL : public MATERIAL_GENERATOR
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{
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public:
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COPPER_NORMAL() : MATERIAL_GENERATOR()
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{
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m_board_normal_generator = nullptr;
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m_scale = 1.0f;
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}
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COPPER_NORMAL( float aScale, const MATERIAL_GENERATOR* aBoardNormalGenerator );
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virtual ~COPPER_NORMAL()
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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 MATERIAL_GENERATOR* m_board_normal_generator;
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float m_scale;
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};
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class PLATED_COPPER_NORMAL : public MATERIAL_GENERATOR
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{
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public:
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PLATED_COPPER_NORMAL() : MATERIAL_GENERATOR()
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{
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m_scale = 1.0f;
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}
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PLATED_COPPER_NORMAL( float aScale )
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{
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m_scale = 1.0f / aScale;
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}
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virtual ~PLATED_COPPER_NORMAL()
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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 SOLDER_MASK_NORMAL : public MATERIAL_GENERATOR
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{
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public:
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SOLDER_MASK_NORMAL() : MATERIAL_GENERATOR() { m_copper_normal_generator = nullptr; }
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SOLDER_MASK_NORMAL( const MATERIAL_GENERATOR* aCopperNormalGenerator );
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virtual ~SOLDER_MASK_NORMAL()
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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 MATERIAL_GENERATOR* 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 PLASTIC_NORMAL : public MATERIAL_GENERATOR
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{
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public:
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PLASTIC_NORMAL() : MATERIAL_GENERATOR()
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{
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m_scale = 1.0f;
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}
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PLASTIC_NORMAL( float aScale );
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virtual ~PLASTIC_NORMAL()
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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 PLASTIC_SHINE_NORMAL : public MATERIAL_GENERATOR
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{
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public:
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PLASTIC_SHINE_NORMAL() : MATERIAL_GENERATOR()
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{
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m_scale = 1.0f;
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}
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PLASTIC_SHINE_NORMAL( float aScale );
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virtual ~PLASTIC_SHINE_NORMAL()
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{
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}
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// Imported from MATERIAL_GENERATOR
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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 brushed metal.
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*/
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class BRUSHED_METAL_NORMAL : public MATERIAL_GENERATOR
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{
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public:
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BRUSHED_METAL_NORMAL() : MATERIAL_GENERATOR()
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{
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m_scale = 1.0f;
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}
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BRUSHED_METAL_NORMAL( float aScale );
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virtual ~BRUSHED_METAL_NORMAL()
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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 SILK_SCREEN_NORMAL : public MATERIAL_GENERATOR
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{
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public:
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SILK_SCREEN_NORMAL() : MATERIAL_GENERATOR()
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{
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m_scale = 1.0f;
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}
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SILK_SCREEN_NORMAL( float aScale );
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virtual ~SILK_SCREEN_NORMAL()
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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 MATERIAL
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{
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public:
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static void SetDefaultRefractionRayCount( unsigned int aCount )
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{
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m_defaultRefractionRayCount = aCount;
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}
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static void SetDefaultReflectionRayCount( unsigned int aCount )
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{
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m_defaultReflectionRayCount = aCount;
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}
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static void SetDefaultRefractionRecursionCount( unsigned int aCount )
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{
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m_defaultRefractionRecursionCount = aCount;
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}
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static void SetDefaultReflectionRecursionCount( unsigned int aCount )
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{
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m_defaultFeflectionRecursionCount = aCount;
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}
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MATERIAL();
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MATERIAL( const SFVEC3F& aAmbient, const SFVEC3F& aEmissive, const SFVEC3F& aSpecular,
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float aShinness, float aTransparency, float aReflection );
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virtual ~MATERIAL() {}
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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 GetReflectivity() const { return m_reflectivity; }
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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 GetRefractionRayCount() const { return m_refractionRayCount; }
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unsigned int GetReflectionRayCount() const { return m_reflectionRayCount; }
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unsigned int GetReflectionRecursionCount() const { return m_reflectionRecursionCount; }
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unsigned int GetRefractionRecursionCount() const { return m_refractionRecursionCount; }
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void SetAbsorvance( float aAbsorvanceFactor ) { m_absorbance = aAbsorvanceFactor; }
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void SetRefractionRayCount( unsigned int aCount )
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{
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m_refractionRayCount = aCount;
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}
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void SetReflectionRayCount( unsigned int aCount )
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{
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m_reflectionRayCount = aCount;
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}
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void SetReflectionRecursionCount( unsigned int aCount )
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{
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m_reflectionRecursionCount = aCount;
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}
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void SetRefractionRecursionCount( unsigned int aCount )
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{
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m_refractionRecursionCount = aCount;
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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_castShadows = aCastShadows; }
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bool GetCastShadows() const { return m_castShadows; }
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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, const HITINFO& aHitInfo, float NdotL,
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const SFVEC3F& aDiffuseObjColor, const SFVEC3F& aDirToLight,
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const SFVEC3F& aLightColor,
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float aShadowAttenuationFactor ) const = 0;
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void SetGenerator( const MATERIAL_GENERATOR* aGenerator )
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{
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m_generator = aGenerator;
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}
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const MATERIAL_GENERATOR* GetGenerator() const { return m_generator; }
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void Generate( 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_reflectivity;
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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_castShadows; ///< 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 transparent.
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unsigned int m_refractionRayCount;
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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_reflectionRayCount;
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///< Number of levels it allows for refraction recursiveness.
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unsigned int m_refractionRecursionCount;
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///< Number of levels it allows for reflection recursiveness.
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unsigned int m_reflectionRecursionCount;
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const MATERIAL_GENERATOR* m_generator;
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private:
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static int m_defaultRefractionRayCount;
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static int m_defaultReflectionRayCount;
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static int m_defaultRefractionRecursionCount;
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static int m_defaultFeflectionRecursionCount;
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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 BLINN_PHONG_MATERIAL : public MATERIAL
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{
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public:
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BLINN_PHONG_MATERIAL() : MATERIAL() {}
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BLINN_PHONG_MATERIAL( const SFVEC3F& aAmbient, const SFVEC3F& aEmissive,
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const SFVEC3F& aSpecular, float aShinness, float aTransparency,
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float aReflection ) :
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MATERIAL( aAmbient, aEmissive, aSpecular, aShinness, aTransparency, aReflection ) {}
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// Imported from MATERIAL
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SFVEC3F Shade( const RAY& aRay, const HITINFO& aHitInfo, float NdotL,
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const SFVEC3F& aDiffuseObjColor, const SFVEC3F& aDirToLight,
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const SFVEC3F& aLightColor, float aShadowAttenuationFactor ) const override;
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};
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#endif // MATERIAL_H
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