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/*
* 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"
#include "PerlinNoise.h"
/// A base class that can be used to derive a procedural generator implementation
class CPROCEDURALGENERATOR
{
public:
CPROCEDURALGENERATOR();
/**
* @brief Generate - Generates a 3D vector based on the ray and
* hit information depending on the implementation
* @param aRay: the camera ray that hits the object
* @param aHitInfo: the hit information
* @return the result of the procedural
*/
virtual SFVEC3F Generate( const RAY &aRay,
const HITINFO &aHitInfo ) const = 0;
protected:
};
// Procedural generation of the board normals
class CBOARDNORMAL : public CPROCEDURALGENERATOR
{
public:
CBOARDNORMAL() : CPROCEDURALGENERATOR() { m_scale = 1.0f; }
CBOARDNORMAL( float aScale );
// Imported from CPROCEDURALGENERATOR
SFVEC3F Generate( const RAY &aRay,
const HITINFO &aHitInfo ) const override;
private:
float m_scale;
};
// Procedural generation of the copper normals
class CCOPPERNORMAL : public CPROCEDURALGENERATOR
{
public:
CCOPPERNORMAL() : CPROCEDURALGENERATOR()
{
m_board_normal_generator = NULL;
m_scale = 1.0f;
}
CCOPPERNORMAL( float aScale, const CPROCEDURALGENERATOR *aBoardNormalGenerator );
// Imported from CPROCEDURALGENERATOR
SFVEC3F Generate( const RAY &aRay,
const HITINFO &aHitInfo ) const override;
private:
const CPROCEDURALGENERATOR *m_board_normal_generator;
PerlinNoise m_copper_perlin;
float m_scale;
};
// Procedural generation of the solder mask
class CSOLDERMASKNORMAL : public CPROCEDURALGENERATOR
{
public:
CSOLDERMASKNORMAL() : CPROCEDURALGENERATOR() { m_copper_normal_generator = NULL; }
CSOLDERMASKNORMAL( const CPROCEDURALGENERATOR *aCopperNormalGenerator );
// Imported from CPROCEDURALGENERATOR
SFVEC3F Generate( const RAY &aRay,
const HITINFO &aHitInfo ) const override;
private:
const CPROCEDURALGENERATOR *m_copper_normal_generator;
};
// Procedural generation of the plastic normals
class CPLASTICNORMAL : public CPROCEDURALGENERATOR
{
public:
CPLASTICNORMAL() : CPROCEDURALGENERATOR()
{
m_scale = 1.0f;
}
CPLASTICNORMAL( float aScale );
// Imported from CPROCEDURALGENERATOR
SFVEC3F Generate( const RAY &aRay,
const HITINFO &aHitInfo ) const override;
private:
PerlinNoise m_perlin;
float m_scale;
};
// Procedural generation of the shiny plastic normals
class CPLASTICSHINENORMAL : public CPROCEDURALGENERATOR
{
public:
CPLASTICSHINENORMAL() : CPROCEDURALGENERATOR()
{
m_scale = 1.0f;
}
CPLASTICSHINENORMAL( float aScale );
// Imported from CPROCEDURALGENERATOR
SFVEC3F Generate( const RAY &aRay,
const HITINFO &aHitInfo ) const override;
private:
PerlinNoise m_perlin;
float m_scale;
};
// Procedural generation of the shiny brushed metal
class CMETALBRUSHEDNORMAL : public CPROCEDURALGENERATOR
{
public:
CMETALBRUSHEDNORMAL() : CPROCEDURALGENERATOR()
{
m_scale = 1.0f;
}
CMETALBRUSHEDNORMAL( float aScale );
// Imported from CPROCEDURALGENERATOR
SFVEC3F Generate( const RAY &aRay,
const HITINFO &aHitInfo ) const override;
private:
PerlinNoise m_perlin;
float m_scale;
};
/// 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; }
float GetAbsorvance() const { return m_absorbance; }
unsigned int GetNrRefractionsSamples() const { return m_refraction_nr_samples; }
unsigned int GetNrReflectionsSamples() const { return m_reflections_nr_samples; }
void SetAbsorvance( float aAbsorvanceFactor ) { m_absorbance = aAbsorvanceFactor; }
void SetNrRefractionsSamples( unsigned int aNrRefractions ) { m_refraction_nr_samples = aNrRefractions; }
void SetNrReflectionsSamples( unsigned int aNrReflections ) { m_reflections_nr_samples = aNrReflections; }
/**
* @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;
void SetNormalPerturbator( const CPROCEDURALGENERATOR *aPerturbator ) { m_normal_perturbator = aPerturbator; }
const CPROCEDURALGENERATOR *GetNormalPerturbator() const { return m_normal_perturbator; }
void PerturbeNormal( SFVEC3F &aNormal, const RAY &aRay, const HITINFO &aHitInfo ) const;
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_absorbance; ///< absorvance factor for the transparent material
float m_reflection; ///< 1.0 completely reflective, 0.0 no reflective
bool m_cast_shadows; ///< true if this object will block the light
unsigned int m_refraction_nr_samples; ///< nr of rays that will be interpolated for this material if it is a transparent
unsigned int m_reflections_nr_samples; ///< nr of rays that will be interpolated for this material if it is reflective
const CPROCEDURALGENERATOR *m_normal_perturbator;
};
/// 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 override;
};
#endif // _CMATERIAL_H_
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